Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Historical Grand Campaign
69 Comments
Hengurifisu 21 Apr @ 8:41am 
And could you please double the time for technology research, constructions and reduce troop movement across the map? It's not balanced for 4tpy, other than that the mod is very good for those looking for a more historically accurate GC (no more Sparta conquering the entire Balkans or Arveni dominating Iberia for ex)
Hengurifisu 21 Apr @ 8:32am 
Change the name of Napolis and Italia for Beneventum and Magna Grecia please.
straw_branch 20 Apr @ 5:40am 
can you make a 1tpy version?
ibaiguedes1999 20 Mar @ 2:40pm 
@stauffi Pls give me a solutions for desbalanced in technologies and build...is not accord for the 4tpy style mod....i need help because this mod is the best historical mod i play ever...i like play but play well jjjj...thank you and for your job
ibaiguedes1999 18 Mar @ 12:05pm 
Las tecnologias estan realmente adaptadas a 4 TPY?? he investigado todas las tecnologias civiles antes del 200 b.c
ibaiguedes1999 13 Mar @ 7:02am 
This version its more bored...three hours to play in 200 b.c... pls do a version to 2 tpy...thanks
diego213911 27 Jan @ 3:02pm 
How do I know when the mod is working when starting a new game?
VadersF1st 7 Oct, 2024 @ 2:53am 
why force the TPY ? at least can u upload or simply link to other options of TPY? i can build the roman empire within 100 and never get to AD
atroxservice 11 Sep, 2024 @ 7:20am 
Hello! Any chance of opening up more factions to play? For example, the Etruscans!
FELDRIC 19 Mar, 2024 @ 4:45pm 
version 12 TPY please
oujosh29 31 Dec, 2023 @ 11:12pm 
How do you edit a strapos mod? I've been able to make a strapos mod but I can't figure out how to edit it later.
stauffi  [author] 4 Sep, 2023 @ 3:08am 
New emergent faction: The Sassanids (non playable).
stauffi  [author] 30 Aug, 2023 @ 11:20am 
Map changes: Carthage gets a buff, more starting armies with units. The whole world gangs up on them (Iberia, Africa and Rome), even the script can't make them keep all territory. In my games they keep Africa and sometimes regain a place in Iberia, but they usually just lose a lot. Hopefully now the AI can fight back early on.
stauffi  [author] 29 Aug, 2023 @ 1:52pm 
I checked the script again. Basically Pergamon is allowed to conquer Anatolia but whether they do is RNG then. This adds the randomness and dynamics to the campaign. So there could be one strong power in Anatolia, possibly Pergamon but I've seen Pontus be super strong there too. I could constrain them a little more though, I will try to give Pergamon a slight nerf.
stauffi  [author] 29 Aug, 2023 @ 1:46pm 
Yeah, Pergamon was historically quite a strong nation, they are allowed to wipe out Galatia occasionally. Yes the script will stop them from winning the farther they get from their home region. It's basically whatever is considered their home region and then it depends on how far away they are, they start getting nerfs to stop them conquering Asia.

Fair enough on your startpos changes, I mean do whatever makes you happy with it. I designed it to be vanilla style with many minor factions there.
jwoods3054 29 Aug, 2023 @ 12:44pm 
I've tried a couple of test campaigns with your lua script to turn 20 and see
Pergamon taking Taurus, Massilia taking Liguria? What happens say if Pergammon wipes out Galatia, which they did, does the script take into account battles farther away?

BTW I edited the startpos, to my taste, nerfing the Eastern/Arabian and African factions. I wanted an eastern block of only Bactria, Parthia, Seleucid and Egypt in that area. Maybe Armenia. Took away starting money and replaced all unit recruitment buildings with agriculture and shrines.. Did leave the resources alone. They get no income from GDP or hidden capitals. Basically it seems to work they are all broke with no units at tuen 20 so only a matter of time before gone.

Except for Masaesyli which has a full stack and a half. Can't figure out that one. They have a shrine only and no money. Unless a trade agreement possibly.

Regards
stauffi  [author] 26 Aug, 2023 @ 8:52am 
If anyone has found any bugs, like incorrect buildings/chains in regions, or anything else, let me know, I can make some fixes.
stauffi  [author] 20 Aug, 2023 @ 1:28am 
Yes! That's right. Just delete the script and it will work without it.
jwoods3054 19 Aug, 2023 @ 4:55pm 
HI, If I don't want the historical expansion do I just delete the lua script? Thanks for the mod
stauffi  [author] 15 Aug, 2023 @ 3:35am 
I don't think it's compatible with Radious because it changes the game balance.
gius88 17 Jul, 2023 @ 5:21am 
Hello, great mod. Can you please relase a version 1 turn for year?
Thanks
moros85 1 May, 2023 @ 3:19am 
is english necessary?
Apachi 1 Apr, 2023 @ 5:16am 
is it compatible with radious?
Axland 3 Mar, 2023 @ 10:13am 
The thing is that I'm also using the Community Patch and I can tell that very hard is really very hard to the point that internal problems like public order or political disaffection are more dangerous and punishing than enemy armies.

Also I forgot to mention that I'm using 12TPY because playing without agents armies and generals really need that.
stauffi  [author] 3 Mar, 2023 @ 5:06am 
@Axland, I think maybe yes, I play on VH myself. If you increase the difficulty, the AI will generate bigger armies (full stacks) and be more confident about fighting you. Apart from that, it depends how big the AI faction is whether they go to war with you, so the minor nations probably won't go crazy.

@phil, yeah, if you are playing and the Grand Campaign is 4 turns per year, the mod is active.
philelliscop 2 Mar, 2023 @ 11:12am 
Just started a campaign with this mod, how do I tell its working? Any give away?
Axland 26 Feb, 2023 @ 10:03am 
Interesting mod, but the AI feels is too quiet. Perhaps cranking up difficulty can shake things?
Benja 24 Feb, 2023 @ 4:37am 
Around 40 turns and working fine atm. No more Arverni in Hispania. GJ!
Woodwose 20 Feb, 2023 @ 4:15pm 
No problem. I otherwise love the mod and will play a game with outdated mods off to make sure its this mod causing it. If it is your mod causing it I hope you can fix it because its an awesome idea.
stauffi  [author] 20 Feb, 2023 @ 4:35am 
Not yet but I will look into that. Thanks for the info!
Woodwose 20 Feb, 2023 @ 12:03am 
great idea but I'm pretty sure its causing my games to crash. If an ally gets pulled into a war and they attack in an area the mod doesn't allow them to conquer the game crashes after the battle. Anyone else experiencing this?
oujosh29 16 Feb, 2023 @ 7:17am 
I'm hoping for a Rome 2 remastered soon that will add some cool tweaks. Thanks for your great mods, the modding community is really what makes Rome 2 so amazing.
stauffi  [author] 15 Feb, 2023 @ 11:52pm 
That's just the game I'm afraid. Happens a lot to me too. The script doesn't declare war or peace, just modifies the auto resolve of AI fighting each other.
oujosh29 15 Feb, 2023 @ 7:32pm 
Don't know. I did another playthrough with the Seleucids to turn 100ish and no one attacked me besides Egypt and Nabatee. I purposely kept the north free of troops and did what I could to antagonize others but they just declared war and sued for peace.
stauffi  [author] 15 Feb, 2023 @ 2:12am 
Updated, try again if you have time.
stauffi  [author] 15 Feb, 2023 @ 2:05am 
Not the script - it doesn't prevent factions from declaring war, especially with the player. It may be due to a tweak to the events generator that slows down the pace of the game a bit. I can remove that which will lead to more war and peace between the AI. But for the player this should not have an effect. Usually the AI won't declare war on you if you're much more powerful than them.
oujosh29 14 Feb, 2023 @ 10:46pm 
Great mod, the AI recruitment is vastly improved. I didn't get very far in my play through as the Seleucids because the AI is really passive. Besides fighting Egypt no one would declare war or attack me. Is that because of the script?
Sanakan 13 Feb, 2023 @ 11:27am 
Oh cool, I feel the same way about the pop mods in Rome 2. A nice idea, but I dunno if it breaks balancing...
stauffi  [author] 13 Feb, 2023 @ 8:27am 
Not sure, which part isn't working? This should be loaded above all other mods that you have.
VictorStock 13 Feb, 2023 @ 8:20am 
This doesn't work for me, any ideas?
stauffi  [author] 13 Feb, 2023 @ 6:59am 
Well I don't like that only I have to deal with it and not the AI, this game wasn't made with that mechanic in mind so it feels strange for me, but I do like it in Medieval 2 for sure!
Sanakan 13 Feb, 2023 @ 4:42am 
Stauffi, do you think the population mechanic from DeI and People of Rome actually fits in Rome 2?
stauffi  [author] 13 Feb, 2023 @ 12:07am 
Not likely - only as far as they met with Parthia
oujosh29 12 Feb, 2023 @ 11:48pm 
So Rome won't expand into the east once it gets to its historic borders?
Sanakan 10 Feb, 2023 @ 5:31am 
Awesome stauffi, thanks for the reply. I tried to make more emerging factions for a personal mod for the GC on the IA map, but failed miserably lol (I wanted to add some new factions in the East, like Commagene, Hyrcania or Elymais but eh didn't worked out)
stauffi  [author] 9 Feb, 2023 @ 10:56pm 
Thanks, glad you enjoy it. Yes and no - there are extra factions (Corieltauvi, Carpetani and Massyli), but right now no "emergent" factions. I have Judea in the game as scripted event with my Events Roulette mod, which works, but using them as a rebel faction somehow crashed. I have to take another look at that and see what the problem is, then I can do some more for that in future.
Sanakan 9 Feb, 2023 @ 5:04pm 
Hey stauffi, very nice mod, loved the edited Realistic xpansion script. Btw did you add new emerging factions? Like there's in DeI?
stauffi  [author] 9 Feb, 2023 @ 12:55pm 
And oh yeah, spice as a resource is in now too.
stauffi  [author] 9 Feb, 2023 @ 12:55pm 
The bug is fixed, new campaigns auto save is working again. Meanwhile, I made a lot of changes.
- added Carpetani and Massyli
- touched and fixed all settlements, there were many bugs with wrong culture of buildings, also bad balance (all barb tribes had military buildings, too much IMO)
- many other smaller fixes

Right now I don't have major things planned anymore, all the big changes are in - I will test the balance and look for bugs now, but this will be a longer and slower process, so please understand that there won't be frequent updates for a while.

Have fun.
stauffi  [author] 9 Feb, 2023 @ 11:36am 
Since yesterday there is some bug where auto save isn't working - but the game plays fine, just remember to quicksave. I'm trying to fix it.