Ultra-global project by the Imperial community author (nnn90) with full rebalance and gameplay changing in the Rome II TW game.

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Here you are the full translated info-article about the mod principles and functions.

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Strateigos useful information (from nnn90)


Strategy:

The main campaign has been moved to the map from the "Emperor August" DLS.
Based on the version of the map from the comrade Teos mod, reworked under the conditions of the Strateigos mod.

The mod has a system of "personal bonuses" for factions controlled by AI.
These bonuses are included for factions that are neighbors of the player's faction, historically were the main rivals and the most significant factions in this period.

Epidemics and banditry have been introduced into the Main Campaign and Hannibal at the Gates campaign mod.
Buildings that reflect the level of development of society increase the level of poverty that causes epidemics.
Buildings of the sanitary (blue) branch reduce the risk of epidemics.
Buildings focused on increasing profitability cause an increase in banditry.
Also, the level of banditry is increased by armies that are in plunder mode.
Military buildings, palaces of the Seleucids and Eastern states, the chambers of the leaders of the barbarians reduce the level of banditry.
Also, the level of banditry is reduced by the troops brought into the city.

The wonders of the world spread the culture of the peoples to which they belong in their provinces.

For different subcultures, their own settings for the behavior of AI on the strat map have been introduced, which are most suitable for these factions.
Revised to increase military superiority thresholds for AI faction to declare war.
The priority of protecting your own regions has been increased.
The priority of defending capitals is higher than the priority of expansion.
Increased the priority of reclaiming lost territories.
The AI will seek to take over the entire province, having a region in it.
Also, the AI will more often seek to expand by conquering border areas, "rounding" its territory.
Other changes to AI action thresholds and priorities along the same lines.
Their main goal is for the AI factions to preserve themselves as the main task and their own interests were more important than the goal of attacking the player.
(The basis is my own changes in the behavior of AIS for the PUA mod, with "adjustment for the wind", for those who are aware of what it is about).

Each captured region will increase hostility from other countries.
Provincial centers and resource regions have a larger penalty to expansionism than normal regions.
A captured region gives more Imperium Growth than a subordinate region as a protectorate/satrapy.
With the growth of the empire, the number of armies, edicts and agents increases.
Low levels of Imperium reduce the likelihood of civil war, high levels increase it.
Increasing the empire increases the risk of civil war, increases the cost of hiring troops and maintaining armies (reflecting the rising cost of maintaining military infrastructure in a large state), increasing corruption and other negative effects.
The popularity of the player's party also affects the probability of a civil war, the average values ​​of "party influence" reduce this probability, very high and very low increase it.

The central buildings of the regions are made indestructible at all levels, they can only be rebuilt.
Rebuilding buildings of a foreign culture will be extremely expensive and take longer.
This is intended to reflect the destruction of a foreign settlement and the creation of its own colony in its place.
And also slow down and hinder expansion and increase the chances of the conquered territories to be liberated from the occupier.
Training buildings are disabled in the Main Campaign for all factions, except for the barbarians (for which they have become the place to hire the most powerful units).
Barbarian factions cannot capture cities without sacking them.
Eastern factions and barbarians will not be able to liberate states.
The Greeks do not have the capacity for confederation.
The speed of cultural assimilation has been greatly reduced, it will now take a long time.
The degree of rejection of subcultures and the level of unrest when occupying a region with a different subculture depends on the difference in their levels of social relations.
All edicts along with positive effects have a negative effect.

The main campaign is built on 4 moves per year.
Campaign Hannibal at the Gates on 12 turns.
The study time for technologies has been lengthened in accordance with the increase in moves per year.
Technologies that give access to troop upgrades and new troops have been adjusted to approximately coincide with the known time of appearance of such troops.
Adjusted the spawn times of troops from factions that have met on the battlefield in history.
This should also increase the importance of building scientific buildings.
Mercenary-focused techs now have the effect of increasing mercenaries' experience gain rate to compensate for army traditions not affecting them.
Building construction times have been adjusted.
The central buildings of cities are built longer, military buildings, especially low levels, faster.
The effectiveness of many agent actions has been reduced.
The pumping of troops by a warrior has been reduced significantly.
For generals, the level of badges given for increasing the level of some skills is limited to one badge at all levels.

The influence of the seasons and "non-seasonal conditions" is made more noticeable.
The seasons and "non-seasonal conditions" will have a greater effect on fluctuations in agricultural income.
Also, winter and "off-season conditions" affect the cost of supplying armies and the speed of recruitment.

Recruitment system and garrisons:

A universal OAR system has been introduced in mod
For Rome, the Etruscans, Carthage and its satrapies, the Greek states, the Hellenistic kingdoms and the Eastern states, a total AOR system for hiring troops has been introduced.
Own troops and elite units are recruited from historical territories or capital regions/provinces, with the exception of a small number of expensive troops from military settlers and mercenaries.
In other regions, only certain types of local troops can be recruited.
Barbarians and steppes can only recruit their troops in the territory of those provinces that at the start belong to the factions of this culture (on their native lands), to start recruiting their troops outside this zone, you need to study the technologies in the "tactics" technology section, their lower branch.

Also, for all non-barbarian states, a system of limiting the "native" troops of the faction and the most combat-ready AOR units has been introduced.
For barbarians, all elite, or unique units are limited.

The troops recruited in the buildings for all non-barbarian factions are divided into two large groups:

The militias of the citizens of the policies, the militias of the satrapies of the eastern factions - are recruited in the central civil building of the cities.
The central civilian buildings provide garrisons from the militia units.

Military settlers and mercenaries - recruited in military buildings.
Military buildings provide garrisons of military settlers and mercenaries.

Some light troops are recruited from agricultural buildings.

Non-rebuilt buildings of a foreign culture do not provide any hiring or garrisons.

Military ports allow you to build ships of the highest levels, as well as those equipped with throwing machines.
Fishing ports give the smallest set of low-level ships.
There are naval garrisons only in commercial and military ports.

Barbarian factions have a mod set of tribal militias in the main buildings of non-capital regions.
In the capital regions of the provinces, weaker troops are hired in the main building compared to the tribal militias (non-military clientele of the barbarian nobility, losing their military mentality and the obligation to go on a campaign, community members as the clan relations decay).
The training buildings of the "red branch", available for construction in the capitals of the provinces, have been turned into a place for hiring "people of war" - the most powerful units with a higher cost of maintenance and a recruitment limit.

Military buildings of the "red branch" provide the strongest garrisons and allow you to recruit the most well-armed troops.
Almost all types of throwing machines have been removed from the barbarians.
In the later period, scorpions will be available to them.
Barbarians have only one type of port, they cannot build multi-deck ships or ships with throwing machines.
Their naval garrisons are small and consist of light ships.

For the steppe factions, the most powerful units are recruited in the green line buildings.
Training buildings of the "red branch" are disabled for them.

Removed dogs from everyone, as well as druids and most of the female units.

For non-barbarian factions, the cost of hiring militia troops is much lower than hiring similar units of military settlers and mercenaries.
The content is 1.5-3 times lower.
For armies and fleets brought into the city, the upkeep is reduced.
For armies in the "siege" mode, the content increases.

Militia units from the Hellenistic states are mostly removed from recruitment, but left in garrisons.
Barbarian troops have an extremely low recruitment and maintenance cost, except for those recruited in the "red line" training buildings.
Units for all civilized factions, with the exception of low-level ones, are limited.

Provincial mercenaries and non-romanized auxiliaries are fixed recruitment prices and differ only between "civilized" troops and barbarians.
These amounts reflect the amount of reward / bribe that the leaders of the mercenaries, or the barbarian tribal elite receive for the fact that their warriors will serve the employer.

Troop visual identification system:
Units that are "native" to the faction have icons without colored backgrounds.
Provincial mercenaries have a red icon background color.
AOR units and allied troops have a green icon background color.

Mod economy:

The construction costs of all buildings in the game have been revised, the costs have been made large so that there is a choice of what and where to build, and not total development.
Increased income from slave labor.
The central buildings of the regions will increase the profitability from slave labor in the province as they level up.
With an increase in the level of the central buildings of the regions, the growth in profitability does not change very much, but the structure of this income (except for resource ones) changes - the higher the level of the building, the higher the percentage of income that can be increased with the help of modifiers from economic buildings.
Also, the profitability of slave labor for Italics, Greeks and Puns and taxes for the Eastern and African factions increases a number of technologies of the philosophical branch.
For temples and stadiums/circuses, scientific and sanitary buildings, the consumption of a part of the province's budget has been introduced, increasing with the level of the building.
Unique buildings will consume a portion of the nationwide income.
The value of the slave yield modifier depends on the subculture of the faction.
When playing as a barbarian faction, until the later stages of development, it is not necessary to capture slaves.
The amount of money received "out of thin air" has been reduced to a minimum.
Protectorates and satrapies give quite noticeable income.
Buildings of different cultures have different profitability and different dynamics of growth of profitability from the level of buildings.
The Greek and Roman buildings have the highest yield, the eastern ones are somewhat lower, the barbarian ones differ significantly in terms of profitability to the lower side.
Moved sanitation buildings for all non-barbarian factions back to earlier techs and now all levels of these buildings in the Main Campaign require techs.

Edicts have been revised - their meaning in mod is for the player to choose not between good and best, but between what is more important for him to get at the moment and what he is ready to sacrifice for this.

The "release prisoners" function has become less profitable, the greatest monetary profit will be brought by the enslavement of prisoners.

About the indicators in the menus that display the profitability of the provinces (these are game mechanics, if anything). Just for understanding.
So, we have regions and provinces, in the regions there are houses that provide income. The total amount of this income in the province is taken as 100% by the game, in the same place, in the province, when the tax slider is set to the base average value, the tax levied will also be 100%. If you remove all other tax modifiers, you will be shown "tax 0%". That is, the withdrawal of all wealth received by the province per turn is taken as zero by the game. Anything above that is taxes.
Well, that is, when the population, according to the developers of the game, was taken away all the income and another, say, 10%, in vanilla, in the menu, it will be a tax of 10%.
When the tax amount numbers are red, it means that you are not taking all the available wealth of the province and the game writes you a minus tax value.

In the mod, the indicators of the tax scale have been changed, because. vanilla logic is contrary to common sense - it is impossible to take more than 100% of the income.
The tax scale will show, as a percentage, how much of the province's total wealth a given tax rate takes.

Something like that.

Domestic policy:

Revised the values of the probability of the appearance and death of children in characters to prevent their general mortality.
The cost of political actions that are most important for preventing party discontent has been increased.
Changed the effects of the level of influence of the ruling party.
The influence of the party also at the extreme - the lowest and highest values ​​increases the likelihood of a civil war, at medium lowers.
Changed the effects of the type of government.
The civil war settings greatly increase its chance at high levels of the empire.
At low levels, her chance is low with proper attention to party/family relationships.

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The campaign is designed to be played with 30-35 units per stack.
How to do it:

To increase the size of the armies, you need to start the campaign, right on the first turn, before the first transition of the turn, save, exit the game, open the save with the ESF editor along the path The Creative Assembly/Rome2/save_games, find COMPRESSED_DATA/CAMPAIGN_ENV/CAMPAIGN_MODEL in your save
In this tab, you will see two numbers 20 in the first column, this is the unit limit in the stack, the upper one is for ground forces, the lower one is for fleets, put the values \u200b\u200byou want in their place and save - File / Save wait until saved - (changed parameters highlighted in red become gray), that's all, you can continue to play this save.

Instrument - Drive.google.com

The main innovation of Strateigos version 2 is the transfer of the Main Campaign of the mod to the map from the DLS "Emperor August"

Attention!
For mods to work in the game Rome 2, now you need to check the boxes in the Settings / Modifications section, as in the screenshot:

Drive.google.com - example

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