Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Old School Campaign Tweaks
19 Comments
古代 27 Oct @ 7:41pm 
this mod is great:lunar2020halodragon:
Master Fuch 16 Jul @ 11:38am 
Hey its someone who spoke with you on reddit, i'm glad i found the mod, the campaign snowball is a bit reduced thanks to this ! Just for feedback it seems many factions are completely shut down due to the economic nerf, currently on ImpAug all the small desert nations are just idle, they don't even have the money to recruit a single unit or build anything after turn 1, and Pompey took a whole province but all the settlements have 0 garrison cause he doesn't have the money to convert them. However, on my previous campaign on GC map, it seems balanced, a lot of 1 settlement nations still have the money to field multiple stacks (but thank god less than in vanilla)
Maybe your changes are different between the Grand campaign and imperator augustus ? Anyway nice mod
Warriordude 12 Jun, 2024 @ 6:46pm 
I just found this.

I assume this works with unit skins Para Bellum specifically?

I'm one of the rare ones that hate endless stacks of armies running around the campaign map, makes no sense for a smaller faction to field multiple stacks, this mod seems to get rid of all all of those stacks from smaller faction.

I'll give it try.
tjhm4  [author] 16 Feb, 2024 @ 7:21pm 
@moros85
Some of the parameters that I edited will affect all campaigns. Other parameters are allowed separate values for each campaign and in those cases I edited the grand campaign ones only. If you open the mod up in RPFM you can see the parameters and then edit those for other campaigns too.
moros85 16 Feb, 2024 @ 2:44am 
Great mod, only Grand campaign?
tjhm4  [author] 2 Jan, 2024 @ 12:27pm 
@NGNL
I'm not sure. DEI is a vast mod that makes a huge number of changes. There is a good chance it already changes the values changed here, and so which ever you load last will overwrite changes made by the other. That said, this mod only changes a few records that directly pertain to its function, so loading it after DEI should give you the effects of both mods no problem.
NGNL 2 Jan, 2024 @ 10:03am 
Seems like a really great mod. I have just one Question: Are there any combatability issues with for example DEI?
tjhm4  [author] 28 Dec, 2023 @ 7:58pm 
@ROMKA-2
Oof, hope you feel better soon.

@Mike
Great, that's exactly what I hoped for.
Mike 28 Dec, 2023 @ 8:51am 
Transforms the game, feels much more old school TW and a much bigger challenge in the early game.
ROMKA-2 27 Dec, 2023 @ 7:19am 
have seen this one on reddit. thanks again pal, wanna give it a go in my next campaign. got a freking rotavirus to sit through so I am damn sure I will give it a try soon :lunar2019coolpig:
tjhm4  [author] 26 Dec, 2023 @ 5:48pm 
@Cry me...
Thanks!

@aRc
Yes, customizable garrisons was in mtw2, and general-less armies were the norm up until rome 2. Unfortunately, there's no easy way to add these to rome 2 given the engine constraints.

@FERRDO
Great, thanks for the update. Glad its playing nicely.
Ferrdo 24 Dec, 2023 @ 7:53pm 
@tjhm4 Your changes have made the early game feel very strategic and realistic. No steamrolling, and all moves must be well considered. Haven’t gotten to mid game yet so can’t comment, but intend to. Perhaps a higher creep in corruption as Imperium increases is the answer.
Ε Δ Γ Ε | Edge 22 Dec, 2023 @ 11:43am 
sounds like a very intruiging mod. Thank you for putting it out!
The big focus on army maintaining mechanics made me think back to two things the older games had that I always miss: the ability to recruit & customize garrisons (I think towns even had a couple unit slots that would not require upkeep, depending on unit type and town size), and nobles not being necessary to lead an army.

Do you think these two would make good additions to your mod?
Cry me a river dickface :D /max 22 Dec, 2023 @ 12:53am 
Hey man great mod! much appreciated :)
tjhm4  [author] 19 Dec, 2023 @ 7:29pm 
@FERRDO I've not really thought about them much, so I guess its personal preference. I do like generals lasting longer, but with enough turns they always end up as demi-gods which is kinda OP.
Ferrdo 19 Dec, 2023 @ 11:21am 
Will do. And would you recommend a 2 or 4 turns per year mod as well? Those can be tricky, as they unbalance research and build times, etc.
tjhm4  [author] 19 Dec, 2023 @ 10:27am 
@FERRDO thanks for the kind words! Let me know how the rest of your playthrough goes.

The next thing I want to look at is the excess economic growth (this was an issue in earlier TW games too though, so not really on "old school" feature). In the early-game, these tweaks mean you have to think carefully about money, and raising a big army basically means putting construction on hold. However, by the mid-game that problem is long gone and if you developed towns well you can have basically infinite money (e.g. 4 full stack armies of the best units available and still making ~13k per turn). I really don't want to have to go through all buildings and reduce their income though, as that would be a compatibility nightmare. I wonder if just upping corruption as a global money drain is the way to go.
Ferrdo 19 Dec, 2023 @ 9:40am 
Also, if you're thinking of adding any more "old school" tweaks, I encourage you to keep it up!
Ferrdo 19 Dec, 2023 @ 9:39am 
Really fun Roman campaign so far. Makes it much tougher, but also it feels better. You can no longer spam units, and the events which pop up such as ship recruitment discounts, or cavalry, etc. actually mean a great deal now. Eager to see how the campaign map plays out with the AI factions, given their income changes. I've already seen strategic moves by Carthage, and battles feel much more decisive. Playing with Athanasios' Ultimate Fixes, and also the recommended Better Recruitment.