Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Divide et Impera 1.3.4 - Etruscan Overhaul
410 Comments
FaZe_Tachanko 18 Apr @ 10:47am 
Hey, just to say, you can't have a civil war as Etruria it seems.
The Grimwar 3 Apr @ 1:17pm 
Speaking of AI, have you considered using AI to expand and rewrite the Etruscan General's pre-battle speeches? If you do accept this proposition, I already have ideas for speeches that I will send to you on Discord. First on the list: The Etruscan General's & Admiral's speeches when confronting the Romans.
chesterhdclarke 3 Apr @ 8:23am 
I love this faction and im really enjoying this campaign! As they are traders they would borrow good ideas from neighbouring factions. So please add infantry units from the macadonians (pike), Spartans (hoplites) and iberians (falcata swords) in a second military reform. Perhaps british chariots should be used as a basis for a unit at the beginning of the campaign as they are a bronze age people and perhaps none indo European like the basque. Could you add brothels in cities to increase the Etruscan population of lower class citizens (expanded from playing field building or immigrants)? I'd imagine A.I can help with coding. Many thanks for all your hard work.
chesterhdclarke 3 Apr @ 8:07am 
Tinia – Chief sky god, equivalent to Zeus/Jupiter

Uni – Goddess of marriage and fertility, wife of Tinia; equivalent to Hera/Juno

Menrva – Goddess of wisdom, war, and art; equivalent to Athena/Minerva

Turan – Goddess of love and beauty; equivalent to Aphrodite/Venus

Laran – God of war; equivalent to Ares/Mars

Velchans – God of fire and the forge; associated with Hephaestus/Vulcan

Fufluns – God of wine, health, and vegetation; equivalent to Dionysus/Bacchus
chesterhdclarke 3 Apr @ 8:07am 
Aita – God of the underworld; equivalent to Hades/Pluto

Vanth – Winged spirit of death, often seen guiding souls to the underworld

Charun – Demon of death, often depicted with a hammer; guardian of the underworld

Nortia – Goddess of fate and destiny, associated with time and prophecy

Letham – Goddess of the dead or death itself

Selvans – God of forests and boundaries, similar to Roman Silvanus

Usil – Sun god; equivalent to Sol

Thesan – Goddess of the dawn and childbirth

Catha – Mysterious solar or lunar goddess, sometimes conflated with Thesan

Artume (Aritimi) – Goddess of the hunt and nature; equivalent to Artemis/Diana
chesterhdclarke 3 Apr @ 8:02am 
Please create a cultural affiliation between Rhaetians and Etruscans and Germanic peoples because some scholars argue that early Germanic runes (Elder Futhark) may have been influenced by Etruscan and Rhaetian alphabets, not invented independently. Here's the brief logic:

Etruscans colonised northern Italy and the Alps before 500 BC, spreading their alphabet—derived from Greek.

Rhaetians, culturally linked to the Etruscans, used similar scripts in what is now Austria and Switzerland.

Germanic tribes near the Alps (e.g. Noricum, South Germany) likely had contact with these scripts via trade or migration.

Several rune shapes (like ᚠ, ᚱ, ᚹ) resemble letters in Etruscan and Rhaetian scripts.

The timing fits: Elder Futhark appears c. 2nd century AD, long after Etruscan script but near former Etruscan-Rhaetian zones.

Germanic runes were likely a modified adaptation of older Alpine-Italic scripts, filtered through contact zones rather than pure invention.
Alex 2 Apr @ 10:07am 
thank you for this great release!. Are you planning to add more factions overhaul?.
gesuntight  [author] 29 Mar @ 11:05am 
@Tun4Flake5
I accidentally uploaded a testing version with the last update that disables the reform requirements.
It's fixed now, but you'll have to start a new game / load a save from before turn 5 to have the reforms work correctly
Hattori Hanzo 29 Mar @ 8:46am 
nope it was turn 5 and i already had the reforms instantly
gesuntight  [author] 29 Mar @ 8:43am 
@Tun4Flake5
Did you maybe hit the alternative requirements? They're imperium level 3 and turn 120 iirc
Hattori Hanzo 29 Mar @ 8:22am 
is it just me or does the reform requirement just not work (i managed to get the reform without completing the obj)
The Grimwar 26 Mar @ 10:23pm 
Hey man, absolutely LOVING those renames for the Etruscan Cavalry + Hoplite Guard. It is just so fitting! However, I have noticed two issues of organization, they are minor but rather annoying.

Firstly: For whatever reason, the Etrucan Marine Archers and the Etruscan Light Marines get mixed up whenever they're both in Etruscan fleets. The organization is totally scrambled, with archers and javelinmen not sticking to their own and mixing, causing a confusing and frustrating time every time you click a fleet and see its composition. I think the problem may have something to do with them sharing some sort of category that chooses where unit cards wind up?

Second is solely for multiplayer/custom battle, the two Etruscan Swordsmen are in between the Axemen, which is rather inconvenient, and the Etruscan Levy Spear's reform unit is right smack dab in between the light spear maniple unit cards. And lastly, I think the position of the Etruscan Slingers and Javelinmen should be switched.
de Freitas [29th ID] 23 Mar @ 9:04am 
Hello, I love this mod and I'm thankful for the great work you've put into it!
The only issue I have is the mismatched shields on many units (Hoplon, Scutum, Thureos in the same formation), is there a way to make some units more uniform, maybe only after reforms as they become more professional?
The Grimwar 21 Mar @ 11:03am 
Greetings, I have been enjoying a campaign as Etruria, been loving the experience so far. However, I think some units should be renamed. For starters, the Noble Hoplite, this unit is already an amazing one, as the sole phalanx option for the Etruscans post reforms, they serve their function very well, however, their name is redundant, as only Etruscan nobility were hoplites. I think a better name for them would be "Etruscan Elite Hoplites," the same logic goes for the "Etruscan Noble Cavalry," just "Etruscan Cavalry" would do.
gesuntight  [author] 19 Mar @ 12:42am 
@Knightmare
do you have this mod on top of your load order? That usually happens because another mod is overwriting this one.
Wendigoat 19 Mar @ 12:09am 
not sure if its outdated or just me but the faction doesnt show up for me on the selection screen
gesuntight  [author] 23 Feb @ 1:08am 
@The Grimwar
I did some streamlining of the reform system and broke the upgrade technology in the progress, thanks for pointing that out to me. Should be fixed now!
The Grimwar 17 Feb @ 11:27am 
Just got your latest update, and I LOVE the fact that you gave the Etruscan levy units their own reform versions, it really brings them up to snuff with the rest of the roster, the levy swords in particular were an extremely effective screen for my hoplite phalanx even before the reforms. I just have two problems to report:

Firstly, when the reforms are activated, the Italic Aristocratic Cavalry is listed as a general's bodyguard unit.

And secondly, aside from the levies, the rest of the roster is unable to upgrade to their reform units.

Something I'd also like to suggest once you fix that is revamped unit descriptions, but I've come here to say again that this mod is AWESOME, and what makes it all the better is that you haven't abandoned it. Thanks for your work.
Black_Dynamite 3 Feb @ 1:12pm 
Hello, I recently subscribed to this mod because it is an intriguing concept that can bring an alternative gameplay to life and while I like the units, I was wondering if the Etruscans can borrow some of the culture, technology, and units from Rome if they capture and assimilate them. Something equivalent to Roman legions would be fun to see.

Thank you for the mod.
The Grimwar 30 Jan @ 12:57pm 
Greetings. Knowing about the content that the official DEI Team is working on for the Rise of the Republic DLC, might I suggest porting over some of the units they suggest over to your mod? Like the Etruscan Warriors?
gesuntight  [author] 14 Dec, 2024 @ 12:40am 
@Servasius
I think already in base Divide et Impera legendary gives the AI a lot of bonuses like upkeep reduction, more income, higher public order and lower banditry.
Servasius 13 Dec, 2024 @ 4:53pm 
@gesuntight may be because another mod, better ai recruitment, but something boder me, looks like AI never run out gold
gesuntight  [author] 5 Dec, 2024 @ 4:27am 
@Servasius
not sure what you're talking about. This mod doesn't change difficulty/AI-bonuses
Servasius 26 Nov, 2024 @ 10:00pm 
try playing spartan at legendary level, not balance at all,
AI have unlimited gold, and we cant even destroy one village
gesuntight  [author] 20 Oct, 2024 @ 11:32am 
@DannyMeister177
you likely have a mod conflict:
Either you don't have this mod higher than the DeI-parts in your load order
OR you have another mod active that changes the startpos.
DannyMeister177 20 Oct, 2024 @ 10:04am 
Also, minor thing, but when I hover over the unit cards, it says it can't find unit settings or exception or something like that.
DannyMeister177 20 Oct, 2024 @ 10:01am 
Hi, it appears that I am considered to be Italic culture in the game and this causes population growth and other issues when I use the temples to get Etruscan culture. Can this be fixed or am I doing something wrong?
The Grimwar 15 Oct, 2024 @ 8:23pm 
Hey, Gesuntight, I asked lequential about it, and he says he's not going to change the "Cultural Tension" part of his "Profundis" mod to include your Etruscan Culture into it. So you wouldn't mind making it compatible, would you? I have a campaign, and because of the building's culture not taking into account the Etruscan Culture, Latium is 18% Etruscan.

And on top of this, the final tiers of the temples do not provide cultural conversion values that scale with Cultural Tension in the mod.
The Grimwar 15 Jun, 2024 @ 7:09pm 
I think he's using the "Alternative Economy" version of the mod, I remember making the same mistake.
gesuntight  [author] 6 Jun, 2024 @ 11:37am 
@Zombolic
still not sure what the problem is haha
The units in this mod cost around the same as all other DeI units, like I said I'm using the DeI cost formula to balance it.
gesuntight  [author] 6 Jun, 2024 @ 11:35am 
@Gewis
yes
Zombolic 6 Jun, 2024 @ 1:54am 
on custom battles atleast, the cost for each unit is 10x that of other factions units, i dont even have this mod installed, so i think it could be an original DEI issue, but yeh... i bet thats the problem. So its probably not this submods fault :)
Gewis 31 May, 2024 @ 6:50pm 
Does this work with Rise of the Republic?
gesuntight  [author] 11 May, 2024 @ 10:36am 
@Willem
what exactly do you mean?
Recruitment and upkeep costs use the standard DeI formula
Willem 4 May, 2024 @ 4:35am 
Why are the recruitment cost so exceptionally high ?
[TPPL] King Leonidas 16 Apr, 2024 @ 5:56am 
what about an plausible imperial Reform units?
[TPPL] King Leonidas 13 Apr, 2024 @ 3:05am 
now that's not insurance for a co-op campaign hahahaha
gesuntight  [author] 13 Apr, 2024 @ 1:25am 
@[TPPL] King Leonidas
I'm not aware of any issues.
If you find anything that's not working, let me know!
[TPPL] King Leonidas 12 Apr, 2024 @ 10:29am 
does this work still?
gesuntight  [author] 19 Feb, 2024 @ 12:52am 
@vmena_2976
They just weren't used in the DeI timeframe anymore. They're really unique but I didn't want to drift too far from reality.
@Immortalhallur
to add them as an unplayable faction isn't too complicated, but adding a playable faction is a huge amount of work. At least there's DeI for RotR now :)
Chadridates 6 Feb, 2024 @ 5:28am 
thought of adding the samnites as well to make it a bit more spicy in italy?
vmena_2976 8 Jan, 2024 @ 1:53pm 
why did you remove the etruscan assault infantry¿? i love their axes
anh2000 30 Dec, 2023 @ 6:47pm 
@gesuntight I was using the stock PFM and CA Assembly Kit which can't access the unit table and a few other tables but yeah, RPFM works perfectly. Thanks
gesuntight  [author] 30 Dec, 2023 @ 6:07am 
@anh2000
what exactly isn't working? I use RPFM for most things, but I can open the packfile and edit the tables with PFM too, just tried it out. I haven't updated PFM in a long while though so I'm on an older version I assume.
anh2000 30 Dec, 2023 @ 12:01am 
Are you using the CA Assembly Kit for modding or the Community Pack File Manager? Trying to make local changes using this mod but the unit and faction tables are unable to be accessed in PFM. Any advice on how I could just tweak some unit stats/colors for Etruria? Or how I could access the unit and faction tables? Not gonna steal your mod just trying to change a few things for my own gameplay. Thanks
gesuntight  [author] 8 Dec, 2023 @ 1:47am 
@Secularis
I think 1.3.3 included some quite extensive startpos changes and if I'm not wrong some changes to buildings are causing that issue. I'll have to see if the Devs release the startpos kit files again so I can rebuild my startpos and get that fixed.
Secularis 5 Dec, 2023 @ 7:31pm 
Not sure if you're aware: I noticed that if playing Rome while this mod is activated, your garrisons are diminished for some reason and Epirus can rush you on turn 1. Silly to play as another faction in this mod but just wanted to make you aware if you weren't already. Great work btw.
gesuntight  [author] 22 Nov, 2023 @ 1:10am 
@papayabeast
italic culture will always appear in italy due to the regions having some italic influence as local traditions. You should see it as that in the cultural influence breakdown.
The Grimwar 21 Nov, 2023 @ 1:25pm 
Odd, that never happened with me, is your load order correct?
papayabeast 21 Nov, 2023 @ 12:40pm 
I dont use CT, but i think culture might still be bugged slightly. I recruited a dignitary in the grand campaign and italic culture started shooting up