Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Total Garrison Overhaul
51 Comments
lwhのsama 24 Jul @ 12:34am 
工作:steamthumbsup::steamthumbsup:
Amidamaru 6 Mar @ 7:19am 
Is it working?
cstannar 11 Nov, 2024 @ 5:56am 
Will this mod work with all the campaigns; Rise of the Republic, Emperitor Augustus, Empire Divided etc.? How can you tell?
Ivac 22 Feb, 2024 @ 1:20am 
playing with talis city tier 4 has 12 elite units, 4 range and 8 strong units
Hey Ho 25 Jan, 2024 @ 5:22pm 
Playing with Carthage,after I research Sidonian Rites which replaces Carthaginian hoplites to late hoplites, my garrison in cities drops to vanilla amount , from a 19 stack garrison with 8 carthaginian and 4 lybian hoplites to just 1-1 soni have 6 units in a level 2 city ,really sucks especially since it's just for me, all the other factions have the overhauled number
Journeyman 1 Nov, 2023 @ 9:32am 
With Pergamon, it's not working btw
Fèru Or 25 Sep, 2023 @ 6:27pm 
I'm getting errors with DEI. The garrison in some of my provinces have early and late units together and a small undeveloped farm has 12 elite heavy units....for instance...
jasonlbc23 13 Sep, 2023 @ 3:21am 
Enjoying your set of mods. Will they work for empire divided and augustus too or just grand campaign?
chocokaran67 28 Aug, 2023 @ 9:22am 
Hi, what should the load order be for this mod? Does it go at the very top or the very bottom or somewhere in the middle? Also there is a mod called correction recruitment that adds a few vanilla units to the different factions and i think that it is clashing with your mod as it is reverting the changes you have made with your mod and reducing the garrison size to vanilla while keeping the new units you have set in the garrison.
Ruitor3486 17 Nov, 2022 @ 1:44am 
oh wait do i need the other 6 mods to play with this?
Ruitor3486 17 Nov, 2022 @ 1:43am 
interesting... does it work with DEI?
Hecleas  [author] 30 Oct, 2022 @ 5:17am 
Check your other mods
土豆我是地瓜 30 Oct, 2022 @ 1:54am 
Playing Rome, the garrison has not changed, there are still civilians and no elite troops
Hecleas  [author] 17 Jul, 2022 @ 5:52pm 
@JudoPoptart & @Antidote Glad you like it man! And thank you for the compliment

@CaosI could but it would take way too long and right now I'm on other projects (Age Of Mythology on TW Troy and LOTR mod on TW Troy)
JudoPoptart 17 Jul, 2022 @ 5:44pm 
Very impressive work! have some awards bruh
patrickt 24 Jun, 2022 @ 2:27pm 
This is cool as fuck, thank you for the work!
Caos 4 Jun, 2022 @ 1:12am 
@Hecleas Hi and thanks for your mod. Do you plan to make it compatible with DeI ?
Hecleas  [author] 1 Jun, 2022 @ 2:20pm 
@Doodle

The problem is solved
Casual_Forklift 28 May, 2022 @ 7:10pm 
Hi there, loving the mod so far however I've run into an issue and am unsure if its a problem on my end or an unintended side effect but when upgrading the Carthage hoplites, from regular to late versions, it seems to break the garrisons and reduces the number of Libyan and Carthage hoplites to 1 for every level of settlements.
hpgkdqx 25 May, 2022 @ 9:31pm 
Wouldn't it be better to keep plebs while having massive garrison?
Waxlar 24 May, 2022 @ 11:04am 
Hi i have one problem..... in 260s bc Romans city have Legionares :))) But i love this mod...
Ratnips 23 May, 2022 @ 6:52pm 
@Gelukkig very pawg :D
Gelukkig 23 May, 2022 @ 11:30am 
@Thicc Ice Kang same taste in good mods
Ratnips 22 May, 2022 @ 9:05am 
very cool beans
ostrogothica 19 May, 2022 @ 12:58pm 
On turn 30 something happened in consentia I had only a civil colonia and a level II auxilliary garrison and appeared for 1 turn a super strong garrison of top notch roman units that were not still available ingame.
Hecleas  [author] 18 May, 2022 @ 11:18am 
It's nice to point it out. Your feedback is important the day I update this mod, at the moment I'm very busy for a huge project for TW Troy. :/
Remi 18 May, 2022 @ 7:02am 
Hey i love your mod, it's a must have for me. I might have stumbled upon a unintended scenario in either my own files or the mod itself. The AI controlled cities of the faction Cimmeria does not seem to benefit from the increase in garrison, sporting only 2-4 units like vanlilla gameplay. I am 85% sure it is a issue on my end but i thought i would mention it.
Warriordude 15 May, 2022 @ 11:39pm 
I kind of wish someone would make a mod to do away with garrisons in minor settlements myself. just leave them in Capitals. In that way you would be forced to leave an army or two to protect your minor settlements. I also wish some modder was able to make a forts mod to be able to build permanent Forts near minor settlements, think that would be close to reality than having garrisons in every town, my opinion?
Kagarino Kirie 9 May, 2022 @ 9:23am 
is this mod work with Empire Divided campaign?
hardrada 21 Apr, 2022 @ 5:52am 
garrisons are disappeared after lybian and carthage hoplites changed into late hoplites unit
hardrada 21 Apr, 2022 @ 5:50am 
Seemes like it has bug in carthage after sidonian rites reform,
Kuronoshi209 27 Feb, 2022 @ 5:28pm 
I've seen good garrison mods... but this great! :steamhappy:
Hecleas  [author] 21 Feb, 2022 @ 6:25pm 
I really like your suggestions! The ideas are very good and enjoyable.
Afterwards it would have to be to everyone's taste, some people would be disappointed to have this slight change, it's difficult to satisfy everyone.
For the changes themselves, it's possible but it takes a lot of time, because the garrison system is a nightmare to modify haha
Aurani 21 Feb, 2022 @ 1:58pm 
Part 2:
The capital Garrison City upgrade line available to more civilised factions is very pitiful in vanilla and should get bigger bonuses so they can actually do their intended role.
Lvl 2: Add +2 melee units, upgrade all units to at least medium-tier.
Lvl 3: Upgrade ranged units to elite-tier.
Lvl 4: Add +2 melee units, upgrade all units to elite-tier.

This way you have a clear choice, you stay civil and get bigger growth/eco, or you sacrifice most of it to have a 'safe' capital while everything can still have additional garrison units added via other building chains.
Aurani 21 Feb, 2022 @ 1:58pm 
Comment was too long so this is part 1 of my thoughts/suggestions
While I do agree with your vision of making cities harder to conquer, I have a few issues with it.
1) Doesn't appear to be compatible with Athanasios' Ultimate Fixes (Dupe unit bug, I'm not even sure why this happens as it doesn't seem to directly alter garrisons).
2) To my knowledge this mod roughly doubles the capital (walled) city garrison sizes from ~8 to ~16, pretty darn OP.
3) It renders the Garrison City upgrade line completely redundant.

My suggestion:
All capitals and settlements should get +2 medium-tier melee units on level 1 as default and receive upgrades accordingly:
Lvl 2: Upgrade ranged units to medium-tier.
Lvl 3: Upgrade all units to medium-tier.
Lvl 4: Upgrade ranged to elite-tier.
Rommelthedesertfox 15 Feb, 2022 @ 4:39am 
Nice mod. I would like to see a version where settlements gain more units than this. Not as much as cities and certainly no siege equipment but just 1 more low tier/ranged and maybe 1 more strong unit. Perhaps something this....

Settlement level 1:
-6 x medium melee unit
-2 x strong melee unit
-3 x ranged unit

Settlement level 2:
-5 x medium melee unit
-3 x strong melee unit
-3 x ranged unit

Settlement level 3:
-4 x medium melee unit
-4 x strong melee unit
-3 x ranged unit

Settlement level 4:
-3 x medium melee unit
-5 x strong melee unit
-3 x ranged unit

Such a change would actually make me want to play most settlement battles rather than auto-resolve them. @Hecleas Do you think you could make such a version? It would be greatly appreciated.
Ragnar 12 Feb, 2022 @ 7:46pm 
Would love to see a DEI version if possible.
33'_Division_Charlemagne 12 Feb, 2022 @ 9:04am 
Correct man, i improved too with submods chosen from best-off .. great work again!
Hecleas  [author] 11 Feb, 2022 @ 8:34pm 
Yes, this is the desired effect and logic.
The problem is that with a larger garrison the AI ​​is even more hesitant to attack. That's why my main mods are mods where I improve AI intelligence
33'_Division_Charlemagne 11 Feb, 2022 @ 5:30pm 
I tried for about 50 hours .. this makes the battle for capitals but also minor region not just a rush on walls or without:) Now you have to think about your strategy , calibrate your ammo of artillery .. ecc .. the Submod is perfect when flanked with a battlemod to get AI smarter .. then prepare for 45 min sieges battles .. also!! For me it's great!
Alexander The Greek 11 Feb, 2022 @ 5:21pm 
I can't say that it isn't realistic although some pikemen would be good to defend a city.
Hecleas  [author] 11 Feb, 2022 @ 11:14am 
@Alexander The Greek

As for pikemen units replace.
It is to balance the game, because a player plays 10 units of pikemen to defend a city. Even if the AI ​​attacks with 10000 men, the AI ​​is so stupid in battle that it will come out the same door and you just need to put a unit of pikemen to let them rush on your units. I made sure to think of everyone to avoid this frustration. It is also important for those who want to do a multiplayer campaign. Anyone who wants to attack the player's city with 10 pike units will be illegitimate.

The pikemen have been replaced by Thorax Swordsmen, Spartan Hoplites, Thureos Spears, Libyan Infantry etc it all depends, the faction roster
Hecleas  [author] 11 Feb, 2022 @ 11:14am 
@Alexander The Greek

The problem with garrisons made by CA or other garrison mods is that often units are duplicated.
The system was badly set up.
For example, if in the tables of the mod a faction can benefit from pikemen but also from Thorax Swordsmen. They will have both and next to that, another Hellenic faction like Knossos only has access to pikemen. Result, Athens will have more garrison than Knossos, because the system is badly calibrated.
So on this mod I made sure to delete some lines, add special units so that in the end, each faction, even the minors, end up with the same number of units and with their special units if possible.
Even the factions completely forgotten with almost 0 garrisons because with very few units in their roster, I made sure that they have the few units they have for their garrison, even if they will not be as good as a major faction with a bigger roster.
Alexander The Greek 11 Feb, 2022 @ 8:20am 
It sounds nice mod. Although, I didn't understand very well what did you mean about pikemen and the dupplicte units.
KingRybolt 11 Feb, 2022 @ 5:45am 
it makes cities op
Hecleas  [author] 9 Feb, 2022 @ 8:47am 
Enjoy!
33'_Division_Charlemagne 9 Feb, 2022 @ 8:45am 
I will try this and report you while am just playing grand campaign with 36 Submods with yours!:)
Hecleas  [author] 7 Feb, 2022 @ 3:52pm 
You can try, but I only worked on the main_rome main campaign.

it takes a lot of time to do a total overhaul, maybe in the near future I will do the same for the other campaigns
Shatilov 7 Feb, 2022 @ 1:27pm 
thank you for this mod, is it for all campaigns or for specific ones ?
Hecleas  [author] 5 Feb, 2022 @ 4:16am 
No sry