Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Two Turns Per Year Hardcore Mod
Hallstatt 5 Nov, 2013 @ 6:34pm
Update 1.3 - movement, replenishment, recruitment
Update 1.3
- Army and Navy movement increased. Now only reduced by 25%. Agent movement still reduced by 50%.
- Navy replenishment increased. Now only reduced by 20%.
- Recruit times altered based on unit quality:
Light Units 1 turn
Medium/Heavy units 2 turns
Super heavy ships 3 turns


Very happy to see that agent movement remains at 50% - vanilla rates are very very far. With movement penalty remaining high as well as recruitment remaining very high, my agents should feel much more important.

My concern is that with increased army movement, 50% replenishment rate will mean more battles with damaged units not being able to replenish quick enough. Although, indeed, these type of replenishment speeds mean my units - especially ranked units - are more precious which is a positive.

One more point: although vanilla replenishment and movement rates hurt campaign strategy *in opinion* of course, there is a positive side to the vanilla mechanics in that one does not feel stuck on a long slog, type, campaign scenario often. Sure, quick unit replenishment means less care to military descisions since one can fight a battle and escape for replenishment easily. But the threat of losing a whole army is ever present in vanilla gameplay. These low replenishment rates will mean avoiding battles, this is my guess.

Recruitment times look good. Play testing required: following dinner!