Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Ultimate 12 Turns Per Year Dei GC Beta Patch
69 Comments
This doesn't seem to be working at the moment
Umaril 29 Mar, 2023 @ 11:03am 
I am sure, I already know the answer. But if I have been using 4 turns per year. I cant replace it with this? Mid campaign?
Kerovanka 10 Mar, 2023 @ 8:15am 
I don't understand what the difference is this mod and this:
ttps:/steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2486145654&searchtext=ultimate12tpy
thank you for the answers.
damianvincent  [author] 24 Feb, 2023 @ 5:59pm 
You must have DEI, and The Ultimate 12 turns per year mod. Nothing more, nothing less. This one is for an older Grand Campaign Beta, I left up in case people didn't update or perfered this version, you'll want the standard U12TPY mod if you're playing newer campaigns.
Jon 15 Sep, 2022 @ 5:57pm 
Yeah im a lil confused as well, do i need this one AND the Ultimate Twelve Turns Per Year (U12Tpy) for DEI or just Ultimate Twelve Turns Per Year (U12Tpy) as a STANDALONE?
alexscrima 8 Aug, 2022 @ 6:48am 
just asking because I may have misunderstand it, so this mod will let me play with the ultimate 12 turn per year without the need of DEI?
Augustus II 28 Jun, 2022 @ 6:42pm 
Hey man I love this effing mod. Years ago before slower campaigns were all the rage I would of killed for it. Ok not quite but you get my point. lol Does this mod include politics as well? If not it would be amazing to include it. Ive made a couple mods so I know how time consuming it can be, im not like very player asking people to make stuff like its nothing. lol But if you have time I think that would make the mod that much better. Cheers man and thank you. I hope to play an epic campaign.
damianvincent  [author] 12 Mar, 2022 @ 10:51am 
The mod has been updated for DEI 1.3, this version will remain in case anyone is still using the grand campaign beta version, you'll find Ultimate 12 Turns Per year for 1.3 over here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2486145654
damianvincent  [author] 11 Mar, 2022 @ 2:19pm 
Testing is coming along nicely and we should have a live version in the next day or two.
SoGoodSoFar 8 Mar, 2022 @ 6:28am 
*Starts to vigorously rub his hands*
damianvincent  [author] 8 Mar, 2022 @ 3:57am 
Great news, main development has completed and we're into the testing phase! Really enjoying DEI 1.3 and U12tpy!
SoGoodSoFar 7 Mar, 2022 @ 2:30am 
Oh no, I was subscribed to the whole pack XD. I was enjoying it very much but now I cannot play without them so I will wait for your update. Take your time and, again, thanks for your time and love.
damianvincent  [author] 6 Mar, 2022 @ 4:43pm 
I also highly recommend the Increased Expensive Agents submod as well, once more, small little changes, in our opinion, save agents in the game without having to severely hanicap them in the process.
damianvincent  [author] 6 Mar, 2022 @ 4:42pm 
Ah, it makes an amazing difference doesn't it, adds a ton of realism in that regards. The aim is to have it out shortly we begin testing soon.
SoGoodSoFar 6 Mar, 2022 @ 9:40am 
Thanks for the work you are doing in this mods. I recently came back to DEi and discovered your version of 12TY and agents. Your submods achieve what they intend. I prepare for my campaigns, I have to wait for Spring or suffer the winter. I have to position my armies and encamp them when automn is ending. Trully impressive what a simple concept can make to change the gameplay aspect of DEI. Congratulations, I will be anxiously waiting for the 1.3 update.
damianvincent  [author] 27 Feb, 2022 @ 8:12pm 
Thank you! I'm very happy you're enjoying this wonderful mod with them!
¬ Black_Gobbo / 27 Feb, 2022 @ 2:48pm 
Thanks for your job! This mod and the others do you have makes DEI just perfect!
damianvincent  [author] 21 Feb, 2022 @ 4:13am 
We're working on it, a lot of files need updating and then extensive testing has to occur due to the sheer number of changes, both in the new update, and our mod. I hate to give specific timelines, but soon we'll be out with the 1.3 version.
magborg 18 Feb, 2022 @ 6:19pm 
damianvincent - any time frame for the update for version 1.3 beta?
SoGoodSoFar 6 Feb, 2022 @ 2:24am 
Thanks Damian. I have only come back recently to Rome 2 with DEI and, my god if I don´t enjoy the 12 turns mod. It is as you say, add another layer of necessary preparation
damianvincent  [author] 3 Feb, 2022 @ 8:30pm 
I will have an updated version for 1.3 beta soon
SoGoodSoFar 3 Feb, 2022 @ 2:06am 
I think it is not compatible Leonidas. I tried and got CTD whenever I started a campaign
Leonidas91 2 Feb, 2022 @ 9:40am 
I know the 1.3 Public Beta was just released, but is this mod compatible? Love the mod btw - totally improves the DEI experience
damianvincent  [author] 2 Feb, 2022 @ 7:45am 
You gotta be careful with plagues and disease. I know sometimes there isn't much you can do, and it sucks, but that was a part of life back then, how many times where wars interrupted by famine and plague.
Gas Town War Boy 1 Feb, 2022 @ 3:02pm 
Does this not take into account disease? Disease lasts 3 years and Ive had an army stuck with diseas for already 20+ turns isolated in the middle of nowear and now thier all down to 10men per unit
damianvincent  [author] 11 Jan, 2022 @ 10:25pm 
Its highly unlikely he wasn't extremely exaggerating, being as they had never been built in Italy before that time...

https://weaponsandwarfare.com/2016/04/08/roman-shipbuilding/

A lot of propaganda in those old Latin historians, you gotta take everything with a grain of salt as much of it was commissioned.
highfalutinman 11 Jan, 2022 @ 9:07pm 
Correction: According to Polybius in his Histories the Romans constructed 120 ships, 100 quinqueremes and 20 triremes in 60 days.
highfalutinman 11 Jan, 2022 @ 9:01pm 
@damianvincent, I've been reading and watching a lot of Roman Republic/Empire/Punic Wars documentaries lately, and according to according to sources, it took the Romans some 45 days to construct a fleet of about 200 warships, and that was them fiddling around with a captured Carthaginian vessel.
damianvincent  [author] 11 Jan, 2022 @ 8:46pm 
I'm taking it under consideration with a reduction on the recruitment times. Do you really feel that six months for those big ships is too much? I'm kinda torn on this one.

As per the upgrades, yeah, I've got some generals that can get very far, several towns over, just depends on how you upgrade and specialize them. I never understood why agents where pretty much maxed out at recruitment, to the point upgrades are barely noticeable, they're a lot more noticeable like this, and you'll specialize your agents, combined with the increased expensive agents mod, part of the Ultimate Collection here, you can get access to a lot more units, agents up to 20, so you can field a lot more armies and agents, plus the expensive nature of it keep AI spamming to a minimum.
highfalutinman 11 Jan, 2022 @ 11:22am 
Hey thanks for the thoughtful answers @damianvincent. Much appreciated! I did test the theory with a fully levelled Lucius Julius Libo and he was indeed able to cross the Adriatic in one bound as transports. Concern debunked!

Still hoping for a reduction to navy training times! Though you did get me with the big navy part, I always recruit the Quinqueremes immediately once I get a naval port for that fun ramming action.
damianvincent  [author] 11 Jan, 2022 @ 10:47am 
So how things work in this mod, is your agents and units start off very basic, it's not going to be like vanilla where you have units starting out who can march into gaul from southern Italy. Their movement including as transports, is severely limited at first, as you level up your units, you can invest in movement points or attack, or any of the various other upgrades. It makes leveling your units very important now, which is why a high level character like Phyrus can move more than your lower level fresh recruits can.
damianvincent  [author] 11 Jan, 2022 @ 10:47am 
As per the ships, if it's taking anywhere near that long, you're trying to raise a fleet of nothing but your best ships. Navel technology was the pincle of technology in that day, you have to raise hundreds of bodies, train em up, and then build the hundreds of ships you'd need, so if you're going for the top of the line, especially as Rome with no navel traditions to help you along, it's gonna take some time. As your cities grow in their production abilities those numbers reduce and if you balance your navy more it should take roughly a year to build out a full fleet that's a realistic representation of navies of the era, if you want a super fleet, it's gonna cost you.
damianvincent  [author] 11 Jan, 2022 @ 10:47am 
I'm consider an update to reduce some of the navel times a bit, considering it, the highest build time any unit has is six turns, six months, and thats only for the ultra heavy stuff, as the next highest is only 4, or one month. I kinda like those values, as it really makes those big ships mean a lot and trust me you'll be taking much better care of your units now.
highfalutinman 11 Jan, 2022 @ 10:21am 
I always play with 12 TPY for realism, and I think this mod is great. Just a few issues:

- The navy movement is severely hampered; it's not very realistic for my navy to take 3 months to go down from Taras to Syracuse. What's more, the Carthaginian TRANSPORTS have ZERO problems crossing into Sicily in a single turn, while my navy takes two. Ditto for Pyrrhus who jumps from Apollonia to Taras and striking all the way up to Benevento in two turns. It takes my navy two turns to bridge the Adriatic.

- It takes 40 turns to hire a navy. Honestly I wouldn't mind a dozen turns or even 20, but 36-40 seems rather excessive.
damianvincent  [author] 7 Jan, 2022 @ 1:26pm 
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 @ 1:26pm 
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 @ 1:26pm 
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 @ 1:26pm 
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 @ 10:40am 
Here is the base version of Ultimate 12 turns per year: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2486145654
damianvincent  [author] 5 Jan, 2022 @ 10:39am 
Here is the link to the new DEI Grand Campaign Beta. If you're using this version of U12Tpy you should be using the new GC Beta, otherwise, you should just use the base version of Ultimate 12 Turns per year.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2608103789
Agrippa 5 Jan, 2022 @ 7:52am 
Understood! Yeah it's likely that general had far more experience than my own.
Wondering if I'm missing something from the load order though, know where I'd find the Del New CG Startpos.pack (New DEI Glory or Beta 1.3)?
damianvincent  [author] 5 Jan, 2022 @ 12:31am 
Once again, there are many variables at play with every character, AI or player, if you level your characters with movement in mind that character will move much further. I assume what happened is you had a much higher level AI or one that leveled movement points. Leveling up your agents and characters are very important here, they start very basic and bare bones, unlike before, where they could see several provinces over and move several more, here they start out lucky to get to the next town in one months time, and line of sight is reduced. Now these things can all be offset and even increased with the appropriate leveling of your characters or agents.
damianvincent  [author] 5 Jan, 2022 @ 12:31am 
If you would like to report what specific unit it was I can verify it has the same stats as it's class should dictate, unless we somehow missed one, so feel free to report which unit it was. Otherwise you may have a conflict with another mod that has disabled or broken this feature, with out more info I can't really troubleshoot further. Feel free to hop over to the discord if you'd like some further assistance.
Agrippa 4 Jan, 2022 @ 7:23pm 
Hey sorry to post again about this but it does seem unfair - the AI aren't slowed like the player is. Enemy fullstack armies can move 3 times further than my own even with agents boosting movement speed...
damianvincent  [author] 1 Jan, 2022 @ 11:54am 
Yes, I'm working on an update to increase agent movement range, as well as an update to the increased expensive agents mod to increase their chance of success a bit, tone down the costs a bit more, just some general ideas as I've seen how the systems are interacting.

Really can't say enough POSITIVE things about the new DEI GC Beta this is some of the most fun I've had in a grand campaign on Rome 2 in a long time, really amazing work they have done to just make everything work together better and really up the challenge. I've never had this much fun or challenge and I'm enjoying every second of it!
damianvincent  [author] 1 Jan, 2022 @ 11:54am 
Politics seems to have been adjusted, I know this campaign I've had to pay a lot more attention to it, keeping the other families happy, balancing that between my own families quest for glory, gathering household traits to boost my political warriors skills so that I can respond effectively to political challenges. Usually its just something I hop in when I've made a mistake somewhere and I need a public order boost, or a little more food in a region, a potential relation boost with a nation I'm trying to get a trade agreement with, but this is another level, I'm actually using the political system a lot this game.
devinda87 1 Jan, 2022 @ 5:55am 
Hi there, thank you for this fantastic mod. I enjoy it very much except for the reduce army/agent/navy movements. They seem to be a bit too slow for my taste. Any chance that could you introduce a submode to remove that feature? Thank you very much for your hard work.
damianvincent  [author] 25 Dec, 2021 @ 8:20am 
Ah, it usually a conflict with another mod, glad you got it figured out. Best to run this mod last, as there are a few values that have to be updated to get us here, and any mods that run over it, will replace those files.
damianvincent  [author] 25 Dec, 2021 @ 1:39am 
@Grumpy I'm not sure what you've managed to do, but that's the first time I've heard of that bug. Even though I'm 100% sure it has nothing to do with this mod, if you hop over to the discord I'll try and offer you some help, we'll take a look at whats going on...
damianvincent  [author] 25 Dec, 2021 @ 1:38am 
Generals and Agents all have many variables that determine how far they'll go. At base values they're very similar, however as you play you'll get some generals who have better movement ranges than others, it's more a feature of the game not the mod.