Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

4 TPY Balance Mod - Build, Research and Recruit - by Dresden
61 Comments
CrossFire 1 Jul @ 11:15am 
BIG GARBAGE THIS MOD. ALL ARE AGING 4 TIMES FASTER
LePaow De Cubbes 19 Jan @ 7:29am 
research rat is increased but unfortunately construction time is not increased
Drew_Berrymore 18 Oct, 2020 @ 7:20pm 
Wish this had an update
Brezonte 19 Jan, 2019 @ 3:47pm 
Game CTD, update this great mod please!
Godleader 25 Sep, 2018 @ 4:13pm 
Update pls!
Jesus Loves You^_^ 14 Nov, 2016 @ 1:15am 
Update please.
BoTe 22 May, 2016 @ 12:52am 
This affects AI?
jamespklouse 29 Jan, 2016 @ 4:37pm 
Hey I'm loving it so far. Question though... Can you increase slot recruitment to two for holding an entire province, or the capital, or with an edict? I just started a Nervii campaign and I currently occupy both cities in the starting providence only. It seems a little bit imbalanced having two regions and only being able to recruit one unit.
Animu Lady  [author] 30 Aug, 2015 @ 12:54pm 
The mod works fine with patch 17 for me right now
Animu Lady  [author] 25 Aug, 2015 @ 12:51pm 
I will try to update the mod as soon as i can.
FalloRafael 25 Aug, 2015 @ 10:18am 
Why are building recruit slots bonus disabled?
Daniil.BSD 28 Jul, 2015 @ 4:30pm 
what about birth rate?
Animu Lady  [author] 18 Feb, 2015 @ 10:33am 
yes ,but wont affect The custom units created by modders.
samberry1999 28 Jan, 2015 @ 12:18pm 
is there anyway to limit the moving distances of the armies aswel as this would be much better
Animu Lady  [author] 18 Dec, 2014 @ 11:31pm 
Dresden said The Building Costs multiplied by x4 works for him - but everybody also in TWC site says that it doest work for them also,its not just me and you guys. Till then We W8 for him to this.
Personaly its better without the increased x4 Building Costs ,because the AI cant Handle well his budget and all his money goes for making buildings -not units for his armies.

Btw The Mod works with the latest DLC and Patch.


I recomend this mod in the link when using the 4 TPY Balance Mod if you wanna play WoS DLC Campaign with 1 Turn Recruitment https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=357119666
Animu Lady  [author] 17 Dec, 2014 @ 5:54am 
Dresden havent updated the mod yet for the latest patch and DLC
Albano 3 Dec, 2014 @ 7:23am 
- Building Costs multiplied by x4. not work
Jerr 13 Nov, 2014 @ 12:55am 
Для большой компании не заменим!:Antipho::Bucco::Dossenus::Hercules::Pappas:
Frank 21 Sep, 2014 @ 3:08pm 
building cost is not working...
RexJayden 18 Sep, 2014 @ 8:30am 
Thanks for the update! :Antipho::Bucco::Dossenus:
Animu Lady  [author] 17 Sep, 2014 @ 11:44pm 
Updated Up to Patch 15 EE version
Romulus Lycanius 5 Sep, 2014 @ 6:00pm 
I've actually used that mod before, but sttopped using it as The Aveni spammed me with amies of Levy Freemen before my units could heal. Couldn't keep up. Anyways, I think I have a few tips that may help. I'll try and go in order.

1. For lowering campaign movement range... it seemed to work in that mod by Dresden that you suggested to me. As long as you do it fo vanilla units, it'll work... as armies should at the very least have a general unit in them.

2. I believe there's a way to modify the amount of money that the AI can spend, as I've seen other mods that do so. If looking into that isn't your thing... that's fine. Your mod after all.

Maybe itt's my bad for not liking that mod you suggested to me. I was using the oman Families mod, and they weren't fully compatible. Probably an erro on my end... but oh well. Maybe I'll give it another shot, eh?

That's about all I got. Thanks for the responce, and I hope you days go well!
Animu Lady  [author] 5 Sep, 2014 @ 2:35pm 
buildings take longe to build - its in this mod - 4x longer than normal
Lower campaign movement range - it doesnt work for a Custon units - only for vannila units it will work
raise the amount of money it takes to both recruit units, and pay them - For The AI is already harder to build buildings higher that tier 2-3 - so doing the same will make The AI budget even more smaller overall to be spend and easy to be attacked by the player. Also the Mercenaries will be more usefull that the faction's Rouster recuitmenting new units.
Btw I got the perfect Mod For you - its also made By Dresden
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=187067493
You will need to get 4TPY Mod to actually changes the TPY to 4. Or, you can choose another TPY or startpos mod
- Build Times, Research Times, Building Cost and Recruit Cost multiplied by 4.
- Building Replenishment Bonus, Land Campaign Movement and Navy Replenishment reduced by 50%.
and so on
Romulus Lycanius 5 Sep, 2014 @ 12:30pm 
Very nice mod! I can only think of a few things that might improve it. 1. Lower campaign movement range. It buildings take longe to build, then to keep things consistent... shouldn't amies not have to march as far? 2. I'd raise the amount of money it takes to both recruit units, and pay them. That way, it's actually take a little time to earn money to keep troops, that way you really have to consider what you recruit and where. Maybe you like those ideas, maybe not. If not, I'd appeciate at least an explaination why, that way I can perhaps re-think my suggestions. Thanks for reading this in advance!
Animu Lady  [author] 3 Sep, 2014 @ 11:53pm 
Its not working with beta 15.All Dresden's ,Radious,champoo Mods arent working on beta 15
Death Pope 3 Sep, 2014 @ 4:45pm 
breaks patch beta 15 buildings chain for rome, diabled till updated, its a great mod, just out of date now, to be expected the beta jsut came out.
God game 22 Aug, 2014 @ 7:07pm 
Ok understood! That's great!
Animu Lady  [author] 22 Aug, 2014 @ 1:30pm 
Found why you recruite 3 not 1 with the nomads.In vannila the nomads recruite 5=2 from the nomadic culture factions bonus + 3 normal.With this mod its 2 from the nomadic culture factions bonus + 1 normal.
God game 19 Aug, 2014 @ 9:21am 
You'r welcome! Have a nice trip!
Animu Lady  [author] 8 Aug, 2014 @ 12:10am 
Im traveling across Europe right now - summer you know - I will contact Desden if i have the same problem thanks for the info :)
God game 7 Aug, 2014 @ 9:40am 
Hi the mod is good, but when i played nomads i could recruite 3 units each turn - season, while playing for all other factions its posible to recruite 1 unit each turn. But any way i think it ll be great idea to give barbaric factions to train 2 unit for turn while civilized could 1 unit. I think this will underline furious character of barbarians.
WSU_PROF 13 Jul, 2014 @ 4:25pm 
I enabled OOD mods and clicked on this mod with my 4tpy all factions mod. There is no compatibility issue and no crash. But when I start a new campaign, I can recruit 4 units a turn and research/building is unaffected.
WSU_PROF 13 Jul, 2014 @ 4:22pm 
I have the all factions playable 4tpy mod. Dresden is not compatible with that.
Animu Lady  [author] 13 Jul, 2014 @ 4:15pm 
NOTE: YOU NEED DRESDEN'S FOUR TURNS PER YEAR, OR SIMILAR MOD TO HAVE FOUR TURNS PER YEAR. THIS MOD ONLY BALANCES TIMES FOR RESEARCH, RECRUITMENT, AND BUILDING TO WORK WITH FOUR TURNS PER YEAR.
If not - its just an another 4 Turns per year Hardcore Mod
Animu Lady  [author] 13 Jul, 2014 @ 4:14pm 
it works still with patch 13.1 - just click the enable the out of date mods in the mod manager
WSU_PROF 13 Jul, 2014 @ 3:54pm 
This mod does not seem updated
It did not work for me.
Animu Lady  [author] 11 Jun, 2014 @ 2:22am 
Added with the latest update from Dresden - Building Costs multiplied by x4.
Animu Lady  [author] 9 Jun, 2014 @ 1:11am 
@linzito
if the meaningful resources mod is updated regulary then Yes .Both mods are from Dresden
'
@benignlama Yes more than a week.

Dresden in its latest update changed the mod:
----May 28th version
- Build and Research times quadrupled
- Recruitment slots lowered from 3 to 1.

----June 3rd version
Build times, Research times, Building costs quadrupled
Recruit slots lowered from 3 to 1.

So the real change is Building costs quadrupled. If before a building had 1200 cost in the patest patch it has now 4x1200



Guys wanna me to upload this new version of the mod right away ok. If you wanna w8 1-2 weeks is also ok.Just comment on the problem

Its Save Compatible
Rex_Atticus 8 Jun, 2014 @ 3:37pm 
Is this mod compatible with meaningful resources?
DearestPyrrhus 6 Jun, 2014 @ 7:16am 
Has this mod been updated to the latest patch?
SDW1000 30 May, 2014 @ 8:23pm 
haha..I love your name.
RexJayden 30 May, 2014 @ 4:24pm 
Sure is Total War. Thanks again! :steamflake::claugh:
Animu Lady  [author] 30 May, 2014 @ 9:48am 
@RexJayden Its all True - The AI does the Same also - Its Epic when you Battle your way for the Achievement - THIS IS TOTAL WAR
RexJayden 30 May, 2014 @ 9:41am 
This mod is an excellent addition to the 4TPY from which it was derived. Definitely going to make for some epic campaigns. I have to think so much more about battles due to the decreased ability to recruit units. Will be using mercenaries more as well. Thanks! :claugh::steamflake:
Animu Lady  [author] 28 May, 2014 @ 12:19pm 
Getae ,Pidna , Pirates and Raiders DLC Update
Simple Jack 23 May, 2014 @ 12:27am 
ahh ok.... thx for answering :)
Animu Lady  [author] 21 May, 2014 @ 9:35pm 
Its vanilla movement range - it was realisticly to travel 4 or less turns in 1 year from Byzantium with 60 000 men to Pannonia at that time. Btw If you are using Custom Units with
modded movement range the new units will still move vanilla movement range - thats how the Campaign Balance is broken. So this is why its vanilla movement range
Simple Jack 21 May, 2014 @ 8:36pm 
Thanks! I was looking for standalone mode like this. I think I already know this but: Does it have movement range to fit 4tpy? Or I just stick with vanilla movement range for 4tpy?
Animu Lady  [author] 11 May, 2014 @ 11:53pm 
Roman Houses: Familia Romana (4TPY)
S.P.Q.R: Imperium (4TPY)
Compatable now !!!