Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Soft Medieval (submod)
178 kommentarer
Starsmil  [skapare] 16 jul @ 13:30 
Should be ok on Normal. Try again.
Also decrease your battle difficulty in campaign options.
Grubbs008 16 jul @ 12:17 
Great mod, I was using this as HRE, but had a problem and I was at war with a faction to the north east of me, can't remember exactly (red with a wheel). But they attacked me with 2 full stacks by turn 10 ok fine.But then when i attacked them at turn 14, they had 3 more stacks at their base.. "AI should recruit less units" may not be working correctly. They completely destroyed me by turn 20.

Tried it on VH at first, then Normal. Same thing happened.
Starsmil  [skapare] 9 jun @ 4:10 
try increase your difficulty
fracheva 9 jun @ 2:51 
Would it be possible to have a version of this mod with less debuffs? The only things I am struggling with in the campaign are the constant lack of cash and the frequency of dilemmas. And I guess having the sack and all other options available would be nice
Starsmil  [skapare] 5 jun @ 5:29 
call it families or clans, no matter
Henry 4 jun @ 15:19 
Delete other partys... how can you have a sultanate of kingdom, and still have other parties???
Starsmil  [skapare] 19 maj @ 5:39 
sack, raze and all diplomatic options are not possible for this mod
jjquizon169 18 maj @ 23:17 
Love the new Medieval Mod! I appreciate all the time and effort you've put into making your mods. If possible can you make a sub mod for sack and all diplomatic options?
Switching Doom 6 maj @ 11:37 
This mod is causing my game to crash. I only use main mods and this one, but it crashes when I try to load a custom game. Just wanted to let you know
Starsmil  [skapare] 29 mar @ 16:28 
We will look into it, thanks! Join our discord btw.
Youruncleben 29 mar @ 12:33 
I could see myself using either pack 1 or 2 in a game, but both can make the game feel pretty easy past the first 20 turns. I really enjoy your mods, you do great work. This isn't a complaint, just a comment on something I've grown to love. Do it or don't do it I'll enjoy you mod either way!
Youruncleben 29 mar @ 12:33 
This is just my personal opinion, but what I would appreciate is this pack be split into two like this:

Pack 1. Lite version (equalises the experience against the increased difficulty of the base mod, covers a lot what the most popular "easy mode" mods players use)
1. No negative general's traits.
2. Buffed edicts.
3. Sack and all diplomatic options.
4. Send diplomat option allowed.
5. No negative technology effects.
6. More food.
7. Less bad seasons.
8. Dilemmas chances halved.
9. Public order buffed.
10.Increased base income.

Pack 2. Soft version (Makes the game significantly easier)
1. Supply effects halved and attrition excluded.
2. Halved imperium penalties.
3. Doubled unit caps.
4. Technology times reduced on 35%.
5. Pirates chance decreased to 15%.
6. All cities and towns could be demolished.
7. Small conversion's cost and time.
8. Removed area of recruitment (AOR) system for most units.
9. AI should recruit less units.
10. Increased base income.
Šupiluliuma 25 mar @ 9:25 
I'd say the ones that push it over the line of fun or in a way are perhaps unneccesary would be 2. (could be on/off it's a bit of a side dish), 13. Technology times could be boosted less, 17. AOR could be made optional if possible, no need for 18. & 19., 20. same as AOR, could be optional. I'm sure everyone will have their own opinion, so I can see why it might be frustrating to adress to requests. But I'd recommend cutting the fat and asking for opinions on things like AOR, AI recruitment and technology. Cheers
Starsmil  [skapare] 25 mar @ 4:02 
what points make mod so easy?
Youruncleben 24 mar @ 14:50 
As other comments mention, I think this pack should be split in two. I like Guidowsky's suggestion a few comments before mine
Šupiluliuma 19 mar @ 6:48 
Would kindly ask for a possible smaller pack that would still make 1100 more fun but without decreasing the difficulty down to an idle clicker game, much like GUIDOWSKY. Completely understand that may not be a possibility but I'm sure the community would appreciate it.
GUIDOWSKY 8 mar @ 23:55 
Small conversion's cost and time.
No negative general's traits.
Buffed edicts.
Halved imperium penalties.
Sack and all diplomatic options.
More food.
No negative technology effects.
All cities and towns could be demolished.
Supply effects halved and attrition excluded.
Technology times reduced on 35%.

that's changes are nice, but rest turns the game so easily, there´s form to cancel the other buffs?
(thanks for the mod anyways)
bravosixxxxxx 28 feb @ 7:54 
does anyone know if there is 1 turn technology mod for 1100AD???
Starsmil  [skapare] 29 dec, 2024 @ 9:22 
there is such mod
Cassius The Waffle 29 dec, 2024 @ 8:29 
Any chance you could remove the equipment system?
Starsmil  [skapare] 21 dec, 2024 @ 14:28 
Updated. AI should recruit less units.
Starsmil  [skapare] 23 nov, 2024 @ 7:22 
also u can set campaign and battle difficulty on Easy to feel like vanilla on Hard/VH level.
Starsmil  [skapare] 23 nov, 2024 @ 7:21 
it make campaign easier, but different from vanilla, cause it's overhaul mod.
AmbitiousRam 23 nov, 2024 @ 7:14 
Does this make difficulty more in line with base game or even easier? I'm looking for it to be more like base game
ace taffy 7 nov, 2024 @ 22:59 
no war-weary,please:steamsad:
Starsmil  [skapare] 17 okt, 2024 @ 10:02 
Btw seasons affect AI as well.
Starsmil  [skapare] 17 okt, 2024 @ 10:01 
Just try easy campaign and battle difficulty + this mod. Should help. No other people complained anyway. Good luck!
Mr. Unknown 16 okt, 2024 @ 16:51 
as i said, i only got the the bad autumn and the bad winter, i have no ideia how the good option is (played for more then 80 turns with 4 turns p/ year). The debuffs are reasonable on spring and on winter, but on summer and autumn are just crazy. 13 debuffs on summer, 12 on auntumn. The ecomony cant afford 4 turns with that many debuffs (if played with 12 turns p/ year). Just makes the early game painfull. Since this mod is Soft medieval, would you kindly, good sir, take the debuffs out or make more "soft", like the bad spring option (has 3 debuffs)?
Starsmil  [skapare] 16 okt, 2024 @ 11:30 
debuffs are same, chances are lower.
Mr. Unknown 16 okt, 2024 @ 10:20 
(i dont know if this changes something, but i collected this data with other compatible mods active, then i believed that something was wrong and toke the other mods off, but was this level of debuffs too, i just dont know if the numbers changed)
Mr. Unknown 16 okt, 2024 @ 10:19 
I did some testing. Only with Soft medieval mod active (and the main 2, of course), playing on easy with Kingdom of Jerusalem, he is what happend: I always got the worse winter;(no idea if there is a good option); always got the worse autumn;(no idea if there is a good option) why so many debuffs?-1food;+30% constrution costs;-30% campaign map movement range;+20% unit recruitment cost;-3% replenishment rate;+25% upkeep;-30% charge bonus;-10% melee attack;-22% weapon damage;+1 construction time;-1 army recruitment;spring had a feairly balacend rate and not alot of debuffs on the worse option;summer had balanced rate too but the worst option had the same level of debuff as autumn. Am i doing something wrong? the mod is updated. is this suposed to happen with factions on the same area as Jerusalem?
Starsmil  [skapare] 15 okt, 2024 @ 10:10 
ok
Mr. Unknown 15 okt, 2024 @ 9:58 
One more idea of thing to add: less punishing seasons (exemple: playing with Kingdom of Jerusalem were 2 or 3 of the 4 seasons could be so punishing that could stop you for like 2 years. happens alot with me and that just punishes the player for reason other then a bad roll os dice on the RNG)
✨Frankster✨ 30 sep, 2024 @ 16:08 
thx will try it out later
Starsmil  [skapare] 30 sep, 2024 @ 15:00 
ok, use rpfm tool and remove these tables in mod pack and put it in R2/Data folder:
- technology_effects_junction_tables
- diplomatic_action_subculture_restrictions_tables (if I get u right about diplomacy)
✨Frankster✨ 30 sep, 2024 @ 13:56 
Let's say I only want to keep the default tech penalties and Diplomacy. Let me toggle those changes off from this submod but keep everything else.
Starsmil  [skapare] 30 sep, 2024 @ 13:51 
for example
✨Frankster✨ 30 sep, 2024 @ 0:23 
any plans for a toggle to turn off or on certain features of this submod?
Starsmil  [skapare] 17 jul, 2024 @ 10:51 
yes, put it above 1177 ad.
Asgahn 17 jul, 2024 @ 9:16 
Does it work with 1177 AD?
Starsmil  [skapare] 29 jun, 2024 @ 10:47 
nope
Noobolix 28 jun, 2024 @ 10:31 
Is there a way to reduced a bit the garrisons ?
Arcomc [MG] 14 jun, 2024 @ 18:38 
Could it be added that generals do not give negative law and order effects when in a city?
Mikael 27 maj, 2024 @ 16:03 
thanks ma man
Emperorlinox 25 maj, 2024 @ 5:29 
theres another mod for that
SaltWorm 24 maj, 2024 @ 12:28 
Does this mod remove the equipment need for the troops ?
Starsmil  [skapare] 19 apr, 2024 @ 14:23 
have fun )
Splashalarien 19 apr, 2024 @ 14:16 
im not shure if this mod is cool or not, i usally started my game by choosing abbaside caliphate and this mod changes uits buffs to 0% - sadly would like to have ah high end baghdad :D
Starsmil  [skapare] 19 apr, 2024 @ 14:06 
sure
scout gaming 19 apr, 2024 @ 13:12 
Does this reduce the insane amount of papal fees you get when playing as a catholic faction? I've been playing the normal mod on easy difficulty and it is still impossible to get anything done since all my money is either being taken by armies blackmailing me into recruiting them or papal fees demanding half my income or else basically forcing a secession with the loyalty hit.