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23/9/2023 - Main Mod Update 10.7:

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Fix for technology tech research times to proper 4tpy scaling. Fix for Tylis not have the correct faction type..changed to Celtic.  Changed the focus on the Ai priorities for tech development so they will make better upgrade units.

 

Reconfiguration of Ai construction priorities to focus on a more balanced set of buildings. Overhaul of diplomatic events and behaviors to make the diplomacy have more logical sense. War and peace settings changed so as not to make wars last forever. 

 

Changed Ai occupation setting for more occupation and less sacking and razing. Lowered Ai Gdp bonuses. Trespassing is a big deal may start wars! Lowered money amounts for Loot and Sacking settlements. Some factions will have changed Ai personalities for better expansion behaviors.

 

Changed some faction unit recruitment priorities so they will make more powerful units with better experience.  Raise some resource prices for slaves. Changed some starting money for certain factions so they they have a better starting chance. Rome, Carthage Macedon, Seleucid, Egypt, Pontus get small money subsistance.

 

Raised costs for human player for building, units and upkeep. Lowered upkeep penalties by Imperium levels by 50% to off set higher costs. Changed some states for some units for balance. Better AI army unit mix of better units. More chance of events happening in campaign word. Lots of Action going on all the time.

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Battles: Raised unit mass for heavy infantry. Higher moral penalties for Flank And Rear attacks and Army Losses. Raised javelin damage and lowered hoplite shield stats. Gave Roman Principes shield wall ability and Triarii anti cav ability. Raised matched combat 5% and lowered hit chance 5%.

 

Changed Naval Morale settings. Added some files from Ave Metals Better Siege mod for major cities only.  NOT SAVE GAME COMPATIBLE- You Must start a new campaign.

 

 

 

12/8/2023 - Main Mod Update 10.6:

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Bug fix for AI not recruiting armies. Ai will now research technology types better to build correct buildings to recruit units and also better civic buildings also.

 

Money was raised 25% for Ai. More money for trade goods raised 15%. Ai campaign forces will be more focused- more balanced on AI factions and Human players. Diplomacy will be more active with easier chance to get trade relations early in game.

 

Ai will make peace if War is not working for them. The AI will make more fleets with bigger more powerful ships. 50% Ai faction units have been re balanced as some factions where just too weak.  City garrisons have been improved so the mid game will be  tougher.

 

Changed Ai faction personalities for more balanced construction behaviors. AI will make better and more powerful armies earlier in campaign-so no waiting till the end of the game to see real elite units! Units will level up faster.

 

AI is more aggressive on Campaign map (Hard difficulty and above) and factions expand and Regions change hands all the time- A very dynamic campaign world!

 

Ai will be ruthless if it sees your faction is weak. Battles: Javelins have better AP bonus. Swords have raised damage bonus. Raised weapon attack interval times so battles last longer..but not too long.

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29/6/2023 - Main Mod Update 10.5:

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Construction times for building raised 35%.  Reduced Ai research priorities on some technologies by 75% as they were too fast. Ai will build better balanced armies.

 

Re balanced the unit recruitment of different culture types. Ai will focus on allocation of more money for navies for naval factions, Ai forces will attack with better coordination with at least two army groups.

 

Ai will retreat if up against superior forces. Ai will expand better. Changed some faction personalities. Military Alliances will be more difficult to get.

 

Diplomatic relations are a bit more balanced as player will have to try to do things more to please other factions. Trade treaties will be easier with friendly nations. Ai defensive posture raises on campaign map.

 

Battles will be more tactical as the enemy will exploit weakness. Spotting ranges on battlefields raised 15%. Morale penalties raised for Flank and Rear attacks. Units will route sooner if army is taking heavy casualties.

 

Adjusted fatigue in battles. AP damage on melee and projectile weapons raised 5%. Shields for barbarian faction made a bit more sturdy.

 

SAVE GAME COMPATIBLE.

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15/10/2022 - Main Mod Update 10.4:

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CAMPAIGN: Better AI Naval recruitment. Changed Ai money allocation FOR more for military recruitment. Better AI expansion. Diplomacy: War will have a more negative effect on relations and peace will not be easy to get with bitter enemies. Trade agreements will be a bit easier to get with friendly relations. Larger expansion penalties. Better AI army compositions.

 

Lowered AI military aggression for minor factions. Better AI focus on attacking fortified settlements. AI focus on developing Sea regions and protecting trade routes. New starting treaties for Carthage, Macedon, Athens, Rhodes and Rome.

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BATTLES: Much better Cavalry flanking. Raised attack interval by 10%. Larger morale penalties for flank attacks. Raised bonuses for charging downhill.

 

Raised Penalties for attacking uphill. Raised hit points for Heavy Infantry and Cavalry and lowered hit points for Light Infantry and Missile units and Pike units. Raised Fatigue penalties for walking up hills. Raised capture times for capture points in cites by 50%.

 

8/7/2022 - Main Mod Update 10.3:

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Better Ai recruitment of armies and navies. Fix for Roman recruitment. Better AI Tech research.

 

Changed some Ai battle formations. Better spotting rules in battles for AI units.(Will flank and regroup more).

 

Faster unit movement through forests and grass. Raised AP damage on swords and axes.

 

Ai better at defending threatend regions. Better AI construction decisions.

 

Changed some personality profiles for AI factions. Campaign on Hard or above.

 

Very Hard for Experienced players. Save Game compatible.

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26/1/2022 - Main Mod Update 10.2:

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Fix for rear/flank attacks on infantry for Cav units-will be more deadly. Adjusted Hoplite and Pike units to not be over powered.

 

Ai will be more defensive on campaign map and protect their holdings. Tweaked morale for flank and rear attack penalties. Diplomacy trade will be a bit more difficult. Lowered zone of control and reinforcement radious. 

 

Raised campaign map movement penalties. Raised upkeep penalties for campaigning in enemy lands. Raise matched combat percentage. Raised percent chance of Eastern and Seleucid factions to recruit better units. Changed spotting rules. Campaign is more strategic.

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SAVE GAME COMPATIBLE

 

30/5/2021 - Main Mod Update 10.1:

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Roman and Carthage factions will be more aggressive and expand on the campaign map. As faction empires grow they will consume more resources so that will make trade more important. Imperial Legions are too weak. Improved +2 charge bonus hit points melee attack and defense and morale. They were breaking too soon in battle.

 

Roman gladius gets+3 in damage and ap damage, lowered hoplite shield armor -2 raised barbarian and roman shield armor values +2.


Scabbards added to a number of units for Greeks, Barbarians, Eastern and Nomadic factions including officers and campaign map units.Updated shield models for Rome in ROTR campaign for a number of units, Thanks to Avemetal for permission to use his wonderful shield designs.


Updated some Carthage units with new helmets and Officers with shield designs.Early Roman legions more historically correct now with helmets and hamata armour.

 

1/5/2021 - Main Mod Update 10.0:

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Removed duplicate units from Campaign games for Macedon, Egypt, Seleucid and Bactria.Duplicate units for Pergamon removed and some further tweaks to Unit Cards to Epirus and some further improvements to Unit Cards for other factions. Fixed missing weapons for some Persian units in Wrath Of Sparta.

 

Fixed some shields for Rome and Himyar factions.Improved special ability stats. Lowered base income. Pikes now have first strike in combat. Raised AP damage for axes.Judean Building tree added for Judea faction in IA campaign thanks to Nor Dogroth for allowing to use his mod.Floods and Earthquakes will have a major effect on manufacturing and food production in the province that will lower gdp and cause food famine. Bad weather effects troop and agent movement and economy more.Siege armies will use 1 point of food per turn.


Removed the food penalties from all stances that was causing food problems. Major Cities will have better base food production. Reduced commodities prices by 40%. Reduced faction and player bonus money per turn my 30%. Player should not be swimming in money. But if you build armies you will be hurting for cash. Raised AI Sea Control priorities by 5%. Raised AI defensive priorities by 5%.Reduced AI recruitment and upkeep costs bonuses by 50%. Some UI fixes thanks to Tenerife_Boy.

 

Additional "Alpha" design shield added to Late Athenian Hoplites. BAI updated as follows: Now what the ai does is forms up then does missIle skirmish then tries to flank you. Cav really flank now. infantry will probe then launch massive assault. This works best with a balanced army of infantry missle and cav.

 

AI just does not run in it is looking for good targets to attack weak points in your formation. Fatigue will be more important in battles as units will get much weaker. Greater chance of knockbacks and knockdowns in combat.  Defensive Alliances given higher Ai priority.

 

Ai will focus more more on control of the sea. Trade agreements and peace will be easier to get with more friendly relations. Battles will be tougher. Judea Faction unlocked as per player request Also Judean Unit mod added and thanks to Nor Dogroth for permission to use.

 

2/4/2021 - IA Sub mod Updated :

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New lower starting income for Rome, Carthage, Macedon, Parthia, Seleucid. Also removed some text bugs.

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28/3/2021 - Main Mod Update 9.9:

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Removed duplicate units for many factions, Total Overhaul to all Unit Cards for all factions. Baktrian Unit banners added. Additional Lucanian units added to ROTR. All Cavalry officers now carry Sword and not spear anymore.


Lowered starting income to Rome, Carthage, Macedon, Parthia, Seleucid and Parthia. Raised campaign map movement penalties for terrain and roads by 15%. Special Thanks to [ESP]FLANAgAN  for allowing us to use his mod for the lucanian units. Also UM Centurion for his Roman Legions Unit Cards.


Matched Combat lowered 40%. Base Morale raised 10%. Minimum hit chance lowered 5%. Base Hit chance lowered 3 %. Battle last longer. Allied faction reliablity raised 5%. Revised Hoplite animations to use Overhead thrust in game now, Thanks to Avemetal for his input and his files.

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28/2/2021 - Main Mod Update 9.8:

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Updated Shields for all greek factions and added individual flag bearers to Carthage, Seleucid, Macedon and Egypt.

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Battles improved.Hoplites get better spear AP damage. Hoplite and Pike units will stay in attack formation better Some better AP damage for some bows and missile weapons. Attack intervals lowered. Some morale penalties lowered. Battle fatigue lowered by 10%. Matched combat raised 25% for more bloody animations. Some shield and armor values raised.

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28/2/2021 - Sub mods updated:

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Bloodier Battles:

 

Battles will be a super frenzy of bloody slaughter..

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Longer Battles:

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Pike and Hoplites will stay in Formation in their first attack.

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29/1/2021 - Main Mod Update 9.7:

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Raised effects for buildings, technologies and traits, so that they really matter. raised armor values 10%.  Ai should siege more.


Raised edicts by 20% and armies+ navies by 5% champions and diplomats 5% spies 3% per Imperium level. Main and IA campaigns only.

 

New construction templates will help ai build better armies and will help the Romans build better military building was set to balanced builds now focus on military builds.


Ai will focus more on building and tech research and upgrading cities. AI will build more powerful armies and more armies to attack in waves of utter destruction till they wipe out all enemies.


Some desert factions will have new sanitation and religious buildings. Ai will focus more on building military construction.

 

New Expansionist personality for Roman faction-they will attack. Rome will make legions. Raised base income by 25% as Ai was floundering. Ai will have better chance of recruiting Roman Auxillary units and Shock Cavalry.


Road penalties raised 10%. Lowered Negotiation prices from AI by 50%.  Lowered chances of defensive and military alliances by 10%.Reduced building maintenance costs by 75%.
 

22/1/2021 - Sub mod updated:

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Random AI Personalities Sub mod:

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Changed some personalities and added strategic personality files.

 

21/1/2021 - Sub mods updated:

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Difficulty Slaughter versions:

 

Lowered Ai gift levels. Made Defensive alliance and Trade deals harder to get..

 

Harder Economy & Slower Campaign Sub Mod:

 

Lowered Ai gift levels. Made Defensive alliance and Trade deals harder to get..

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20/1/2021 - Sub mods updated:

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Difficulty Slaughter versions:

 

Better AI expansion behaviors. Better AI construction behaviors.

 

Slow Sub Mod:

 

Better AI expansion behaviors. Better AI construction behaviors..

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1/1/2021 - Main Mod Update 9.6:

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Ai will make more diplomatic offers. Diplomatic Marriage is now an option in diplomacy for AI. Factions will Occupy more. Ai will construct more buildings during peace time. Ai will build more armies in war time.  

 

Allies will support player and other factions more. Client States will be more open to diplomatic stances. Added more stances for enemy factions. Ai will consolidate borders more and attack fortifies cities more. Better Expansion behaviors.

 

Peace will be easier to keep with friendly relations.
Ai cities will be tougher to attack. Ai factions will put up better defense of their regions. Save game compatible.

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28/12/2020 - Sub mods updated:

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Difficulty Slaughter versions:

 

Ai constructs more, Military alliance harder to get, Ai will attack more.

 

Slow Sub Mod:

 

Ai will focus more on developing its regions, more construction.

 

2/12/2020 - IA Sub mod Updated :

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Boosted starting incomes for African and Eastern factions 10%. Lowered starting monies for Epirus.

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1/12/2020 - Main Mod Update 9.5.2:

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Critical Fix for Garrisons as many factions were not making these! Also some critical fixes to files that were corrupted.

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27/11/2020 - Main Mod Update 9.5:

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Fixed bug of certain archers firing straight up. Lowered Zone of Control and Reinforcement radious by 25%. Settlement defense raised by 20% Fatigue penalties raised for climbing up hills.Combat will be more action packed and dynamic,AI will attack with more armies in force.

 

Changed upkeep for Ai by 5-10%.Fixed some problems with the Romans armed citizenry. Factions will be more likely declare war on factions they dislike. Bitter enemies will be harder to get peace with. There will be larger chance of events to happen. Larger penalties for trespassing.

 

AI will resist more against enemy occupations they will fight you with tooth and nail. Raised hit points on siege equipment, raised ancillary effects, raised importance impact of diplomatic stances of ai factions to faction relations.


Better recruitment for Romans and Carthage with more Mercs for Carthage. Ambush attacks will happen on campaign map. Client States and Vassal States will no longer drag you into wars. Tresspassing will lead to big diplomacy penalty.

 

Allies will be more open to military access and trade. Diplomatic Marriages will have more impact on Non Aggression Pacts and Trade. Expansionism  will have bigger diplomatic penalty. Ai will no longer get huge line of site bonus-that was a pure cheat and removed.

 

Allies will help more in wars. Allied factions will most likely stay allied. Trader nations will accept trade agreements better with friendly relations. Diplomatic Marriage offers increased. Client States will most likely stay loyal with good relations. Ai will attack fortified settlements more. Elephants get more hit points

 

18/11/2020 - Sub mods updated:

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Super Slaughter:

 

Diplomatic priorities changed for better treaties. Carthage made into Naval power instead of land power.

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Total Apocalypse:

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Diplomatic priorities changed for better treaties. Carthage made into Naval power instead of land power.

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Total Slaughter:

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Diplomatic priorities changed for better treaties. Carthage made into Naval power instead of land power.

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More Field Battles:

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Lowered zone of control and reinforcement radious by 25%.

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Random AI Personalities:

 

Made Carthage a Naval Power, changed some diplomatic settings.

 

15/11/2020 - Sub mods updated:

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Super Slaughter:

 

Ai factions will make more armies and attack with overwhelming strength..

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Total Apocalypse:

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Ai factions will make more armies and attack with overwhelming strength.

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Total Slaughter:

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Ai factions will make more armies and attack with overwhelming strength.

 

5/11/2020 - Slower Campaign Sub Mod Updated:

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Factions will trade more, make treaties with neighboring factions more, make peace easier, be a bit more defensive, focus on border consolidation and building up their region.

 

31/10/2020 - Imperator Augustus Sub Mod Updated:

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Changed starting past diplomacy (non-aggression pacts) for some German tribes and Gallic tribes.

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30/10/2020 - Main Mod Update 9.4:

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Desert factions more likely to do ambush attacks, fix for Roman armor types, better research of military tech by some factions, dis loyal generals cause larger loyalty penalty, disloyal son cause larger loyalty penalty,  raised velocity of some arrow types, raised morale penalties on rear and flank attacks and total casualties, raised moral bonus for rally effect, raised knockdown chance, raised fatigue penalties for climbing up hills, units hiding in forests and scrubs will be harder to spot.

 

Better chance of factions attacking with larger forces. Lowered army zone of control, lowered reinforcement ranges. Faction groups will now have "fierce independence" trait, siege equipment made a bit tougher and harder to burn down, spies will have lower line of sight- making ambushes more possible, Germanic factions will resist more, factions will have more zeal to attack. Romans in fortified stance will have more more deployables. Save game compatible.

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24/10/2020 - Sub mods updated:

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All difficulty mods:

 

Bigger armies more invasions and more WAR!

 

Slower campaign & Hard Economy Sub mods:

 

Raised some costs buildings, upkeep, tech research.

 

Bloody battles Sub Mods:

 

More battle frenzy. Raised weapon ap damage, attack times lowered.

 

Longer Battles Sub Mods:

 

Fatigue penalties raised, changed armor values, shield values.

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1/10/2020 - Main Mod Update 9.3:

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Reworked Morale, Fatigue, less matched combat, lowered morale penalty for army destruction, better Ai flanking of armies-Ai will re position to flank player army, lower chance of military alliances and defensive alliances, raised chance of client states, changed shield values for longer battles, raised ramming damage of ships, raised Ai defense of settlements, changed minimum spotting distances. Germanic factions will Ambush more, Parthia gets some small buffs to stay in Campaign.

Raised public order penalties for foreign occupation, raised upkeep cost in foreign lands, raised negative effects of bad seasonal weather-winter mostly. Changed effects of some edicts, changed some economic cost in Empire Divided campaign. Changed some deployables for barbarian and Eastern factions, Better army balance for several factions, better mix of elites and cavalry. Raised run speed for light to medium units, raised all spotting ranges by 15%. Ai armies in campaign battles will be tougher.

Save game compatible.

 

27/9/2020 - Harder Economy Sub mod updated:

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Lowered money per turn for Ai, raised upkeep of units in enemy lands, lowered monies from trade.

 

13/9/2020 - Sub mod updated:

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Double Build & Research:

 

No more one turn unit creation, raised building costs per difficulty.

 

9/9/2020 - Sub mods updated:

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Super Slaughter:

 

More Ai armies and better Ai defense.

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Total Apocalypse:

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More Ai armies and better Ai defense.

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31/8/2020 - Sub mods updated:

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Super Slaughter:

 

Longer Battles

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Slower Campaign:

 

Ai will focus more on defending cities

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Longer Battles:

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Raised armor and shield values and raised hit points 10%, Raised morale bonuses and raise fatigue so units fight longer.

 

28/08/2020 - Main Mod Update 9.2:

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Changed some faction personalities for IA campaign, Ai will be a bit more defensive, changed some strategic values for resources.


Fixed bug with unit abilities for hoplites. Ai should attack settlements with more armies. Hoplites will use Hoplite Wall.Raised Armor and Shield values 10%. Strong defense from the front. Better Ai flanking.


Ai will build better navies and recruit more Naval units. Illyrian factions will recruit better units.Raised movement penalty for moving through forests, raised religious zeal for all factions, raised minimum spotting levels for all unit types, raised general star level effects for combat, raised player morale and melee defense bonus per campaign difficulty level, lowered ai auto resolve bonus, raised morale penalties for compromised flanks and general deaths and army destruction.

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30/07/2020 - Main Mod Update 9.1:

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AI factions will attack settlements more, better Ai expansion, trajectories of archers lowered, combat length raised 10%, chance of ambushes raised, chance of civil wars raised 5%. Better mix of units for armies.


Peace easier to get in total war stance, lowered chance of military alliances, raised chance of military access, raised penalties for trespassing, raised chance of upgraded treaties in war stance, raise penalties for expansionism and war, lowered threshold for hostile relations, raised chance of client state.


Ai in defensive and military alliances will be more likely to grant military access and join in battles. Client states will be more likely to grant military access and join in battles and do trade agreements. Diplomatic marriage will result in better chance of non aggression pacts and or peace.Ai armies will be tougher to defeat.


Units will recover faster from routing, raised morale penalties for fleeing generals and having multiple flanks not covered. Raised upkeep on armies in sieges and force march stance

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13/7/2020 - Super & Total Slaughter Sub mods updated:

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Factions should attack regions with more armies, Ai will be a little more focused on the player.

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8/7/2020 - Longer Battles Sub mod updated:

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Raised hit points by 10%. Battles will last 20% longer

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2/7/2020 - Super & Total Slaughter Sub mod updated:

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Ai will Attack settlements better

 

26/06/2020 - Main Mod Update 9.0:

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Units will be effected more while moving through different ground types on the battlefield. Forests effect battle abilities more. Roads on campaign map have lower movement bonuses so armies will travel 15% less per turn. Agents have lower line of sight on campaign map.

 

Ai armies more aggressive on campaign map. More field battles on campaign map. Ai will defend regions better. Better mix of units in armies. Larger diplomatic penalty for trespassing. Ai will creates bigger navies. Lowered spotting chances for units hiding in forests.

 

Lowered melee intervals. Raised matched combat 5%. Raised flanking penalties 5%. Lowered arrow damage by 15%. Raised Ai expansion chances.Fixed various units with missing weapons. Enabled the Trails for Javelins and arrows.

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All Slaughter sub mods and Apocalypse sub mods:

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Ai made more aggressive will attack settlements more.

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10/6/2020 - Harder Economy Sub mod updated:

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Raised Ai chances to defend settlements, raised aggression levels, Ai will be use agent better. Removed Ai faction trait economic capital bonuses.

 

3/6/2020 - Super Slaughter Sub mod updated:

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Raised Ai chance of attacking nearby settlements, Raised chance of Ai focus of human player.

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30/5/2020 - Harder Economy Sub mod updated:

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Lowered upkeep penalties by 50% was too high., Raised base income from Zero to 500 as it was bankrupting player.

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22/05/2020 - Main Mod Update 8.9:

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Fixed a problem with the AI sending weak armies to attack the players stronger armies. Fix for fire arrow bug in naval battles. Ai allied factions will protect allies regions more. Lowered number of defensive deployables by 30%.

 

Better chance of getting military access from allies. Larger loyalty penalties for upstart generals and sons and bribed characters. Units will be harder to spot in forests. Units will have larger morale penalties for fear of their armies destruction. Attack interval lowered 10% Tech research points raised 15%. Lowered bonus research points for Romans by 40%.


Removed cinematic intro's which will help speed up load times. Fixed some Germanic units that were not entering melee combat correctly. Some minor fixes to invisible plumes on hellenic units.Lowered Generals Campaign Spotting chances to 5-10% and Raised Ambush chances another 5%.

 

Added 20 new settlements to effects bundles. Lowered civil tech bonuses for barbarian factions.Removed tech bonus on recruitment to get rid of factions spamming armies thus bankrupting themselves. Fix for Garrisons  making Higher Level units too early in game. Removed First Cohorts for garrisons. Fixed Rome Faction having 1 turn technology.


Added Campaign Character Attribute Effects. New event triggers, Re balance of recruitment for various barbarians and desert factions units, bigger morale penalties for units lost, flanking and rear attacks

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19/5/2020 - Harder Economy Sub mod updated:

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Raised costs 30% on everything. Lowered bonus gdp by 30%.

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4/5/2020 - Various Sub mods  updated:

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Slower Campaign & Double Time & tech Sub Mods:

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Raised building costs per player and AI plus added building tech costs

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2/5/2020 - Various Sub mods  updated:

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All Slaughter sub mods and Annihilation sub mods:

 

Raised minimum Ai  army strength and battle chance success so they will attack with stronger forces and multiple armies.

Lowered chance of getting treaties and raised army costs and upkeep.

 

Harder Economy sub Mod:

 

Raised upkeep and recruitment and building and technology costs.

 

Longer Battles Sub Mod :

 

Raised Armor protection values 10% and Shield values 10% so battles last longer.

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Slower Campaign Sub Mod:

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Raised recruitment costs and upkeep and building and tech costs.

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29/4/2020 - Main Mod updated:

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Critical Fix for Rome as they were not recruiting units.

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26/4/2020 - Main Mod updated:

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Raised Generals attributes skills per type to be more balanced. Raised some starting agent levels to one. Certain faction types now have 1% chance of female Queens-so you might see Cleopatra or Zenobia.

 

Fix for torches range. Fix for tents having hit points as much as stone buildings.Lowered technologies costs on Roman tech and lowered building costs on Roman buildings that make Legions to force Ai to make those buildings. Tweaked the tech bonuses on military management for better effects

 

24/4/2020 - Longer Battle  Sub mod and Main Mod updated:

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Raised Armor values and shield values 12%

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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. New Hannibal model added and Hasdrubal Barca added intio game for Custom Battles and Main Campaign.Lowered starting money on some factions and added Strength_Driven Personality to deal evaluations. Most diplomatic deals will me easier to get if factions have very friendly relations. Peace offers raised. Changed some faction type personalities.

Raised reliability ratings so allies will help more.Ai will focus more on its own self interest and attack more in groups. Peace will be easier to get.Ai will build bigger Navies and Naval Invade more. Also some unit texture fixes.Raised recruitment and upkeep costs for player and Building costs. Raised chance of ambush attacks.Major factions get updated AI personalities to make them more dynamic. Carthage ai behavior improved-will start invading. Ai armies will be a bit tougher. Economy will be a bit harder.Roman, Carthage, Macedon, Egypt, Seleucid, Pontus and Parthia will have stronger personality attributes. Stronger Ai defense of Settlements.

New faction traits for Carthage and Parthia. Better balances for some Egyptian and Scythian Units. Ai will focus on military tech more and recruiting more armies. Raised caps on General Units. Lowered faction money bonuses by 40%. Raised Certain faction personality attributes by 15%.Changed some of the edicts effects and Wonder effects. Romans now recruit legions and expand. All Faction types get raised main personality traits. All unit costs and upkeep raised 10%.Raised Chance of recruitment of Historical Roman Legions and Roman Auxillary Units. FIXED units not having defensive stats and rebalanced legions dismounted states to regular attack defense stats.

Fixed wrong faction traits for Dacia, Germantic factions. Changed spotting rules for Roman
units.Parthia,Carthage,Seleucids,Baktria,Sparta,Athens and Rome will expand better. Better chances of Ambushes, Factions spies more active on campaign map. Generals better for all factions. Larger upkeep and recruitment costs per Imperium. Better garrisons for Greek cities.Ai will research technology more. Ai will build better garrisons. Ai will build better settlements. Ai defends regions more. Ai will make more navies. Ai will help allies more.

Military alliances will be more difficult to get. Very friendly diplomatic relations level raised. Ambush chances raised in forests,mountains, hills and desert regions. Economy will be more difficult. Seleucid faction chance of survival raised. Parthia boost. All faction types will get better recruitment technologies. Celtic factions get a little help.Fixed Parthia public order bug. Added new Fortified stance to auto resolve. New formations for Gauls, Germans and Celts, Thracians and Eastern factions, Changed loyalty effects. Raised Ap damage for javelins for balance for new armor values.

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23/4/2020 - Various Sub mods  updated:

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Bloodier Battles sub mod:

 

Lowered Attack intervals so faster attacks. Raised Matched Combat percentage. Raised AP damage on Melee weapons by 10%.

 

More Armies sub mod:

 

Raised Ai spending on armies by 15% more. Raised Ai recruitment percentages.

 

Random Ai Personalities sub mod:

 

Lowered Ai aggressiveness of certain minor factions.

 

Deadly Projectiles sub mod:

 

Raised Ap damage on Javelins and Heavy bows.

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16/4/2020  - Harder Economy Sub Mod Updated:

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Buildings and Recruitment costs raised.

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14/4/2020  - Imperial Augustus Sub Mod Updated:

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Fixed Carthage to stay longer in campaign game.

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13/4/2020  - Slower Campaign Sub Mod Updated:

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AI will be more defensive and settlement harder to take down

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12/4/2020  - People of Rome Sub Mod Updated to reflect latest unit sizes.

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11/4/2020  - Various Sub Mods Updated below:

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Total Slaughter, Super Slaughter and Total War Apocalypse Sub Mods:

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Ai with build better navies and invade with more ships

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9/04/2020 - IA Sub Mod Updated:

Raised and Lowered some starting funds for various factions. Changed some starting relationship of various factions.

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29/03/2020 - Main Mod Update 8.7:

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AI will be more expansionist and aggressive and also defend their regions better. Generals and Agent start off with better main attributes. AI will spend more on armies. Ai will weight more importance on winning a battle. Ai will be tougher to take on. Campaign will be more dynamic!

 

These new setting greatly improve Ai expansion especially the Romans.

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Sub Mods:

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Total Slaughter, Total Apocalypse and slower campaign sub mods:

 

AI will Expand better and Defend better and spend more on armies.

 

Free Roaming Sub Mod: Reduced reinforcement range.

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28/8/2018 - Latest version ready to download, which includes the removal of formation_attack which was causing sliding and teleporting of units in game. Added UI cards for all factions in Rise of the Republic, also some further BAI tweaks to make gameplay better.

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21/8/2018 - Another small update as I found some BAI animations were not working correctly, also fixes to Family tree for Carthage & Liguria showing wives now in ROTR.

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19/8/2018 - Latest version of mod ready to download. Fixes to missing text in campaign game to minor factions, BAI improvements with no matched combat so kills only animations!. Removal of Corinthian helmets to ROTR Roman units, removed some further texture files that may be causing slow down on campaign map for some users and many more minor bug fixes...
 
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16/8/2018 - Latest Version of mod includes fix to lag on Campaign map. Also some further minor tweaks to mod.
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