Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

A red sea rereleased
16 Comments
Byzantine 5 Jul, 2023 @ 4:12am 
I mate i like your mod. Over the years me and my mate have been playing more and more head to head campaigns recently and thought it would be better for the game if arty ships couldn't be recruited until level 3 military wharf level "called drydock" as greeks they just seem too easy to get into and our games end up with arty spams straight away. Reckon you could make a mod for that?
Tanya_Degurechaff 6 May, 2022 @ 8:27am 
we need sharks!^^
Vaskonios 3 28 Dec, 2018 @ 7:33pm 
Got updated?
Tjgboot 23 Feb, 2018 @ 8:50pm 
Great mod. Brings life to the early game and smartens up the AI. Could you also remove the timber resource requirement for level 4 ports? It's the single most idiotic decision CA made in naval warfare, particularly given that's where they've placed all the basic units, like Roman Quads.
setrus86  [author] 19 Dec, 2014 @ 11:45pm 
Behind you. ;-)
ChrisMcMuscles 19 Dec, 2014 @ 4:38pm 
WHERE THE FUCK ARE THE SHARKS!!!!!!!!!!!!!!!!!!!!!!!!
???????????????????????????????????????????
LordZarmack 15 Dec, 2014 @ 2:13am 
good work =) rep ++
LordZarmack 15 Dec, 2014 @ 2:11am 
endless illogical fun ramming boats and then sinking up- lol
LordZarmack 15 Dec, 2014 @ 2:11am 
you can make sharks xd, script the longboats to float upsidown =p change the gravity and they do it xd
Sebidee 11 Oct, 2014 @ 7:34pm 
Cool!
Harkenutzuii 3 Oct, 2014 @ 3:29pm 
this was awesome non the less but I was missleaded by the shark picture.. it would be nice to see sharks swim and eat the sailors that go overboard, it would make the naval battle a bit more awesome :D
TheGrooveMeister 29 Sep, 2014 @ 3:28am 
I will only subscribe to this if there is a shark boat.
RexJayden 27 Sep, 2014 @ 3:02pm 
Thank you for your clarification setrus86 and for your mod concept. :AOEKnight::Currency::KneelingBow:
doyouwannabuyarabbit 27 Sep, 2014 @ 3:52am 
Like the idea, but maybe make the military wharf have an increased financial bonus to make them a still viable prospect and/or give them a boost to how fast ships can be recruited?
setrus86  [author] 26 Sep, 2014 @ 10:46pm 
Indeed, not really a point with building the military wharf, the smaller military port adds industry income without food-loss, the trading port adds trading income and the fishing port adds food and such...it's pretty much making the military wharf pointless, I admit.
It's worth it though, considering it makes ships avaible more easily, ESPECIALLY for the AI. :-)
Of course, the ports all have their normal garrisons, which makes the military wharf at least have something going for it... :-p
RexJayden 26 Sep, 2014 @ 4:32pm 
Excellent mod idea, but is there some sort of bonus for building a military port? If not, there is almost no reason to build a military port, based on the food value benefits or economic benefits of the other two port options. :Antipho::Bucco::Dossenus: