Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Politics reforged - DEI SUBMOD
80 Comments
DoktorFar 3 Jul @ 6:43am 
@Herotyx Keep the parties loyal; there's a lot of ways to do this..
Herotyx 2 Jul @ 3:20pm 
I have constant Civil Wars with this mod. I'm Epirus, I have 6 provinces and get a civil war basically every 10 turns. How do I stop this?
SSDhillon 21 Jun @ 5:54am 
hey can you upgrade this mod to 1.3.4 please?
Augustus II 6 Feb @ 5:30am 
I love this mod great job. Can I ask you a question?
DoktorFar 8 Dec, 2024 @ 2:33am 
But also the traits and toadies cards you can assign to characters, over time when you collect the good ones this provides a MASSIVE boost in all kinds of areas compared to when you have just started out the game.

I think that the higher imperium levels therefore should be significantly more unforgiving than they are now. Maybe even have it become much more penalizing even from imperium level 5
DoktorFar 8 Dec, 2024 @ 2:33am 
From playing to this point in the game, and ignoring the mentioned apparant bug with maintenance % resetting, I think that from level 6 and up each new level should be even more negative than it is now. I have been flooded with money and high public order (due to tech research and developed governors and characters) at least since imperium level 6, and all of the characters getting born and married in my family adds a ton of positive modifiers, like wives progression gives nice commulative percentage bonus to cultural income and some reduction in empire maintenance (note that my many family wives is NOT the cause of the low 3.6% maintenance value by the as it went from around 40% to 3.6% in the turn following my imperium level increasing from 6 to 7).
DoktorFar 8 Dec, 2024 @ 2:26am 
When I reached Imperium level 7 my empire maintenance went from around 40% to 3.6%. I don't know if this is due to this mod, or the other mod im using called Unofficial Hardcore Mod. Im using DEI version downloaded from DEI website on 31 July 2024.
kataplast5 6 Dec, 2024 @ 10:24am 
Is this mod has something to do with triumph event for roman factions?
I don't think DEI mod alowed this anymore.
Also pls update.
Switching Doom 21 Nov, 2024 @ 1:32pm 
updated needed for DEI 1.3.4? may i ask
K4mil  [author] 12 Sep, 2024 @ 2:14pm 
@CohuttaKid - the mod is prepared to work only for basic campaign, so it won't work correctly in rotr.
@bukowa - it shouldn't be possible to replace generals at all. It seems that it will require some changes on my end. Please confirm if it is stil the case when beta ends.
bukowa 12 Sep, 2024 @ 10:36am 
maybe the loyalty is calculated before turn bonus kicks in and the replacement is calculated differently
bukowa 12 Sep, 2024 @ 10:35am 
playing beta dei, i can replace general but i cannot disband him, hm?
RogueGuyRy 11 Sep, 2024 @ 8:01pm 
@k4mil - can you check this is working correctly for samnites in rotr. Seems like I have 2-3 more influence modifiers then actual influence. showing 7/9 of the influence buffs but I only have like 50%
K4mil  [author] 10 Sep, 2024 @ 12:12pm 
@LightSoul - you can raise a fleet in every port settlement, the restriction is only applied to possibily of raising an army, I don't have any idea why in your game it works differently. And about your second suggestion - unfortunately it is not possible to link replacing generals with influence level of any of the parties. Current solution seems to be only way to make civil wars/seccessions be really impactful, even if sometimes can be also cumbersome.
LightSoul 10 Sep, 2024 @ 4:11am 
A good mod but I still have 2 points of criticism here. If I lose a fleet I cannot raise it again if my capital does not have a port (Rome for example). I have to move my capital every time to rebuild a lost fleet. The fact that I can no longer change generals once they have been appointed really bothers me. I have a suggestion here. You can replace a general, but that costs your own party's influence and causes dissatisfaction among the affected party. But other than that, thank you for the work you put into this mod.
K4mil  [author] 12 Jul, 2024 @ 11:58am 
@Sacred Enjoyer Yes. It will work. Although, as it was indicated in the description, it was balanced around 1 tpy submod.
JesusChristIsLord 6 Jul, 2024 @ 8:37pm 
can this work with dei 12 year turn submod?
K4mil  [author] 9 Mar, 2024 @ 10:04am 
@CalicoDJack - the idea is to make game harder, because of necessity to keep in check your loyalty level if you want to avoid secession/civil war. On the other hand, if you are able to do this, you're awarded with all that bonuses you've mentioned. You also should keep in mind, that the mod introduces a lot of additional limitations for the player which makes secession/civil war harder for the player. Ultimately, I've aimed to create a mod which would make political aspect of the game reallly impactful and not the thing that you can forget about.
CalicoDJack 9 Mar, 2024 @ 7:32am 
there is a new mod that change imperium that propably will work with that mod "DEI Imperium Difficulty "
DoktorFar 9 Mar, 2024 @ 7:21am 
@CalicoDJack yeah your emperium level will cause more disloyalty, it will become a really big problem at one point, especially if you expand too fast without making many necessary arrangements to boost loyalty. Of course this can also work in your favor if you want to get the civil wars over and done with for good. I personally like to try and keep the empire going without ever having a civil war, because the challenge becomes pretty big as your empire becomes large. And usually that's where the game becomes too easy because your defacto power in game will be unmatched. Increasing loyalty issues presents a fun challenge there imo.
CalicoDJack 9 Mar, 2024 @ 7:13am 
In other worlds that mod make the game harder or easyier ( Or i feel that just beacuse i am small ) ?
CalicoDJack 9 Mar, 2024 @ 7:12am 
question . I just start a campagin with this mod and i feell that the bonuis it gives when your influence 6 level or higher is too much , will in the future when i am bigger the civil wars and succesions will be that impactful that will balance that bonuses . I play as Pontus and have 2 cities
Totanakur 27 Feb, 2024 @ 11:25pm 
For some reason this submod is now allowing me to edit certain Imperium level effects such as empire maintenance and unit upkeep cost. Despite loading my submod above this, it does not allow those changes to take effect. Seems odd, but I narrowed it down to this. Any ideas as to why?
Totanakur 25 Feb, 2024 @ 5:57pm 
It must have just been coincidence then. What an improbability though.

On another note, do you know if there is any way to make it so that liberate makes a satrapy/vassal rather than just military ally? I was able to do this with Attila, but haven't figured it out with Rome 2.
K4mil  [author] 24 Feb, 2024 @ 11:35am 
@Tot - secession is triggered by negative loyalty of one of the parties, so it is completely possible if this condition has been met. Other possibility is that in the vanilla there is some specific mechanic for Atropakatan in this regard, because it definitely was not caused by the struggle for succession mechanic implemented in the mod.
Totanakur 24 Feb, 2024 @ 10:54am 
A secession war broke out the turn after my heir died. That would be a crazy coincidence because I have never had a secession or civil war before in many hundreds of turns with multiple factions.
K4mil  [author] 24 Feb, 2024 @ 2:23am 
@Tot - struggle for succession event (but not seccesion itself!) is triggered only when new character becomes a faction leader and at least one party has negative loyalty, that's all. Did you get struggle for succession event (which gives you debuffs to loyalty) or just seccesion war broke out, because of negative loyalty? In second case it is just coincidence.
Totanakur 23 Feb, 2024 @ 4:30pm 
Playing as Atropakatan and my heir died in battle, which triggered a seccesion war. Shouldn't it just be if the faction leader dies? Seems like a bug.
realUrbs 19 Feb, 2024 @ 8:09am 
"Other political actions have also been slightly modified to make them more useful (an example is political marriage, which gives you an additional temporary bonus to the loyalty of your chosen party but at the expense of your influence." ... how do i do a political marriage?
K4mil  [author] 10 Feb, 2024 @ 3:33am 
@Tot - no, it would require a massive amount of work to adjust it to any other campaign. Of course if anyone is willing to do this - has my permission.
Totanakur 9 Feb, 2024 @ 9:43pm 
Does this and the diplomacy reforged mod work for the Rise of the Repubic and other campaigns also?
DoktorFar 7 Dec, 2023 @ 3:02pm 
I think it is most likely due to not making use of those many options for improving loyalty. There's a ton of options and usually I notice that many players miss investigating just how many options there really is. If you don't make use of them you get punished fairly brutally. This is one of the things I really love, because it truly matters and it is just really satisfying to construct all of it and then seeing it bear fruit.
K4mil  [author] 7 Dec, 2023 @ 12:20pm 
If you use all of this and it is still not enough, then I could consider some balance changes.
And by the way - loyalty penalty does not depend on how much influence has an opposing party but on how much influence you have (penalty is the same for all opposing parties).
K4mil  [author] 7 Dec, 2023 @ 12:19pm 
@LordofChoco I tried to solve this problem by adding additional event which should show up after a new party emerge and which should cause that you lose 20% of your influence in favor of other parties (also party which emerged). Apart of that you can use secure loylaty to reduce your influence and other tools to increase loyalty of other parties i.e.: using its generals to win battles but also other political actions (political marriage should be good for this) and proper edicts in provinces controlled by disloyal party. Another thing is a possibility to kill (in the battle or by assasination) the leader of the opposing party if he has really negative traits regarding party loylaty (but it comes at a price of temporary loyalty penalty).
LordofChoco 6 Dec, 2023 @ 7:19pm 
@K4mil I have a little problem with this mod that I hope you can help with. While I love the total politics overhaul and how politics is now a real threat, I have also come across a little issue. In my Parthia campaign I ended up having a sucession crisis (which I beat) but it ended up giving splitting the court 50/50 among the remaining political factions. It is impossible to reduce ones own political influence before the protection period is over and if you beat that succession too you end up having 100 % control and future party will have way to negative loyalty before you can increae their influence in time. Forcing you to play an endless cycle of sucession wars approx every 10 rounds.
DoktorFar 7 Oct, 2023 @ 9:24pm 
@K4mil Happy to help, awesome you got it fixed so fast
MasterSam 7 Oct, 2023 @ 5:14pm 
Hey thanks for the update! Settlers are again recruit-able so it looks like you have sorted it Many thanks :D
K4mil  [author] 7 Oct, 2023 @ 12:01pm 
@DoktorFar - ok, you were right. Now it should have been fixed.
DoktorFar 7 Oct, 2023 @ 10:49am 
@K4mil I have been using politics reforged for a good long while now with great pleasure and no problems and when I read the users experience I tried subbing to the settler mod and the settler units didn't appear, no matter the load order. Without Politics Reforged mod the settler units appeared like they should, so there must be a compatibility issue between the two mods I think. But I don't know what causes the problem. We should probably report the experience over at the setter mod page too :)
K4mil  [author] 7 Oct, 2023 @ 9:59am 
@DoktorFar @MasterSam - If you have in mind this mod - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2481336939&searchtext=Recruit+Settlers I don't see a way how they could interact with each other (I've used it myself). Are you 100% certain that politics reforged cause this problem? (settlers recruitment works after disabling PR mod).
DoktorFar 4 Oct, 2023 @ 1:19pm 
@MasterSam Same, the two mods are not compatible it seems.
MasterSam 4 Oct, 2023 @ 12:53pm 
For some reason this mod doesn't work with the DEI Recruit Settlers Official Submod they wont appear in the recruit list
[S.P.Q.R.] Kefkaius 30 Sep, 2023 @ 2:17pm 
Multiplayer friendly?
K4mil  [author] 16 Jul, 2023 @ 5:10am 
@cjwasright - yeah, it is normal and mostly it is your job to do it (vanilla thing). Like I said earlier - I tried to make some events regarding other parties more common, but for some reason they are still very rare.
cjwasright 15 Jul, 2023 @ 6:37pm 
Is it normal for parties to almost never recruit or try to adopt any characters? I've almost never seen them do so in my campaigns. My ruling faction keeps growing but that of my rivals still have what they started with.
DoktorFar 15 Jul, 2023 @ 3:23pm 
@K4milI Thanks for the explanation, Im happy it seems to be working like it should then. And also the +diply maybe the reason is my empire is only imperium 5 then, along with the fact that I have a ton of cultural affinity due to I have focused every character to have +diplo upgrade cards and retainers.
K4mil  [author] 15 Jul, 2023 @ 12:32pm 
@Augustus II - I tried to increase a chance for that kind of events to occur, but unfortunately, for some reason, they are still very rare.
@renetschultz - no. It would require a lot of work to make version compatible with vanilla.
@DoktorFar - as far as I remember, it is not required to have 100% influence to have max power and it is designed in this way, because you get max penalties when other parties still have some influence, which gives them more regions in case of secession/civil war; and about diplo bonuses - as far as I remember it should balance with penalties resulted from the size of your empire;
DoktorFar 9 Jul, 2023 @ 12:40pm 
Seems to be working for the most part on a current savegame, except with one issue though: My influence is around ~78% and the power bar is completely full, so holding absolute supreme power. This should normally be reserved for 100% influence, right? So may be due to adding the mod mid save.

Additionally I think the +diplo bonuses for expansionism on absolute power seems too high. The mod adds like 40-50 extra diplo bonus with ALL factions while at absolute political power. Combined with the bonus cultural affinity traits upgrade cards to characters etc that I have chosen I end up with all factions loving me super much, the entire map is green now, except for the few factions im at war with. It's possible this is also caused by adding the mod mid save.
renetschultz 13 Jun, 2023 @ 10:09am 
Could this not be used in a non DEI campaign too?
Augustus II 8 Jun, 2023 @ 7:18pm 
This is a well thought out mod, very much so. I think politics is the only thing lacking in a good modded up DEI campaign. I do wish a couple other things could happen. Rival parties should act without the player doing it for them. The greatest example would be in getting married. They should also try to steal your members like you do theirs. If this is possible I would be more than willing to help implement such a change. Regardless though great mod!