Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Divide Et Impera ~ Better Vassal Levies Submod (Summary)
63 Comments
Pornstache 25 Sep @ 12:18pm 
Any chance I could get the 1.3.4 version? Have a few mods that arent uipdated for beta
Summary  [author] 25 Sep @ 3:41am 
@ 少年书生气自清

This means you can replenish on their territories, not sure it works the other way around also, from most of my tests, it doesn't seem to be the case.
少年书生气自清 24 Sep @ 5:48am 
Does this mean I can replenish my forces on allied territories, or can allies replenish their forces on my territories?
Summary  [author] 24 Sep @ 4:09am 
UPDATE

Fixed the population script to match the latest DEI population script. Still allows for the replenishment in vassals, military and defensive allies, regardless of cultural differences, but includes the new script lines present in the 1.3.5. Public Beta.
Captain 23 Sep @ 8:58pm 
@Summary Hey all good! it works flawlessly.
Summary  [author] 23 Sep @ 2:32am 
@Chidori it is already released sorry for thr late response. I dont update mods if the beta is not available to the public. We've had a closed door alpha for a while now in which I tested the tweaks prior.

But since the beta went public, I went public. Cause my expectation is that most people will instantly subscribe to the beta and will desire compatibility.
Summary  [author] 23 Sep @ 2:30am 
@Captain. It is compatible I use Q's diplomacy myself.
Captain 22 Sep @ 3:43pm 
Hey summary! Just had a quick question, do you know if your mod will conflict with q's better diplomacy? It changes client/satrapies to be puppet states and i think allows you to raise armies straight from their pool. I wanted to use your mod for the sheer amount of levies you can get. If you don't happen to know don't stress!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2583339595
Chidori 19 Sep @ 4:16am 
@summary thx for the info. I highly appreciate your work, thats just a minor inconvenience for me, so no worries. It is a devinite hit for the QoL of the campaign, but I'll think I will wait for the dei 1.3.5 release and then happily to use it again.
Thanks so much! :steamhappy:
Summary  [author] 14 Sep @ 8:36pm 
@Chidori sry for the trouble

Yea problem with updates is that it will conflict with older saves unfortunately that is just the nature of it. I can share with you the old files if you wish but you will have to manually use them.
Chidori 14 Sep @ 3:45am 
Hey, much appreciation for the mod and your content, unfortunately after the update yesterday it crashes my DEI 1.3.4 campaign when I try to load into it, so I had to disable it :)
Summary  [author] 13 Sep @ 9:58am 
UPDATE

Up to date with the new 1.3.5 beta
Summary  [author] 2 Sep @ 11:53pm 
@Wesley Snipes,

It affects both the player and the AI. But of course only the player is able to take full advantage of the system.
Wesley Snipes 2 Sep @ 11:35am 
for player only or both ai and player?
Summary  [author] 27 Aug @ 12:10am 
@Rick the Door Technician

Bingo! One thing I do to circumvent this is take a region build lvl 1 barracks that I need them to have, and then transfer it over to them.
Rick the Door Technician 26 Aug @ 12:25pm 
@Summary Thanks for the response. So to clarify, the reason I don't see all troops is because the AI didn't build the right tier of the building? For example with Maurya, I have had Elephants recruitable, but never chariots nor late cav. Also with Armenia, I never saw the Nakharar Cavalry, even though the armored horse archers and cataphracts were recruitable.
Summary  [author] 21 Aug @ 11:46am 
@Rick the Door Technician, unfortunately the only check is if they have the building from which they can recruit the unit in question. Reforms do not matter at all. So technically if you make Rome a vassal, you can get Roman legionaries well before the Marian Reforms even triggers, so long as that province has a barracks.
Rick the Door Technician 20 Aug @ 8:45am 
the question before mine may have answered it, so for maurya/armenia, they need to be able to recruit elephanst themselves for me to recruit them :( guess im liberating and satraping till they build what i need
Rick the Door Technician 20 Aug @ 8:41am 
Hello Summary, thank you for this mod. I'm doing my own parthian satrapal empire as well using this mod to build horse armies from different cultures. There is an unfortunate inconsistancy I want to bring up, hoping you could shed some light on it.

For Saka, we get certain units immediately, then once they hit certain reforms, we unlock different units, and for Sakas case, we even lose a unit for good (even though that unit is the final reform unit). If we satrap early, we get both saka and indo-saka cataphracts, but after reforms, while we do unlock saka nobles, we lose indo-saka cataphracts.

A different issue exists for Armenia and Maurya, it seems based on luck whether armenian late cav units, and mauryan elephants are available to recruit, regardless of reforms (i dont believe they have any special). One campaign i can recruit elephants immediately, another campaign they dont show up. Quite frustrating since you cant really know until you satrap them.
Ranger of Ithilien 26 Jun @ 2:22am 
Bro I love u
Summary  [author] 24 Jun @ 9:44pm 
@Ranger of Ithilien, no it requires them to have the building in the region from which they can recruit those units themselves. If they can't recruit it themselves you can't recruit them either. So a barracks for infantry units and a stables for cavalry. You get the point.
Ranger of Ithilien 24 Jun @ 10:24am 
summary does the mod requires your client to be at it's "native lands" in order to recruit their higher tier units? I've subjugated Galatia as the Seleucids at Amaseia and all I get are some Capadocian Infantry.
♔Old Dragoon♔ 9 Feb @ 9:48pm 
@Summary...I unclicked all my mods except for DEI and put your mod above and then tried below the main DEI. The game crashed on when I tried to start the mod loader.
Summary  [author] 9 Feb @ 8:43pm 
@ THE RIDER NEVER ENDS I am acutely aware of these mods. In fact, the author is actually a close friend of mine and one who I credit with being my mentor. However, due to his busy RL schedule he is unable to allocate time to clean up these issues. The idea is to work closely with him and then integrate both mods into this mod and make it available to the community. But as with most mods, it is all free work, as such there is no such thing as a release date.

As to the question of whether it will be integrated to DEI, that is a step further. I don't believe there will be any opposition to doing so. But it will have to be extensively tested before that decision is made. The DEI mod team is very welcoming of new mechanics, but they prioritize stability over everything, and I whole-heatedly agree with this mindset. After all, we are all keenly aware that even a amazing product if released in a pitiful state will draw more criticism than praise *cough* Rome 2 launch *cough*!
Summary  [author] 9 Feb @ 8:43pm 
@ Old Dragoon I believe the mod is up-to-date. If you could be so kind as to offer me the specifics of what isn't working for you, I can promptly fix it for the community :)
THE RIDE NEVER ENDS 8 Feb @ 8:58pm 
I don't know if it's gonna be integrated into DEI but you should check out on the DEI discord "client_annex_TEST.pack" and "Vassals_mod_test.pack" (arguably the latter is messier)

Make the change capital button into a "annex vassal province" button, can't make the second work tho (for vassal liberated factions)
♔Old Dragoon♔ 8 Feb @ 12:04am 
Please update the mod. Thank you!
The Grimwar 30 Nov, 2024 @ 10:04pm 
Ever since the update, the vassal levies are no longer better.
Ess 21 Nov, 2024 @ 9:53am 
i play with a lot of mods, this worked for me before the update, now it makes me crash when i klick on the rome faction, did the update do something maybe?
SuperChelseaTV 17 Nov, 2024 @ 10:01pm 
Wow this mod looks impressive!
Summary  [author] 17 Nov, 2024 @ 7:43pm 
Yep, it is updated. Please let me know if there are any issues.
GriffMeister 17 Nov, 2024 @ 10:04am 
Is an update coming for this now that the Beta's over?
Summary  [author] 14 Sep, 2024 @ 8:53am 
@Sven Kaerlig Yes go to their territory and there is a special button to recruit from client states.
Svend Kærlig 14 Sep, 2024 @ 7:34am 
How do you recruit vassal levies? Do you have to go to their territory and recruit?
Summary  [author] 2 Sep, 2024 @ 12:31am 
@Ess I can't help you with that, it happens with me too. It is a CA bug, as such nothing any modder can do about it. However, you can replay the battle with a time limit and that way the AI will eventually lose.

@ Il Glande Segletalio you can use the Timbe Trade regions submod available in the TWCenter forums.
[III^ORD_AQV] Gabibbo Mandrillo 30 Aug, 2024 @ 12:07pm 
is it ever going to be possible to annex the vassals rather than having to attack them?
Ess 29 Aug, 2024 @ 3:58pm 
Hi Summary, hope you can help me with this big bug, when i fight the ai some of the ai units get stuck underground? i dont know why... i use the same mods as you do in your yt video when playing rome dei. please help me
𒉭Griffith𒉭 12 Jun, 2024 @ 4:10pm 
Would you have an updated mod list for Rome? The one you posted a year ago led to different mods. Thank you for the hard work!
Summary  [author] 31 Jan, 2024 @ 4:10am 
@Big Squeep

The way how levies work is that there are no unit caps. So you can levy as many of a unit from the vassal as you like, a limitation that the faction itself would have to endure. This even applies to possible AOR units. Example: If you vassalize Seleucids in Syria then you can get unlimited access to AOR Syrian War Elephants.
Meaty Ogre 30 Jan, 2024 @ 9:35pm 
Is the unit cap removed as well?
Summary  [author] 25 Jan, 2024 @ 10:31pm 
@ RAY this is strictly for DEI. It would not recommend using it for Parabellum.
Chuck Noris on bathsalts 25 Jan, 2024 @ 10:07pm 
does this work with parabellum? or a different version perhaps?
Summary  [author] 11 Dec, 2023 @ 5:37am 
Update the mod to include replenishment in different cultured vassals.
Summary  [author] 25 Sep, 2023 @ 12:13am 
@Space_Lettuce_OG thank you for the kind words. Yes hopefully in the future when time avails, we can implement these sort of things.
Space_Lettuce_OG 23 Sep, 2023 @ 9:02am 
Ahhhh, I like this idea a lot!
I know it's beyond the modding tools capabilities for TW games, but I'd like to see this idea implemented in future games, with a downside of if the vassal declares independence the troops could leave. It'd give an incentive to not annex a vassal, as well as a personal goal of which factions the player makes a personal goal to subjugate.
Like for me, I'd play Armenia, and try and B-line it to Parthia, so I can recruit their better cavalry, while still having the store-brand Armenian legionaries.

Very neat idea! I like it, I like it a lot!
Summary  [author] 23 Sep, 2023 @ 2:41am 
@The Grimwar, ah maybe they don't okay cool. I did not know that.
The Grimwar 23 Sep, 2023 @ 1:05am 
Wait, I thought the AI didn't use the population system, did you actually manage to crack that part of the engine?
Summary  [author] 23 Sep, 2023 @ 12:53am 
@The Grimwar sadly no, you can't. Technically you can but that will require a separate mod for each faction, and it would apply the 4th pop to the AI too which could break the game in terms of balance, cause the AI will recruit 4th pop elites in their own armies.

@Space_Lettuce_OG You move into the territory of the vassal and if they have the buildings that allow themselves to recruit those units, you can recruit them as well. It is a different button that the recruit and mercenary button it looks like the icon on the right of word "Levies" in the mod thumbnail (the one with the chain and the plus sign).
Space_Lettuce_OG 22 Sep, 2023 @ 6:56pm 
Interesting...
So, how does it work?
Do I request levies through diplomacy or must I go into the province of a vassal and open recruitment, or mercenary recruitment?
The Grimwar 18 Jul, 2023 @ 12:56pm 
1 question: is it possible to make the units you levy from the client vassals into 4th class population?