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https://discord.com/channels/806302576018063360/806305288034058251
Yes the mod was very much inspired by me and Bran on making it as close as possible to Roma Surretum and SPQR Total wars from the original game.
Raised base hit chance by 15%. Matched Combat 2% , Lowered attack time 10%, Raised Cavalry Run and Charge Speed 10%. Heavy Chainmail armor gives better protection against missile weapons. Changed some unit caps on some units and adjusted wrong unit sizes. New unit spacing for hoplites Will improve Hoplite fighting. Adjusted the damages to balance with new armor setting.
All Barbarian factions get small hidden capital income boost, All major cities will have better trade and manufacturing, barbarians factions will do more ambush stances for better chance of ambushing.
New upkeep and recruitment cost penalties for player in DLC campaigns, raised upkeep costs per Imperium level by 10%, raised political loyalty penalties per Imperium level, Removed all defensive deployables for AI except anti cav stakes and fireballs. Raised bonus income for Gallic factions by 20% so they have a better chance of survival.
Raised possibility of ambush success chance, raised political party loyalty bonuses and penalties per popularity of rule, raised public order penalties per Imperium. Lowered the food bonus by 10%.Added banditry effect for Empire Divided that will Lower the GDP in the province and lower the public order too
Better AI coordination in battles-battles are more dynamic. Eastern factions get small income boost by 10% so they can stay in game longer. Tweaked some faction attributes to make some factions more unique. AI factions settlement strength raised so taking them on will be harder.
AI factions will expand more and be more aggressive. Added opportunistic personality in diplomatic deals. Improvement in campaign ACTION. Fixed some typos. Better Expansion for Carthage
AI factions have better focus on defending captured territory and main capital. Increase trade volume on trade routes so trade income is more important.Cavalry units get 15-20% hit points. Larger political penalties per Imperium level. Lowered food bonuses as they were to high. Germanic factions will recruit better units.
Raised spending priorities for army recruitment per war stance. Zone of control lowered on campaign map by 20%. Diplomatic peace offers raised. Fatigue penalties for melee attack and defense raised per exhaustion level and raised fatigue levels by 10%. Cavalry run speed increased by 10%. Battles times raised by 10%.
Removed Wedge formation for Roman legions as not working correctly when AI is playing them.
Battles are more coherent -ai flanks more, formations move in better cohesion and new spotting rules and small increase in matched combat to 33% for more kill animations.
Arrows and javelins better balanced -less kills from the front-you need to get behind enemy to really inflict missile damage. Raised the range of some bows by 10%.
Night battles fixed so that AI dont use them.
Missing Unit Abilities added for Empire Divided units.
Unlocked Technologies to "Renumeration Reforms" for Rome in Imperator Augustus for Main Mod.
Obs: I don't use any kind of cheating mod...
Amended some units that were missing attributes for African and Arabian factions that did not resist to Heat and also Barbarian units that have resistance to Cold.
Raised fatigue penalties for combat, charging and running and melee defense, raised occupation unrest levels a wee bit, changed some public order penalties, changed some political things to make it a bit more interesting.
Raised ignition levels on some ships so they do not catch fire so easy, lowered fire combustion on ships by 20%. Re balanced starting monies for Celts and Germans and Greeks factions. Raised upkeep costs and administration costs for the player.
Fix for generals and politicians having multiple stars when recruited.
Fixed some shields for Atehens & Macedonian units that were not showing correctly.
Amended when some Roman Auxilia units become available as some appeared too early in game and have moved them to become available in "Mercenary Auxiliaries" Technology is researched.
Tweaked morale- raised Generals aura, raised penalties for projectiles,flanking,panic,exhaustion,bonuses for forts and fortifications defense.
Elephants have been made stronger as they were a little too weak before.
AI will research more civil tech and construction (build stuff) and naval tech and develop their lands and defend threatened regions better. As such the Ai will be tougher opponent.
Fixed the "Push" Ability that was not working for Hoplites, thanks to Tenerife_Boy for finding this error.
Added morale penalty for flaming arrows and enemy reinforcements - for player and ai, morale bonus for friendly reinforcements for player and ai. Raised shield values for Hoplites, lowered diplomatic penalty for past wars.
All Roman Auxilia units now available in Auxiliary Camp and Auxiliary Barracks as well as Auxiliary Garrison.
Tidyed up Samnite roster that had some Bruttii and Lucanian units which were incorrect for Rise of the Republic campaign. thanks to Tenerife_Boy for pointing these errors out
Raised the Ai vs human bonus for auto resolve, made campaign battles more dynamic-players will really have to be on their toes now, changed minor settlement battles vs field battles to 50% so as to not make game feel like a siege fest.
Added some of the Reublican shields from the Roman Extravaganza mod for Principes and Hastati in GC,IA and CIG rosters.