Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Regions Needed
52 Comments
darkknightof2008 28 May, 2018 @ 4:08am 
Can u update your mod, please? Thank you so much!
miller8604 19 Apr, 2018 @ 11:31pm 
I updated this mod and re-uploaded it with your name and original description
Piero 18 Mar, 2018 @ 7:50am 
Hello, could you please update your mod to work with the latest patch? Thank you
MANWHATADONGA 11 Jan, 2018 @ 2:22pm 
If you update please leave P17 on thanks for us players who are in P17
kingkatel305 4 Jan, 2018 @ 12:10pm 
upadate this mod bro please
Scorvetta Prime 29 Dec, 2017 @ 5:16pm 
Can you please update this mod, it's only one of it's kind I have found and this stupid new update ruined it. Please update it for us, thanks alot! :)
WOMD 25 Aug, 2015 @ 6:25am 
update please
Zidious G 17 May, 2015 @ 12:54am 
I finally found your mod! According to the forums I visited, many are looking for your mod but can't find it. I suppose that they, like me, know what the mod does, but don't really know what to type in the search box. :D
Maxime 11 May, 2015 @ 2:32pm 
Great mod!
18Lama 4 Jan, 2015 @ 9:05am 
Awesome mod. Rated up!
MrCactus 22 Dec, 2014 @ 1:45am 
Eiki nx
LinkZeppeloyd 19 Dec, 2014 @ 2:33pm 
Works!
Thomahawk2k  [author] 19 Dec, 2014 @ 2:18pm 
The answer (should be/)is yes.
I've updated yesterday...
And it is indeed working with other campaigns
MtMo 19 Dec, 2014 @ 12:45am 
Is this still compatible even with the new updates?
Also does it work with other campaigns?
Thomahawk2k  [author] 22 Oct, 2014 @ 2:40am 
Hmm, well, better, I guess. That was my original intention.
LinkZeppeloyd 21 Oct, 2014 @ 4:21pm 
Seems like it's no longer 1 turn, it's zero. What I mean is, in my campaign, if a slave revolt erupts, they disappear on player's turn, aka they get zero turns. This happened in my tylis campaign too; i moved my army to take bythinia, and macedon came for me settlement. I thought "oh well let them take it, i'll take bythinia on my turn." Nope, I was instantly gone.
Thomahawk2k  [author] 16 Sep, 2014 @ 9:39pm 
Working on it, no worries
TexanChiss 16 Sep, 2014 @ 5:13pm 
patch 15 update?
Alexandria38 11 Aug, 2014 @ 12:24pm 
I love you. And I hate dead factions raiding in my territories, causing me to hunt them down for 10 turns, as they sail an entire turns' distance in their crappy boat with 6 people on it, living off of the flesh of the other people that starved to death, and then miraculously 10 turns later, they recruit a bunch of mercs that may or may not attack me.
Thomahawk2k  [author] 31 Jul, 2014 @ 12:22am 
Yes it is, if it's not compatible with a patch I'll tell you, no worries.
TexanChiss 30 Jul, 2014 @ 6:13pm 
how about patch 13?
Thomahawk2k  [author] 26 Jul, 2014 @ 11:52pm 
Patch 14 is still in beta right, I guess it is still compatible since I didn't do anything with the AI.
But to be sure you should try it out (I don't even know where to get the beta.)
teg07c 26 Jul, 2014 @ 8:03pm 
Great mod man, is this compatible with patch 14?
Thomahawk2k  [author] 9 Jul, 2014 @ 8:22am 
I am sorry, but it doesn't work that way, I can't make them die in two turns since if I make it down to 50% per turn, it will take longer than two, if I keep it 100% it will take one turn. But I will look if I can do something when I have the time
Jezal 8 Jul, 2014 @ 10:06pm 
I really like this mod. But I think 2 turns until they dissapear would be better, because you don't need to fight rebel-troops because they dissapear before they can do anything. With one more turn, they at least would have a chance to capture a city and stay alive some longer.
And it wouldnt be that annoying to wait one more turn for defeated enemies to dissapear, right?
Thomahawk2k  [author] 3 Jun, 2014 @ 9:36am 
If a faction gets out of territory, it has to race for a settlement, otherwise they die from attrition
Thanos #Freaky 29 May, 2014 @ 4:44am 
@neussap.uit.brazil Good
Potato Soup 28 May, 2014 @ 9:39pm 
update please
Thomahawk2k  [author] 14 May, 2014 @ 11:59am 
@wealthmonger
Sure, will be looking into it.
MANWHATADONGA 13 May, 2014 @ 6:12pm 
great mod sick and tried of factions raiding and recuirting mercerences full stacks with no cities
Lannik 11 May, 2014 @ 8:02pm 
I just had to comment beautiful screenshot!
wealthmonger 11 May, 2014 @ 5:17pm 
Any chance you can make a another mod where the attrition from being regionless becomes exponentially greater each turn it progresses. So any full remaining units might have 4 turns max to take a city before their completely gone.
Dr Poocrumbs 11 May, 2014 @ 2:33pm 
Good mod, thanks! Got sick of rounding up the renants of the crushed.
Leitchy30 9 May, 2014 @ 10:43am 
Yep working fine for me with Radious mod now, great work neusaap ;)
Thomahawk2k  [author] 9 May, 2014 @ 7:59am 
Radious Compatibility Update; Should be compatible now. It's not crashing anymore, but I did not extensively test it yet.
Thomahawk2k  [author] 9 May, 2014 @ 7:27am 
Citate from RCF: "Lower attrition while sieging city - effect was too high, hardly possible to spend few turns for proper", which means it does edit attrition, and so it is sadly not compatible. :(
Leitchy30 9 May, 2014 @ 7:15am 
Doesnt work with Radious campaign features mod for me however, just a heads up for any guys that are experiencing crashes at launch ;)
SilentResident 9 May, 2014 @ 7:07am 
Nice idea, adds to the game's realism.
Leitchy30 9 May, 2014 @ 6:51am 
You sir are a god among men! thankyou!
MANWHATADONGA 8 May, 2014 @ 10:38pm 
Tried cause game to crash will try later turn off mods to see which one conflicts this will be a great mod
Thomahawk2k  [author] 8 May, 2014 @ 8:58am 
It does not edit anything except for what attrition it uses when you or the ai loses all it's regions.
Aristoxenus 5 May, 2014 @ 1:22pm 
But most the timethey survive long and lazy, after 10 turns that arverni didnt have more territory they were "migrating" and their dam agents were disturbing me. Thank you for this mod like this i will be sure that after 1 turn, those rats will disapaer
Thomahawk2k  [author] 5 May, 2014 @ 10:23am 
It's not (yet) edited, but the ai already knows about the fact they should conquer a settlement as fast as possible. But I am looking into it.
ProbusVerus 5 May, 2014 @ 9:34am 
Finally a very needed mod! Thank you sir! Was tired of faction surviving with just a lousy army standing there harassing my empire. It makes it similar to the original TW. Thank you! :)
SaprisTea 5 May, 2014 @ 9:13am 
but does AI know it HAS TO rush a settlement otherwise it's over?
SaprisTea 5 May, 2014 @ 9:13am 
but does AI know it HAS TO rush a settlement otherwise it's over?
Peel 4 May, 2014 @ 8:10am 
So you do it by introducing a new attrition form, that's what I was asking. Sounds good!
Thomahawk2k  [author] 4 May, 2014 @ 7:36am 
It doesn't effect anything else. I made a new attrition form with 100% troop killing and set it as the regionless attrition. Before the regionless attrition was the same attrition form as with bankrupt. Now it has it's own attrition form. Nothing else has changed.
Peel 4 May, 2014 @ 1:29am 
I understood the what (so that you don't get roving homeless factions), but not the how. I just want to know whether this will affect anything else...
Thomahawk2k  [author] 4 May, 2014 @ 12:15am 
Basically, if a factions loses all her regions, they got one turn to race to a settlement. If they do not succeed in this, attrition will kill all their troops at once. This works both for the player and for the ai. It's a very simple principle.