Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Faction Income Mod (GC,IA,ED)
66 Comments
Volcano  [author] 18 Jul @ 3:48pm 
Thanks for the compliment. Yeah, I don't like total conversions, just change the math and make it play better is the philosophy. Have fun! :WH3_clasp:
Multicellular Organism 18 Jul @ 12:02pm 
Hey, I just wanted to say thank you for keeping all your mods updated. Those are a gold find for someone who wants to play "vanilla improved" instead of a big overhaul mod like DEI. Keep up the good work :)
Volcano  [author] 10 Sep, 2019 @ 12:01pm 
It can be -- usually because they are driven to declare war by some outside influence, like as part of alliance or maybe just because they dislike your faction so much, then immediately realize its a bad idea.

That said, its not something that this mod causes or alters, its just a basic behavior thing in Rome 2.
Armistice 9 Sep, 2019 @ 11:26am 
Hey I have noticed that the AI sometimes declares war and then (in the same turn) is so eager to give me A LOT of money for peace. Is that normal?
Volcano  [author] 20 Sep, 2018 @ 2:40am 
Just an FYI to all...

For what ever reason, CA meddled in the recent update to Rome 2. In the Main menu, you will need to go to Options -> Mods, and activate the "Run user script mods" checkbox.

Not sure why they turned this off again, but I was +2 more turns into my campaign when I noticed all the script based changes were disabled, which prevents just about everything in my mods. :steamfacepalm:
Volcano  [author] 13 Mar, 2018 @ 11:47pm 
@SaintedPlacebo

You can still build up the desert factions, it was just that the stock game was excessive in its tax income for those nations. They still have higher tax income, just not rediculously higher, which allowed them to send multi stack armies out of the Saharan desert.

Of course you can feel free to disagree with it - but the changes were made because it was unplayable as a super power faction on Legendary because of the absurd balancing (where they gave every faction excessive income to compete with Rome, Carthage, Egypt, etc).

-S★inted- 11 Mar, 2018 @ 9:36am 
Desert has less because what? The arabian countries were some of the richest in the known world at that time. Hell with the new factions update the only way for them to survive the Romans and Greek early invasions is because they make so much money.
Volcano  [author] 1 May, 2017 @ 11:00pm 
Well, its not 4TPY per se, but it should work fine as I suspect that 4TPY mod didn't adjust income levels (as far as I know).
elkoso38 28 Apr, 2017 @ 5:35pm 
is your mod 4TPY ?
elkoso38 28 Apr, 2017 @ 5:23pm 
Nice job ;)
Volcano  [author] 4 Aug, 2015 @ 12:10pm 
Yes it is save compatible.
jmmeng11 31 Jul, 2015 @ 8:34am 
is it save game compatible?
KRT™Alexander 11 Mar, 2015 @ 3:13pm 
What is the specefik bonus for Egypt?
Volcano  [author] 8 Jan, 2015 @ 8:22pm 
OK it should be fixed now. The tax bonus was always there, but now you should see the icon again.
Volcano  [author] 8 Jan, 2015 @ 8:17pm 
@ [TFM] bh5496

Ah, I know what it is. The tax bonus is still there, but I was hiding the icon. I will unhide it again then since it is the lesser of two evils.
Dr. Oz The Great And Powerful 6 Jan, 2015 @ 11:41pm 
yes when I turn off this mod, the tax bonuses come back
RexJayden 5 Jan, 2015 @ 8:51pm 
Thanks for the alternative although I unfortunately have a couple of mods messing with the tech trees. The AI mod sounds good and I will use it when I am done with my grand campaign. Thanks for what you do! :falkwreath::markarth::riften::solitude::whiterun::windhelm:
Volcano  [author] 5 Jan, 2015 @ 8:02pm 
@ [TFM] bh5496

I checked and I am not modifying any eastern buildings. If you look in the mod with PFM, the only thing being adjusted is (that isn't hidden subsistence levels) is African and Spartan tax levels. The onlyl modification to eastern factions are to its capital hidden subsistence (the hidden bonus income you get from the capital settlement).

Have you turned off this mod and confirmed that it behaves the way you describe?
Volcano  [author] 5 Jan, 2015 @ 7:56pm 
@ RexJayden

I think my Strategic AI + Tech mod does modify agent spending, I am reluctant to do that change here because it was suggested that I make a plain income mod only. Try that Strategic AI mod and see if that helps. :)
RexJayden 4 Jan, 2015 @ 7:25am 
This mod is great Volcano (so is your battle mod). I was wondering though if you might "add" to this mod by reducing the Agent AI budget. I am playing Parthia and I am early into the campaign and I am just getting slammed by agent spam from my enemy Baktria. If this is a no-go, I understand. Just makes the game more frustrating than fun. :AngrySword::HanzosShadow::KneelingBow::OhNoBlue::SlyNinja:
Dr. Oz The Great And Powerful 3 Jan, 2015 @ 10:53am 
If by Arab you mean the desert nomads of Arabia then no, but if you mean the eastern factions such as Parthia and Armenia, then yes, that's what I'm talking about. At least for me, the tax building for those eastern factions still don't give the tax bonus. I've tried deleting and resubbing to the mod.
Volcano  [author] 2 Jan, 2015 @ 6:25pm 
Actually, try it now. I just updated it and I think I fixed that (if I narrowed it down correctly, that is).
Volcano  [author] 2 Jan, 2015 @ 6:22pm 
@[TFM] bh5496

Do you mean the Arab factions? I am just trying to narrow it down...
Dr. Oz The Great And Powerful 2 Jan, 2015 @ 12:03pm 
Small bug, this mod causes eastern tax buildings to lose their tax bonus, making them only good for agent bonuses. Needs hotfix.
RexJayden 23 Dec, 2014 @ 5:46pm 
Thanks for the December update! :falkwreath::AOEKnight::riften:
Volcano  [author] 17 Nov, 2014 @ 10:00am 
I have never tried it, but I don't see why it wouldn't work with it.
Onikenshin 15 Nov, 2014 @ 10:47am 
Divide Et Impera?
Volcano  [author] 21 Sep, 2014 @ 10:44pm 
OK, this should be compatible with Patch 15 now. It looks like everything in it was still applicable.
RexJayden 16 Sep, 2014 @ 8:35pm 
Take your time Volcano. :Antipho::Dossenus::Bucco:
Volcano  [author] 16 Sep, 2014 @ 7:03pm 
I have to take some time to evaluate the Emperor Edition and what changes will have to be made to the mod, and what modded stuff is irrelevant now. So, it will take some time before I can finish that evaluation - please be patient.
Volcano  [author] 14 Aug, 2014 @ 11:06pm 
Thanks for the compliment. :)
RexJayden 14 Aug, 2014 @ 8:06pm 
This mod seems to "balance" my game so much and I really enjoy how this mod impacts the game in terms of AI expansion and warfare. The AI seems to engage in more prolonged wars and does not expand too rapidly. Africa seems more stabilized and Carthage survives so much longer now. Its too bad that this mod is not getting the amount of subscribers I think it deserves. Keep up the good work Volcano467! :Antipho::KneelingBow::Dossenus:
Volcano  [author] 6 Aug, 2014 @ 5:12pm 
No problem. (I forgot to announce it, sorry).
RexJayden 4 Aug, 2014 @ 1:09pm 
Thanks for the update. :postcardb::blueteam::sadpanda:
Volcano  [author] 24 Jul, 2014 @ 12:29pm 
No idea if it is identical, I certainly didn't copy anyone when I made this one - but not sure if they used in the making of that one. Who knows. As for compatibility, you just have to try it out and see. It would like both mods would be adjusting the same thing, so its probably not a good idea to mix them.
Animu Lady 24 Jul, 2014 @ 7:40am 
Is this mod compatable with the Major Factions mod,made by Darick Skarr http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=194203480
And are the 2 mods identical to eachother??
RexJayden 27 Jun, 2014 @ 10:56am 
Good mod. Well done. :claugh::steamflake::summerghost::riften::Dossenus::KneelingBow:
Sesshomaru 7 Jun, 2014 @ 3:18pm 
I am using it
RexJayden 5 Jun, 2014 @ 11:56am 
This mod sounds excellent. :KneelingBow::Dossenus::riften::claugh::steamflake:
Volcano  [author] 27 May, 2014 @ 2:10pm 
This mod is compatible with the Getae and Pydna Update.
blackbirdps3 8 May, 2014 @ 8:20pm 
Thanks!
Volcano  [author] 8 May, 2014 @ 6:01pm 
This mod is compatible with Patch 12.
Volcano  [author] 19 Apr, 2014 @ 11:04pm 
I read the changes, and the hidden income changes for African and Arabians are already done in this mod. Of course the reduced starting income for all minor factions might require their income to be raised *slightly* in this mod though (to compensate for that lesser starting money). Only time will tell...
Elbomberoloco 19 Apr, 2014 @ 5:17pm 
You thinking you will have to adjust this avert patch 12, it adjust some of the income levels...
Volcano  [author] 7 Apr, 2014 @ 8:00pm 
Not a stupid question, but yes I think it will conflict with it.
Dr. Oz The Great And Powerful 7 Apr, 2014 @ 7:54pm 
This may be a stupid question but does this conflict with Radious Economy and Research Mod?
Volcano  [author] 4 Apr, 2014 @ 11:24am 
Thanks! Mission accomplished. :)
neptuna 4 Apr, 2014 @ 3:53am 
Congratulations Volcano.

I am using this mode in conjuction with Srategic AI & Tech Mod and the results are:
I am playing as Athens H/H difficulty (30 turns) and the game is very balanced, you must be very careful with your economic resources, you have to plan your moves in a long term, the battles are fewer but much more difficult and essential. Above that, the game has been transformed in a real strategic game, levels away from the original game in which your only purpose was to create armies for repeatedly encounter, endless 20 units stack armies of one region - owner factions!!!!!!
scottfree001 3 Apr, 2014 @ 4:56pm 
cool.
Volcano  [author] 3 Apr, 2014 @ 2:42pm 
Actually, I just updated it. I gave a little extra income to the Successor Kingdoms (including Egypt) so that they are comparable to Rome and Carthage now (+250). I think it makes sense.

It probably won't make a huge difference, but a little more cannot hurt.