Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Politics reforged - DEI SUBMOD
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Tags: mod, Campaign
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3.936 MB
19 Oct, 2022 @ 11:06am
17 Jan, 2024 @ 12:12pm
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Politics reforged - DEI SUBMOD

Description
***Feel free to use my other DeI submods, especially Diplomacy reforged and Battle formations reforged. To make Diplomacy reforged and Politics reforged compatible with each other, use this mod.


I am pleased to present to you a submod for Divide et Impera, which completely changes the existing rules of the political system in the game. For the best experience I recommend 1 TPY submod.

What is the goal of this mod?
To make the political struggles between the political parties an interesting challenge for the player, having a significant impact on the course of the campaign, and not just a minor impediment that can just as well be ignored. In addition, the mod is intended to mimic the change in the center of gravity from fighting external enemies to fighting for internal influence, along with the growing empire. The changes does not apply to AI factions.

What are the basic features of the changed political system and by what means were they achieved?

The greater the level of your influence, the more disloyal your rivals become
The basic and at the same time fundamental change is the adoption of the solution that the greater the level of influence of a player, the greater the bonuses he gains from it (and vice versa) but at the same time this comes with additional penalties for the level of loyalty of the other parties, increasing the chances of civil war or secession.

Finally, you have a good reason to put generals from parties other than your own in command
At the same time, the player gets a new instrument to temporarily increase the loyalty of the other parties by significant amounts, which is the winning of battles by generals belonging to those parties. So, continuous waging of wars and winning battles will allow the player to offset additional penalties to the loyalty level due to high levels of influence.

A disloyal general is a real threat
However, the aforementioned solution comes at a price, as the player cannot replace generals as he wish, because the replacement option and the abillity to raise a new army were limited to the capital only. Thus, the risk of civil war is inherent in the risk of losing armies commanded by generals belonging to other parties. Moreover, units from an army commanded by a general belonging to disloyal parties cannot be disbanded, simulating the gradual loss of player control over an internally conflicted state.

Finally, you can effectively control the level of influence of each party
The unreadable and buggy system of gaining and losing influence has been brought under the player's control with two basic political actions:
  • reducing influence (a reworked purge function and made available to republics), which allows you to reduce the influence of selected parties (but, of course, at the expense of loyalty)
  • securing loyalty, which now costs the player a portion of his influence.

You may find that you spend more on conducting politics than on the army
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), and their prices have been significantly modified. Moreover, the higher your influence and also imperium level, the more expensive it will be to take any political action.

Your current system of government has a real impact on the course of the campaign
The bonuses and penalties of the various systems of government have been redone according to the general principle that republics (politea) and electoral monarchies (oligarchies) provide bonuses primarily related to the functioning of the state but with a penalty to the loyalty of other parties (penalty in case of republics and no bonus in case of electoral monarchies), while hereditary monarchies and empires focus more on the military aspect with a bonus to the loyalty of other parties (although empires to some degree combine both aspects). To some extent, however, the bonuses are culturally differentiated, and so, for example, in the case of eastern factions, they receive additional bonuses for cavalry, and barbarian factions for infantry.
At the same time, the bonus for loyalty in the case of empires and hereditary monarchies is applied at the expense of a new mechanic defined as the struggle for succession. In the case of hereditary monarchies, the death of a faction leader, with negative loyalty of either party, results in temporary penalties to the loyalty of other parties and some others negative effects, designed to imitate the indicated succession dispute. In the case of empires, the succession struggle takes place each time the faction leader dies, due to the lack of clear rules for the succession of the position of emperor (a reference to the way how the principate worked). It should be noted that this mechanic works best with 1tpy.

Secession and civil war are definitely not the same thing, and you will have the opportunity to feel it
Both the outbreak of a civil war and secession will carry additional and different penalties for the player, which will make it more difficult to wage an effective war against the rebels and, in the case of secession, will greatly increase the chance of it turning into a civil war.

Winning a civil war, after all, is a big deal
Winning a civil war or secession will come with an increase in the influence of the player's party and additional temporary bonuses that will allow for an easier change the current government form, which imitates the temporary advantage of the player's party on the political scene, resulting from the crushing of political rivals.

A notification system to keep your finger on the pulse
Both significant changes in the influence held by the player and the potential threat of secession or civil war will be communicated to the player at the beginning of each turn through relevant notifications. Thus, the player is not forced to tediously monitor the current political situation every turn. In addition, the interface has been updated with relevant hints, explaining added or changed gameplay elements. So, if any function suddenly stopped working, the player will immediately find out why.



And about other important things:

Is the mod compatible with current game saves?
As a rule, yes, but most features will not start working until the next turn.

Can the mod be turned off in the course of the current campaign?
In most cases, there should be no problem with this, but I rather not recommend such a solution.

Is the mod compatible with other submods?
If other mods do not contain scripts and do not edit DB entries regarding to politics, then there should be no problem with this (so it is compatible with virtually all official submods).

Credits:
Many thanks to:
lequintal - who tested the mod's features described above on an ongoing basis, being the originator of some of them; without his involvement, the mod would certainly not have its current shape; moreover, the attached gameplay screenshots are also mostly of his contribution;
Jack Armitage - who pioneered the creation of mods about politics (PIGS), which was an inspiration for me; and also always provided invaluable advice on matters of scripting.

Have fun!

If anyone want to appreciate my work also in other way than giving a feedback here is the way[paypal.me].
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.