What are the best submods that have ever been made for DEI in your opinion??? What are your favorites?
Fun topic.. there's so many to choose from. Any you think hold up to base DEI or objectively it better?
Fun topic.. there's so many to choose from. Any you think hold up to base DEI or objectively it better?
you take one city that the AI already was mismanaging and the public order is trash and because it takes 8 turns to build anything they rebel and have slave revolts before anything can be done. I just conquer a place an spend the next 10 turns genociding their rebel spam its boring what the hell am i doing wrong or does this mod lowkey suck?
Haven't played DeI in a year or two. Love the mod and played hundreds of hours.
One of my prior frustrations though was that in an army that contains multiple population classes, if the region you're in doesn't allow one of those population classes to regenerate, the entire army doesn't regenerate.
e.g. Let's say you've got a core of 2-4 'elite' noble style units from pop class 1, and then the rest of your army is comprised of local foreign class 4 units. If you're in a newly-conquered foreign region and thus have low or zero class 1 population, since your elite units can't regen, it blocks all of your foreign units from renegerating too.
Role-playing wise this doesn't make sense to me and breaks immersion.
It makes complete sense that your nobles can't regenerate. But my local levies/mercenaries/AoR units should be able to. It breaks immersion for me because it seems to defeat the purpose of recruiting local units. I might as well just take a 100% foreign army so I can regen anywhere, or accept that if I have any of my native units I might as well have my entire army comprised of my native units. What's the point of taking 'weaker' native units if they aren't even able to regenerate anyway?
Is this still a mechanic in the present version of the mod? And if so, what's the barrier to correcting this?
Thanks!
EDIT: Mods responded below. Explained that it’s a Rome 2 base game mechanic. Regen is binary at the stack level, not by unit.
Hey, guys. I’m having an Rome II: Emperor Edition in library on the Epic Games Store. According to the documentation, the game should include the free add-ons: the Seleucid and Bactrian Faction Packs.
The issue occurs even in the base game (without mods)—even though I should have access to the Seleucids and Bactria, I can't play as them in the main campaign. It's the same in DEI. None of these factions are available
There are no downloadable add-ons available (in the EGS library);
The launcher doesn’t show any inactive add-ons.
Both the game and DEI are up to date.
Technical support suggested using the installation verification tool—I tried it three times—with no results.
I also tried running the game as an administrator (also suggested by technical support).
What do you suggest in this case? Is there a way to fix this? Is it possible to download the updates with the free faction packs and install them manually? Or is there a mod that unlocks the factions?
Do I need to unlock these factions in some way in DEI? I thought they were supposed to be available right away.
So my campaign took an interesting turn, I ended up taking the Iberian coast and letting the Lusitani take the interior, we have a military alliance and I know they're going to fight me at some point. I'm about to take Carthage next turn, we had peace for a few years, but the damn Iberians are blasting through Africa.
I usually don't do this so early, but I also took lower Gaul part of middle Gaul. Funnily enough, the Iceni got kicked out of Britain by another tribe and are basically screwed in a few turns.
The Germans launch the occasional strike into Northen Italy and I repel them and keep liberating the neighboring settlements. But I think I'm just going to take Noreia and liberate from there.
Now, you'll notice I'm not in Macedonia... the freaking scythians came down and kicked me out while my legions were elsewhere and almost took all of Macedonia and Greece until Rhodes showed up.
So... if I want back in, I have to go to war with Athens, the Daorsi, and the liberated Hellenic faction all at once (they are super aligned). Rhodes is essentially the mid-game baddie and I'm not going against them until I have fully developed all my regions.
Messy, am I right?
You guys have basically made Rome 3 with the overhaul. I'm currently lurking on the" TW show and tell". And the discussions got me curious.
How does the population mechanic work in terms of what this table means? What are these percentages based on? I just took this settlement and it seems like the low public order is what’s causing pop decline. In my campaigns I seem to always have much lower pop in my cities than other factions. Just trying to get a better idea of what’s causing it, how to interpret this chart, and how to grow my population.
Say I were playing the nomads running around with full horse archers and a baggage train for the added ammo bonus. If I were to immediately withdraw my baggage train from the battlefield, would I still have the ammo benefit? Or would i lose that buff with the unit?
Forgive me if I'm overstepping with this or being arrogant, but I mean, the Mamertines were on the closest tip of Sicily to the Italian Peninsula, Messana, while they were Oscan, I don't think that the Mamertines specifically would be this far North when they migrated south.
Location wise, it would make far more sense for the Umbrians to be recruitable there than the Mamertines, the Umbrians were North of Latin territory and directly East of the Etruscans, so it would make sense that they would be in the area? I think that attaching them to Ariminium and Arretium would be the way to go since they're in between those two settlements?
That aside, I think it's sad that there's no Umbrian AoR unit because while they are known for coming into conflict with both Romans and Etruscans, they have no representation at all in the grand campaign.
If the Akarnanians, Chaonians, Messapians, and native Italians being given representation in Epirus' own faction roster, then wouldn't it be fair for the Umbrians to be thrown a bone, here?
When the AI initiates a deal with you thats less than favorable and you decline, do you lose diplomatic points faster than normal? Or is it just a standard deal
Maybe someone has tried that submod and can help me. I would like to try out this submod:
https://www.twcenter.net/threads/submod-trade-regions-acquire-them-with-dignitary.806327/
Can someone explain me how to install that in my steam Rome 2? Besides that i have mods only installed via workshop. I tried to copy the .pack file into the data folder, but that seems not to work.
If i understand it right, that mod adds a yellow button in the buildings menu where you can sell a region. That never showed up for me in a new campaign, so i am quite sure that mod didnt install correctly.
Solved: I got it to work. High up in load order. And it conflicts with AI uses pop submod.
Is it possible, or has anyone tried, to run a slow Epirus campaign? I really enjoy the population Submod because though I play a load of strategy and grand strategy titles, I've never much liked pursuing a mega-blob too early on, especially when that means eliminating a lot of the factions that I find interesting to have in the world. It's why I quit my first Epirus campaign around turn 20 or 30, because it's just.. underwhelming to kill Rome so early when they are literally the "main character" of the setting, and it's why I've always been peeved that, without the Submod, Rome will often just steamroll through Africa in the first fifty turns.
So has anyone tried running an Epirus campaign where maybe they take Megale Hellas and try to limit their expansion (at least early on) into Sikelia and Italia?
I would imagine it would be very difficult, and peacing out with Rome or Carthage would be challenging, but I feel like the Pop Submod makes it not-impossible the way it'd be if you were constantly facing unlimited Roman and Carthaginian armies.
Hello, I have a question.
Does DEI change the way units statistics are calculated and/or interpreted?
For example in vanilla stat A is doing B, with is calculated by C formula.
Are there any changes to B and C in DEI, or the mod is only twisting values?