Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Increased Expensive Agents
31 Comments
Joey556 23 Apr, 2023 @ 6:45am 
I am simply in awe with with modpack. This truly brings out the flavor of DEI
damianvincent  [author] 16 Jun, 2022 @ 11:10pm 
@Spectre, that sounds odd, I'm going to take a look again to check on this, but they should be reenforcing each other. Do you have any other mods running that could be causing a potential conflict as well?
Spectre128 11 Jun, 2022 @ 10:12am 
Hey there Damian,
I recently started a new campaign with your mod collection (loving the idea), but I've encountered an odd bug with this one specifically: It seems that when this mod is loaded city garrisons no longer reinforce armies that are positioned nearby. The arrow indicating that the army will be reinforced by the city garrison is no where to be seen.

I'm seeing now that we're still waiting for an update for the latest version of DEI, so I imagine that's a factor, but I figured I'd bring it to your attention anyway. Any idea when we might see an update?

Thanks and great work!
damianvincent  [author] 23 Apr, 2022 @ 12:15am 
Shouldn't be too much longer now, I apologize but some real life stuff came up and demanded my attention over the past several weeks, but I'll be pushing out additional updates over the next few weeks.
SoGoodSoFar 29 Mar, 2022 @ 4:21pm 
Hello Damian and thanks for the great work. I am having a blast with your 12TY mod. However, I wanted to ask when we could expect an update to your other great mods.
damianvincent  [author] 12 Mar, 2022 @ 11:00am 
Okay, Ultimate 12 turns per year has been updated for DEI 1,3 here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2486145654

We'll be running updates, although they still work fine, for increased expensive agents, ultimate upkeep and recruitment, as well as the entire ultimate DEI collecion over the coming days.

ENJOY!
damianvincent  [author] 7 Jan, 2022 @ 1:35pm 
I just want to say THANK YOU to every one who has taken the time to give feedback, both positive and negative, I've tried to roll in suggestions where I can and would like to continue to encourage everyone to keep giving me your feed back.
damianvincent  [author] 7 Jan, 2022 @ 1:35pm 
I know I'm really enjoying my playthrough like this. Yes it's slower, if you're focused on the years ticking by and that only, otherwise, once you get into the groove of dealing with a months worth at a time, you get used to it, and the seasons really start to shine through, for instance in my game my new offensive begins in the spring to root out the last resistance in the po valley. From there we'll spend the rest of the summer occupying the region, sending out smaller armies to patrol the region, throw some games in the region, and by the fall/winter I fully anticipate having the regions public order fully under control, positive and heading towrads max, from there, I'm launching a simultanious strike on two of my northern neighbors, one turn wars where I intend to client state em and have buffer regions in the north, before starting the Punic wars.
damianvincent  [author] 7 Jan, 2022 @ 1:35pm 
Alll of it takes more forethought and planning, more strategic oversight, especially if you're playing the entire Ultimate collection. This is as close to realistic as we can get things, we're going to continue to push the envelope however. I really enjoy how it's become a real strategic experience, sacraficing this for that, this group for that group, this skillset for that skillset, where leveling up really means something now and you're proud and take care of your legions and agents. Navies are expensive now, as they should be and you can't just crank them out in a month anymore either, you need to have the foresight to know you're going to need a navy before launching yourself into a war, and have trained up and built the hundreds of ships you need for a full stack. No longer can you stumble into a war and not pay a price for that.
damianvincent  [author] 7 Jan, 2022 @ 1:35pm 
I really feel we're getting close to some really good strategic gameplay here, but I want more feedback from the community, let me know what else can we add or take away to increase the realism, without breaking the gameplay.
damianvincent  [author] 5 Jan, 2022 @ 2:17pm 
I've pushed through an update that slightly increases base agent and general movement range as well as line of sight. These are still quite low though at the start and you'll need to level your units up if you want them to be good agents. Before leveling up was barely of consequence before, slight buffs I never really even noticed, now they start out very basic and slow, but as you level them up and as they pick up traits along the way, your agents over time will become those super agents we all want. This just makes leveling up a lot more consequential now than it was before. You're really going to want to think about what you want to use this army, agent, etc. for and tailor them for the min/max'ers out there.
damianvincent  [author] 19 Dec, 2021 @ 4:23am 
I personally think it saves agents, without having to severally handicap or disable them.
benedictfrancis 30 Oct, 2021 @ 3:28am 
How's the stability of this mod with the latest updates? Is it still working? Any feedback would be great.
damianvincent  [author] 20 Jun, 2021 @ 3:05pm 
Absolutely, glad to hear you're enjoying the mod so far, and it's having the intended effects. They will still hit you from time to time, this doesn't end them, but aims for a more realistic experience without having to sacrifice agents in the process. Thus far I"m pretty happy with the how we've managed to save spies, return proper scouting to the game, while ensuring that we didn't break any game features. Thanks for the positive feedback!
Ampyr 20 Jun, 2021 @ 2:56pm 
Thanks for making this, started a new campaign and it's vastly different not being bombarded by agent actions every single turn
damianvincent  [author] 20 Jun, 2021 @ 12:49pm 
Thank you to everyone who has tried the mod, but especially to those who have enjoyed the work, and came back to give us a positive rating or thumbs up. Without your help, suggestions and feedback, our motivation and enthusiasm, as well as those great ideas, would dry up. Thank you to you all for all the subs, thumbs up, and the feedback!
damianvincent  [author] 20 Jun, 2021 @ 12:48pm 
Okay, 1.2 is live. In this update, offensive action costs have been reduced by roughly 15-20% while general, not critical, success chances have been raised a bit. You're by no means guaranteed success, but with the higher costs/rates we're spending, I've mitigated some of the penalties agents success chance had programmed in, ergo you should see higher general succes rates and slightly lower costs.

In essence, we've reduced slightly the cost of offensive actions, some higher tier agents were getting very expensive so this should reign them in where they shouldn't bust the self imposed cap on cost, 10k... too much.

Let me know what you think. Is it slowing down AI agent offensive action spam enough for you? Is the cost high enough that you find yourself moving your best assassin up before dropping that kind of money on an attempt? Is it just way to high, to low? Any and all feedback is welcome and helps me drive the direction of the mod.
damianvincent  [author] 15 Jun, 2021 @ 5:17pm 
1.2 is going up tonight or tomorrow. it's basically increases the base success rate while reducing the costs of offensive actions roughly 15% back down. Some higher tier agents could get upwards of 15k and that was a bit much, especially with success rates pushed so low. This should put the avg around 10k for offensive actions with a roughly 20% bump to success. It's still not a guarantee to succeed, but you'll be more happy with success rates I believe now, just the flip side is the AI is as well. But testing has not reveled any major increase in the AI's using of offensive actions. As always any and all feedback is welcome. Enjoy!
damianvincent  [author] 15 Jun, 2021 @ 5:06pm 
I mean, It has reduced agent spam on offensive actions by around 80 to 90% Getting hit with something generally every few turns, as opposed to several times a turn, and now I can use spies as scouts, since there are no scouts in the game. Plus with the higher cost to use offensive actions, it should entice people to use their best agents for the action, as why waste that kind of cash and not bring up your best agent at whatever attempt your making.
kam2150 15 Jun, 2021 @ 12:49am 
I dont think AI cares at all for action cost, hence at a glance this mod will make AI abuse it a lot more than in base DeI.

AI pretty much gets free cash and swims in milions of denarii when you check save game from later turns of campaign while keeping agent limit low and nerf to chance of success fixes AI spam.
damianvincent  [author] 9 Jun, 2021 @ 9:18pm 
as always though, I'll leave it open for 24/48 hours for any feedback anyone has on that adjustment. Thanks!
damianvincent  [author] 9 Jun, 2021 @ 9:16pm 
Update 1.2 will increase the base success chance of offensive agent actions. Figured if you're going to spend that much, we should have higher success ratings, especially for higher level agents.
ERT 8 Jun, 2021 @ 8:33am 
Since you asked I first tried out setting the action point cost to 500 instead of 2500 which seems to be a nice balance for early game around 1k-1500 for sabotage at imp 2 and 2k-2500 at imp 3 70 turns in. Right now I'm trying 1000 action points insted which seems abit too much for early game at 2500-3000 at the start which will prolly go up quite abit later in game. I think 800 will be a good middle-ground tbh. I also altered the amount of recuitable agents each turn so Imperium 5 (marian reform) and imperium 7(imperial reform) has a more significant impact on the recruitable agents, armies/navies and edicts compared to the starting 2-4 imperium levels. Overalls fells better for the pace of campaign imo.
ERT 8 Jun, 2021 @ 8:33am 
Never really experienced any problems with enemy agents in my play troughs but I mainly play as Rome and can usually negate any effect enemy actions have on me. I do however remember having a Coop game with friend playing as Macedon, his army kept getting bribed and sabotaged each turn so much so that he rage-quit lol.
So I see the problems for other factions.
damianvincent  [author] 7 Jun, 2021 @ 3:04pm 
What I'm trying to do here is prevent the AI from abusing agents, which is what they will do, and why most people just end up deleting them. But I get great use out of them as scouts, and from time to time would like to roll the dice on a complicated and EXPENSIVE, these things should be expensive, offing a king for 700 dollars??? Doesn't make sense, so with the expensive costs the AI cannot abuse them, least they go absolutely broke, and you can still use them from time to time and you're going to use your agents right, as you don't want to drop that kind of money, without moving up your best assassin, silver tonged agent, whatever. It's totally doable as Rome btw, I had/have to balance between the superpower and the minors, which is difficult, and there still may be some need to adjust the figures around. I may consider dropping it a bit, as it can get rather expensive on the minors side of things. To be 100%, how much would you recommend reducing that cost, say 10k per dirty deed?
ERT 6 Jun, 2021 @ 5:46pm 
Wow 10k to 20k seems almost masochistic haha! My point was that actions is way to expensive and number of extra agents seems abit excessive aswell but I can see where you're coming from.
damianvincent  [author] 5 Jun, 2021 @ 10:57pm 
It regularly costs me 10 to 20k for an assasination. We're pretty well at what you suggest... Also as stated above, over 20 introduces bugs.
ERT 4 Jun, 2021 @ 6:13pm 
Balance is way off imo, especially for early game where it can be essential to use agents to your advantage. That being said I like the increased caps although I feel like it is to much aswell. I would say double the cap for agents armies etc and triple the cost of action compared to vanilla dei for agents.
damianvincent  [author] 17 May, 2021 @ 10:23pm 
UPDATE: There will be a 1.1 update to this mod coming tonight/tomorrow. This update is going to increase the cost of recruiment quite a bit, and raising the cost of major offensive actions 65%. I felt it was way to low still, and have now gotten offensive actions more where I think I want them.

Let me know if anyone has any feedback on this update, if everyone is super opposed to further jacking up their costs I'll consider a reduction, otherwise things are going to get more expensive with offensive agent actions.
damianvincent  [author] 17 May, 2021 @ 12:56pm 
I personally use spies as scouts, have a few out exploring the world revealing the map to me, a few operating around offensive operations, a few on border patrol. Most mods deal with agent spam by cutting them off. This is another approach, that will cut down on agent spam, and allow their actions in the game, in a more balanced, and quite frankly realistic way. This stuff should be very expensive.
General Rubenski 17 May, 2021 @ 12:53pm 
Wait, why so many Spies, Armies, Edicts, etc?