Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Maf's Faction Unlock Mod: 4 Turns Per Year
175 Comments
LordCrusader17 22 Jun, 2019 @ 8:20pm 
update
Blade 25 Aug, 2018 @ 8:09pm 
How about working with the patch 20 hot-fix now, which CA just released in Aug 15th?......
maffers  [author] 22 Oct, 2017 @ 12:41am 
I have updated this since those comments.
pauloricardodarkwolf 13 May, 2017 @ 9:23am 
Could you please update this mod? Thank you
alf 9 Jan, 2017 @ 5:58pm 
awesome
hsaIV 31 May, 2016 @ 3:32am 
Don't you need the DLC to play as Cimmeria?
revengerfighter 17 Oct, 2015 @ 5:38am 
Can you make playble Delmatae or Daorsi please?
Toby Keith's Top Guy 26 Aug, 2015 @ 3:10pm 
Is it just me or do you automatically betay the selucids as persia?
marirvin 7 Dec, 2014 @ 7:42am 
atleast should release a unit pack with these units they are some of the best ones in the game I'm in love with the immortals from persia this adds everyone elses looks like 300 movie and i have to admit i hated that movie but im one of those history guys who is like fuck you hollywood there was more than just 300 spartans
marirvin 7 Dec, 2014 @ 7:38am 
yea this is like the 4th damn time they have done that
Obamna 7 Dec, 2014 @ 3:46am 
Maf might be tierd of remowing factions all the time. CA is just adding the factions he adds with this mod anyway.
marirvin 4 Dec, 2014 @ 2:07pm 
all your other mods have been updated are you not updating this cause as of right now it is glitching my game creating two massilia factions if i tic this off then it displays correctly with the one massilia faction but if I tic this off i cant play my seleucid campaign tht i have over a hundred turns in or my parthia one since this relies on 4tpy whats the status is my ? cause my game is currently broke and i cant continue any of my campaigns that are using this mod's 4tpy
marirvin 28 Nov, 2014 @ 5:58am 
can you update this they have added two factions that this unlocked and replace them with maybe the Cherusci or Cimbri to replace Massalia and either Bithynia or Cappadocia to replace Cimmeria
d.uzuner 16 Nov, 2014 @ 3:39pm 
Hi mate I would like to make a request. When you get the chance to fix the masaesyli issue, could you also take a look at the vanilla version of baktria? Since CA made them playable, they have a bug in their satrapy building in cultural buildings chain. Even though they are a greek faction, that building gives eastern cultural influence. It would be great if you could also fix that. Thanks again.
maffers  [author] 2 Nov, 2014 @ 5:29pm 
@d.uzuner: Yeah I forgot to update that after they added those buildings for emperor edition. You can just use the other city center building in the mean time until I fix it.
maffers  [author] 2 Nov, 2014 @ 5:28pm 
@Oneup87: Massalia doesn't have 2 negative modifiers. The multiculturalism trait gives a minus to a penalty: its a double negative so it ends up being a positive. Parthia has the same trait.
d.uzuner 2 Nov, 2014 @ 11:01am 
Hi mate, i noticed a small error; playing as Masaesyli, the royal city building, gives eastern culture instead of desert nomadic, so it is always necessary to build satrapy chain in region capitals. I didnt check if this is also the same with moreo and nabatea but i guess so. Just wanted to let you know.
Oneup87 2 Nov, 2014 @ 9:42am 
why would you give massalia 2 negative modifiers? The 25% public order penalty makes it virtually unplayable when you consider that they start in an area completely surrounded by foreign cultures AND their starting province has a local celtic tradition. Add all this to the fact that every celtic nation eventually declares war on them, wouldn't barbarian subduers be a more fitting modifier?
Bob 1 Nov, 2014 @ 2:11am 
hmmmm i think it had but maybe i am doing confusion with other mod.
maffers  [author] 31 Oct, 2014 @ 2:01pm 
@WCkGames: There never was a 24 turns per year version.
maffers  [author] 31 Oct, 2014 @ 2:01pm 
@doomguyschaingun: Yes.
Bob 31 Oct, 2014 @ 11:58am 
what happened with the 24 turns per year version of this faction pack?
Angel of Death 31 Oct, 2014 @ 10:19am 
does this mod work for emporer's edition?
marirvin 30 Sep, 2014 @ 8:39am 
found a fix for meroe and numidian elephants if anyone else is interested it's desert armies by javi_wan also adds some units to both factions figured i would let ppl know incase anyone else wanted 2 play meroe or numidia thnx for the mod maffers have fun
marirvin 29 Sep, 2014 @ 11:20am 
hi maffer I'm playing through with Mero and i found a CA mistake they have the same building set up as persia and have the animal trader building but cant recruit elephant's and it makes it a useless building was just curious if you could add the basic elephant to their roster thnx for adding Mero and have fun.
maffers  [author] 27 Sep, 2014 @ 6:05pm 
@marirvin: I removed the archers and the spearmen because CA added some similar units to their roster. I just forgot to edit the description for the mod.
marirvin 27 Sep, 2014 @ 6:05pm 
srry got 2 chats going at once ment to add that i have not checked the others like the getae only noticed armenia was missing your spears and bows and thnx mero is looking sweet :)
marirvin 27 Sep, 2014 @ 6:03pm 
hey maffers did you keep your custom units in the factions tht got added by CA im not seeing your armenian ones only one showing up is noble axemen
maffers  [author] 27 Sep, 2014 @ 1:41pm 
@SGT Mcpancake: I'll look into it.
Derriphan 27 Sep, 2014 @ 12:40pm 
The new political system isn't working for the factions that you made playable is there a way to fix this?
marirvin 27 Sep, 2014 @ 6:07am 
oh and on a side note im playing persia right now and i love your immortals :)
marirvin 27 Sep, 2014 @ 6:04am 
Sure sounds just as good and it still in the same area of influence I was looking to play did not know that about Mero will have to research them im kind of a history nut one of the main reasons i love this game thnx for your mod and for taking the time to add an Ethiopian faction the whole area has some cool history even the greeks thought that was where their gods went to relax. Have fun Maffers.
maffers  [author] 27 Sep, 2014 @ 5:53am 
@marirvin: Axum didn't rise to promince until a bit after the games time frame (starting at about 100 AD). The Meroitic Kingdom (Meroe) was more powerful during the games duration and actually fought against Rome, so I think they would be a better faction to make playable. They also at one time ruled Egypt so I could give them some Egyptian units to fill out their roster. Would it be okay if I added them instead of Axum?
marirvin 26 Sep, 2014 @ 5:25pm 
hi maffers can you add Axum to your african kingdoms list they have a very intresting history to them and is one of the more unique factions that IMO should have been in the game from the start you dont have to make any units for them if you dont feel like it as i know that can be time consuming but if you could just unlock them would be really awesome hope you consider thanx for the mod and have fun.
TimurTimur 19 Sep, 2014 @ 6:11am 
ok ill unsub and resub and see also cimmerias politics didnt work but ill check it out now
maffers  [author] 18 Sep, 2014 @ 5:52pm 
@TimurTimur : I fixed this a little while ago. Please make sure this mod is up to date.
TimurTimur 18 Sep, 2014 @ 4:58pm 
just a heads up nabatea cant build any buildings and still has the old buildings from before patch 15
helliax 15 Sep, 2014 @ 7:13am 
All right, thanks
maffers  [author] 14 Sep, 2014 @ 9:31pm 
@helliax: If radious modifies persian cavalry then it is probably an incompatability. Also, I havn't updated it for beta patch 15 so if you're using that it might not work properly.
helliax 14 Sep, 2014 @ 8:14pm 
I've also tried changing the load order.
helliax 14 Sep, 2014 @ 8:14pm 
Is this supposed to be compatible with Radious? When playing as Persia, Persian Cavalry don't have any horses. So far, they seem like the only unit affected. I'm making sure to only load your mod and Radious.
maffers  [author] 31 Aug, 2014 @ 5:58pm 
@Emkorora: 1) Everything will take the same number of turns, but 1/4 the number of years
2) Most of the new factions will not have civil wars because I didn't set that up
Gens Cornelia 25 Aug, 2014 @ 8:00am 
Now I got. Thanks for your fast response!!
maffers  [author] 25 Aug, 2014 @ 7:59am 
@Pech: If you want to use the "Roman Houses" mod, for example, you would need to modify the files within the "Roman Houses" mod.
Gens Cornelia 25 Aug, 2014 @ 7:52am 
Ah, I shouldnt change that in your mod... I should change that in the overall like Aeternum?
maffers  [author] 25 Aug, 2014 @ 7:44am 
@Pech: That just makes Massalia playable and doesn't change any other factions.
Gens Cornelia 25 Aug, 2014 @ 7:37am 
What will I do exactly with your steps? Set all other nonplayable except Massalia?
maffers  [author] 24 Aug, 2014 @ 11:57am 
@Pech: Also you should rename the mod after you edit it so it doesn't get overwritten if the base mod gets updated.
maffers  [author] 24 Aug, 2014 @ 11:56am 
@Pech: You need to modify the mod file itself or else it won't work.

Inside the mod file, open up startpos.esf which should be under campaigns->main_rome->startpos.esf.

Then modify these values, but make sure you are editing the correct faction:

Campaign_Preopen_Map_Info\Campaign_players_setup\Players_array\players_array - 110\Campaign_player_setup
= Set the 2nd boolean to true

Campaign_Preopen_Map_Info\Faction_infos\Faction_infos - 110
= Set both booleans to true

Compressed_Data\Campaign_Env\Campaign_Setup\Campaign_Players_Setup\Players_Array\Players_Array - 110\Campaign_Player_Setup
= Set 2nd boolean to true

Compressed_Data\Campaign_Preopen_Map_Info\Faction_infos\Faction_infos - 110
= Set both booleans to true
Gens Cornelia 24 Aug, 2014 @ 11:43am 
Thanks!! I know that they have just the placeholder units but there are a few mods to give them units. The problem with your mod is that the "Roman Houses" mod wont work as every other one which change the startpos e.g. for the Etruscan League. I hope if I just unlock Massalia the mods will still run because they dont touch Massalia at all. Or wont it work, I've never done modding :S