The DüB's DuB Mod Collection
Superior Campaign AI... Superior Challenge... Real TOTAL WAR
PHILOSOPHY
The general idea of this Mod is that the default game A.I. should do what was intended (& not happening) & provide some kind of challenge - a 'Total War' challenge, because nobody plays Total War games for civilization-building & technology research mechanics (lolz). I've noticed that the Vanilla AI generally doesn't have sufficient funds to do much at all. By giving the AI Economy & Research bonuses, we can then instruct the AI not to construct those types of buildings & instead focus on Military. Similarly, the AI doesn't seem to have enough foresight to defend itself properly- thus higher recruitment capability. & these principles prove valid.
If you play Rome 2 using TheDuBMod, I guarantee at some point that you'll eventually need to use stacks of troops to counter their stacks- but just how soon and just how bad is based on Difficulty level. You will also need to stack unit recuitment Morale bonuses (such as from Training Fields & Temples of the War gods) in your provinces in order to stay competitive on the battlefield. I wouldn’t necessarily call it spam because Total War has always been based on this wholly battlefield-dependent style of strategic warfare... in other words, you have to get good at the game instead of easy cruise control on the hardest settings- sorry! It would be nice if the AI was able to function outside of this, but alas it is not…
This is the era of TOTAL WAR: no more self-limitation, no more roleplaying BS (unless by choice)... This Mod is NOT for players who think Total War games are difficult… I hope you like tactical & predatory behavior in your AI!
EPIC BATTLES!
Harder, Better, Longer, Stronger.. More than.. Ever.. Hour After.. Our.. Work is.. Never Over (j/k)
Epic is a very subjective word... but Heroism is implied. Romanticism is somewhat similarly based in these interrelated concepts but outside the scope of this outline, but my point is that much of early Man’s storytelling / merrymaking originated from this and not principles of Realism. I personally strive for realism as much as possible, but a video game is meant to be played for entertainment. I will not call this a Realism Battle Mod by design, but that doesn’t mean real life battlefield physics is lacking. The film 300 is a perfect example of this sort of Heroism in art, which is a good deal more accurate than many movies in terms of depiction of combat in Ancient warfare (shield-wall), despite surrealistic fantasy “cow-people.” ;o)
Another feature includes the reintroduction of the importance of different Cavalry weight-classes in reference to Charging & combat Speed on the battlefield. Weight matters! Medium Cavalry is a crucial in-between class, both faster & heavier… Lighter Cavalry is definitely faster than other Cavalry, while Heavier Cavalry is definitely slower but more powerful.
(WORK IN PROGRESS)
Open to Feedback, Comments & Requests.
Primary Features / Tweaks
Spoiler Alert, click show to read:
TheDuBMod Superior Campaign AI
Spoiler Alert, click show to read:Campaign AI
CAI Task Management (key secret ingredient for Superior Campaign AI)
- AI players significantly prioritize Task Management for “Regionless Faction Forces Should Attack Local Regions,” “Actively Defend Threatened Regions,” “Attack Neighboring War Regions,” “Complete Province / Sea Region Control," "Defend Sea Regions,” “Raid Unstable Regions,” & “War Coordination Attack Forces / Region”
{6-9}
- AI players prioritize Task Management for “Actively Defend Capital,” “Attack Food Producing Regions,” “Attack All Local Human Settlements,” & “Defend Owned Regions”
{3}
- AI players slightly prioritize Task Management for “Attack All Enemy Settlements,” “Attack All Enemy Forces,” “Attack All Local Forces Size Scaled,” “Attack All Local Human Forces Size Scaled,” & “Attack Settlement Near Our Forces”
{1}
CAI Personalities
- AI players’ “Military Aggressiveness” increased by Policy (except African/Arabian factions who seem to be nerfed by intent for Carthage, Egypt, ect)
{Medium, High}
- Significantly increased Priority for “Region Defense” on “Grouping” instead of “Reserves,” “Slots,” or “Unhappiness Mitigation” (+30)
{41}
- Significantly increased “Possible Additional Units Per Region” for AI players (*2)
{10, 20}
- Increased “Surrender, Retreat & Regroup {Fort}” (+25)
{100, 125}
- Significantly reduced “Surrender, Retreat & Regroup {Settlement}” (*50%)
{25, 50}
- Reduced “Surrender, Retreat & Regroup {Slot}” (-25)
{50, 75}
- AI players invest MUCH MORE in “Army” (Land Units) instead of “Agents”
- AI players invest MUCH MORE in “Military,” “Economic,” & “Happiness” Buildings instead of “Research” Buildings
CAI Budget
- AI players invest MUCH MORE in “Army”
- AI players invest MORE in “Construction,“ “Diplomacy,” & “Navy”
- AI players invest slightly LESS in “Agents”
CAI Construction
- AI players invest MUCH MORE in “Land” Military Buildings over “Sea” Military Buildings
Campaign Difficulty Handicap Effects
- AI players can Recruit MUCH MORE Units per turn, scaled by Difficulty
{14, 15, 15, 16, 16}
- Human player can Recruit MORE Units per turn, scaled by Difficulty
{8, 8, 7, 7, 6}
- AI players’ Units receive additional Experience over time, scaled by Difficulty
{100, 125, 150, 175, 200}
- AI players receive additional Cash / “Subsistence” every turn, scaled by Difficulty
{1000, 2000, 3000, 4000, 5000}
- AI players receive additional Research every turn, scaled by Difficulty
{50, 75, 100, 125, 150}
- AI players receive additional Happiness in every Province, scaled by Difficulty
{18, 20, 23, 26, 30}
- AI players receive additional Food in every Province, scaled by Difficulty
{15, 20, 25, 30, 35}
Fame (Imperium)
- Smaller AI Factions have reduced early-game Army Capacity (similar to Its a Small World After All, but more nerfed since the AI is not hurting for cash) (-2)
{2}
Campaign Variables
- Increased Imperium level limits necessary for “Civil War” triggers (+2)
{8, 7, 7}
- Reduced “Zone of Control Radius” (-1): Land, Naval
{4}
- Significantly increased “Reinforcement Radius” (*2)
{2}
- Reduced Attrition / % “Chance to Lose” weak / near-dead Units (*50%)
{0.1}
- Significantly increased Artillery “Capture Chance” (*3)
{30}
- Significantly reduced “Rebel Wait Timeout”
{10, 3}
- Increased ”Rebel Army Budget”
{0.4}
Wælwulf Epic Battle Grinder 2.0
Spoiler Alert, click show to read:Battle AI
Fatigue / Fatigue Effects (a key secret ingredient for EPICicity)
*NEW* & IMPROVED FATIGUE SYSTEM
-Significantly increased "Fatigue" accumulated from RUNNING (+3) =>
{10, 8, 5, 5}
FATIGUE THRESHOLD & FATIGUE EFFECTS level scale / stepping:-Significantly reduced FATIGUE THRESHOLD limits, scaled by Fatigue level (*1/2-1/4) =>Spoiler Alert, click show to read:Fresh
(-{1}*x) = Active
(-{2}*x) = Winded
(-{3}*x) = Tired
(-{4}*x) = Very Tired
(-{2}*x) = Exhausted
(-{1}*x) = Max
{0, 1100, 3300, 6600, 11000, 13200, 14300}
- Slightly increased MELEE ATTACK & counter-attack speed, scaled by Fatigue level =>
{1.5, 1.45, 1.35, 1.2, 1, 0.9, 0.85}
- Significantly increased MELEE DEFENSE / parry ability, scaled by Fatigue level =>
{4, 3.9, 3.7, 3.4, 3, 2.8, 2.7}
- Significantly increased SHIELD DEFENSE / blocking ability, scaled by Fatigue level =>
{4, 3.75, 3.25, 2.5, 1.5, 1, 0.75}
- Increased ARMOR, scaled by Fatigue level =>
{1.25, 1.2, 1.1, 0.95, 0.75, 0.65, 0.6}
- Significantly increased SHIELD ARMOR, scaled by Fatigue level =>
{3, 2.85, 2.55, 2.1, 1.5, 1.2, 1.05}
- Increased BRACING, scaled by Fatigue level =>
{2, 1.95, 1.85, 1.7, 1.5, 1.4, 1.35}
- Slightly increased CHARGE BONUS, scaled by Fatigue level =>
{1.1, 1.05, 0.95, 0.8, 0.6, 0.5, 0.45}
- Slightly increased SPEED, scaled by Fatigue level =>
{1.15, 1.1, 1, 0.85, 0.75, 0.55, 0.5}
- Slightly increased ACCELERATION, scaled by Fatigue level =>
{1.1, 1.08, 1.04, 0.98, 0.9, 0.86, 0.84}
- WEAPON DAMAGE, scaled by Fatigue level =>
{1, 0.95, 0.85, 0.7, 0.5, 0.4, 0.35}
- RELOADING, scaled by Fatigue level =>
{1, 0.95, 0.85, 0.7, 0.5, 0.4, 0.35}
Rules (a key secret ingredient for EPICicity)
- Reduced MAX “Chance to Hit” for MELEE ATTACK (-5) =>
{90%}
- Significantly reduced BASE “Chance to Hit” for MELEE ATTACK (*1/5) =>
{10%}
- Significantly reduced MIN “Chance to Hit” for MELEE ATTACK (-19) =>
{1%}
- Significantly reduced CHARGE COOLDOWN TIME (*1/2)
{5}
- Significantly reduced ATTACK COOLDOWN TIMER on “Impact Reflection” (*1/50)
{0.01}
- Significantly reduced FINAL DAMAGE MODIFIER on “Impact Reflection” (*1/100)
{0.01}
- Slightly reduced THRESHOLD for KNOCKBACK EFFECT on “Melee Damage” (-3%)
{0.3}
- Slightly increased CHANCE for KNOCKDOWN EFFECT on “Melee Damage” (+5%)
{0.1}
- Slightly increased CHANCE for KNOCKDOWN EFFECT on “Melee Damage” (+5%)
{0.1}
- Significantly increased IMMOVEABLE BY SMALL ENTITY MASS value for “Bracing” (*1.5)
{600}
- Significantly increased MAX MULTIPLIER CLAMP for “Bracing” (*2)
{20}
- Significantly reduced MISSILE “Shield Piercing” COEFFICIENT (*1/2)
{0.25}
- Drastically increased BASE MISSILE “Saving Bonus” (+70%)
{90}
- Drastically increased MISSILE “Saving Bonus” COEFFICIENT (*4)
{2}
- Significantly reduced MISSILE, PROJECTILE DAMAGE “Armor Penetrating / Piercing” COEFFICIENTS & DIVISORS (*1/4-2)
{1}
- Significantly reduced MELEE, MISSILE, & PROJECTILE DAMAGE “Defense Penetrating / Piercing” DIVISORS (*1/4-1/2)
{1}
- Significantly reduced MELEE “Armor Penetration” DIVISOR (*1/2)
{2}
- Significantly increased MELEE “Armor Piercing” DIVISOR (*2)
{4}Spoiler Alert, click show to read:Armor Penetrating:
{Armor} / {2}
Armor Piercing:
{Armor} / {4}
Melee Weapons
- Added "Armor Penetrating" ATTRIBUTE to blunt force trauma (slashing-style) Swords & Polearms:
{Celtic Longsword, Celto-Hellenic / Eastern / generic / Steppe Sword, Falx, Spatha, Rhomphaia}
- Added "Armor Piercing" ATTRIBUTE to anti-Armor specialists:
{Celtic / Eastern Axe, Club, Steppe Pickaxe}
- Added "Shield Piercing" ATTRIBUTE to anti-Armor specialists & Polearms:
{Celtic / Eastern Axe, Club, Falx, Rhomphaia, Steppe Pickaxe}
- Significantly reduced normal DAMAGE for MELEE WEAPONS (except Club, Shortsword)
{*3/4}
- Significantly reduced AP DAMAGE for piercing (stabbing-style) weapons (except Gladius, Lance, Pike, Shortsword): Axe(s), Falcata, Falx, Hoplite / Iberian Sword, Kopis, Spear(s), Tusk
{*3/4}
- Increased normal DAMAGE for Club & Shortsword (+2,+6)
{12, 18}
- Slightly increased AP DAMAGE for Pike & blunt force trauma (slashing-style) Sword “Elites”: Celtic Longsword Elite, Celto-Hellenic / Eastern Sword Elite
{+1}
- Increased BONUS vs ELEPHANTS / CAVALRY for Lance, Pike, & Spear(s) (+5) =>
{15%, 5%, 25%}Spoiler Alert, click show to read:rome_celtic_axe:
damage = {16} => {12}
ap_damage = {16} => {12}
rome_celtic_hellenic_sword:
damage = {36} => {26}
ap_damage = {4}
rome_celtic_hellenic_sword_elite:
damage = {36} => {28}
ap_damage = {4} => {5}
rome_celtic_longsword:
damage = {40} => {28}
ap_damage = {4}
rome_celtic_longsword_bonus_infantry:
damage = {35} => {25}
ap_damage = {7} => {6}
rome_celtic_longsword_elite:
damage = {44} => {30}
ap_damage = {4} => {5}
rome_celtic_spear:
damage = {24} => {16}
ap_damage = {8} => {6}
rome_celtic_spear_elite:
damage = {26} => {18}
ap_damage = {10} => {8}
rome_club:
damage = {10} => {12}
ap_damage = {8}
rome_eastern_axe:
damage = {16} => {12}
ap_damage = (16) => {12}
rome_eastern_axe_elite:
damage = {18} => {14}
ap_damage = {18} => {14}
rome_eastern_sword:
damage = (36) => {26}
ap_damage = {4}
rome_eastern_sword_elite:
damage = {40} => {28}
ap_damage = {4} => {5}
rome_falcata:
damage = {32} => {27}
ap_damage = {8} => {7}
rome_falx:
damage = {40} => {28}
ap_damage = {16} => {12}
rome_generic_sword:
damage = {28} => {24}
ap_damage = {4}
rome_gladius:
damage = {34} => {25}
ap_damage = {6}
rome_gladius_elite:
damage = {34} => {27}
ap_damage = {10} => {8}
rome_gladius_imperial:
damage = {32} => {26}
ap_damage = {8} => {7}
rome_gladius_marian:
damage = {30} => {25}
ap_damage = {10} => {8}
rome_hoplite_spear:
damage = {20} => {14}
ap_damage = {12} => {9}
rome_hoplite_spear_elite:
damage = {22} => {16}
ap_damage = {14} => {10}
rome_hoplite_sword:
damage = {32} => {25}
ap_damage = {8} => {6}
rome_iberian_sword:
damage = {32} => {25}
ap_damage = {8} => {6}
rome_kopis:
damage = {34} => {28}
ap_damage = {10} => {7}
rome_lance:
damage = {14} => {10}
ap_damage = {14}
rome_lance_elite:
damage = {16} => {12}
ap_damage = (16)
rome_pike:
damage = {18} => {12}
ap_damage = {4}
rome_pike_elite:
damage = {22} => {14}
ap_damage = {4} => {5}
rome_rhomphaia:
damage = {48} => {36}
ap_damage = {16} => {10}
rome_shortsword:
damage = {12} => {18}
ap_damage = {4} => {5}
rome_spatha:
damage = {36} => {30}
ap_damage = {4}
rome_spear:
damage = {24} => {16}
ap_damage = {8} => {6}
rome_spear_elite:
damage = {26} => {18}
ap_damage = {10} => {8}
rome_steppe_pickaxe:
damage = {16} => {12}
ap_damage = {16} => {12}
rome_steppe_sword:
damage = {36} => {28}
ap_damage = {4}
tusks:
damage = {40} => {15}
ap_damage = {40} => {15}
Projectiles / Projectile Explosions
- Increased normal DAMAGE for Skirmisher projectiles (except sling_stone_lead)
{+3-15}
- Significantly increased AP DAMAGE for Javelin and Sling projectiles
{+1-8}
- Significantly reduced AP DAMAGE for (Land) Artillery projectiles
{*1/2}
- Significantly reduced normal DAMAGE for projectile Explosions
{*1/2}
Spoiler Alert, click show to read:arrow_composite:
damage = {30} => {45}
ap_damage = {2}
arrow_composite_heavy:
damage = {30} => {40}
ap_damage = {7}
arrow_composite_horse:
damage = {30} => {45}
ap_damage = {2}
arrow_composite_heavy_horse:
damage = {30} => {40}
ap_damage = {7}
arrow_recurve:
damage = {27} => {43}
ap_damage = {2}
arrow_ recurve _heavy:
damage = {27} => {37}
ap_damage = {6}
arrow_ recurve _horse:
damage = {27} => {43}
ap_damage = {2}
arrow_ recurve _heavy_horse:
damage = {27} => {37}
ap_damage = {6}
arrow_long:
damage = {25} => {35}
ap_damage = {2}
arrow_longbow:
damage = {25} => {40}
ap_damage = {2} => {3}
arrow_normal:
damage = {25} => {40}
ap_damage = {2}
arrow_normal_horse:
damage = {25} => {40}
ap_damage = {2}
arrow_normal_horse_heavy:
damage = {25} => {35}
ap_damage = {6}
arrow_flaming:
damage = {15} => {25}
ap_damage = {2}
arrow_flaming_horse:
damage = {15} => {25}
ap_damage = {2}
javelin_ankyle:
damage = {34} => {44}
ap_damage = {4}
javelin_fire:
damage = {7} => {20}
ap_damage = {1}
javelin_improved:
damage = {34} => {42}
ap_damage = {11} => {12}
javelin_iron:
damage = {24}
ap_damage = {8} => {16}
javelin_light:
damage = {10} => {25}
ap_damage = {5}
javelin_normal:
damage = {29} => {40}
ap_damage = {10} => {11}
javelin_prec:
damage = {24} => {28}
ap_damage = {8} => {12}
javelin_wooden:
damage = {20} => {30}
ap_damage = {7}
pilum_normal:
damage = {24} => {25}
ap_damage = {8} => {16}
sling_stone:
damage = {12} => {18}
ap_damage = {4} => {6}
sling_stone_improved:
damage = {16} => {19}
ap_damage = {5} => {7}
sling_stone_lead:
damage = {20}
ap_damage = {6} => {8}
Battle Entities
- Slightly increased RUN SPEED for Cavalry, scaled by weight =>
{11.5, 10.5, 9, 8, 7.5, 7}
- Increased ACCELERATION for “Medium,” “Heavy,” & “Very Heavy” Cavalry, scaled by weight =>
{5, 4, 3.5}
- Increased MASS for Cavalry, scaled by weight =>
{200, 300, 600, 800, 1000}
- Slightly increased RUN SPEED for Elephantry & Camelry, scaled by weight =>
{6, 6, 6.5}, {7, 8}
- Slightly increased ACCELERATION for Elephantry & unarmored Camelry, scaled by weight =>
{4.5, 4.5, 3.5}, {4.5}
- Slightly increased MASS for “Indian” Elephantry & Camelry, scaled by weight =>
{4250}, {550, 850}
- Significantly increased HIT POINTS for Infantry, Cavalry, & Camelry
{+10}
- Significantly increased HIT POINTS for Berserkr Units (10+10) =>
{70}
Morale
Reduced ‘insta-Route’ MORALE values for Top-tier “Casualty” PENALTIES (such as {-200} when in-game MAX = {100}); increased Mid & Low-tier “Casualty” MORALE PENALTIES:- Significantly increased "Recent Casualties" SHOCK THRESHOLD limit (*2.5) =>Spoiler Alert, click show to read:- “Recent Casualties” MORALE PENALTIES, scaled by Casualties
{-10, -25, -45, -65, -85}
- “Extended Casualties” MORALE PENALTIES, scaled by Casualties
{-10, -20, -40, -60, -80}
- (Land) “Total Casualties” MORALE PENALTIES, scaled by Casualties
{-20, -40, -60, -80, -90}
- (Naval) “Total Casualties” MORALE PENALTIES, scaled by Casualties
{-10, -20, -40, -80, -100}
{50}
- Significantly increased BROKEN THRESHOLD (LOWER) limit (*3) =>
{-90}
- Slightly increased SHAKEN THRESHOLD (UPPER) limit (-2) =>
{30}
- Slightly increased “Winning Combat Significantly” MORALE BONUS (+1) =>
{10}
- Increased “Losing Combat” & “Losing Combat Significantly” MORALE PENALTIES (-5) =>
{-10, -15}
- Increased MORALE PENALTIES from advanced “Fatigue” level: Tired, Very_Tired, Exhausted (*1.6-2), scal =>
{-5, -8, -10}
- Slightly reduced “Unit Frightened” MORALE PENALTY (-2) =>
{20}
- Significantly reduced AI MORALE PENALTIES on “General Died / Fled" events
{*1/2}
- Increased “Defensive Fort” MORALE BONUS (WTF U running to? Nice anti-Alamo Devs!) (+10) =>
{10}
- Drastically reduced “Concerned [by] ARMY DESTRUCTION" value (*1/10) =>
{10}
- Drastically reduced CHARGE TIMEOUT value (*1/8) =>
{5}
- Significantly reduced SURPRISE TIMEOUT value (*1/2) =>
{100}
- Drastically reduced BROKEN FINISH TIMEOUT value (*0.0033) =>
{1}
- Significantly reduced BASE WAVER TIMEOUT value (-20) =>
{40}
- Significantly reduced “Routing Unit (Front / Flank)" DISTANCE EFFECT values (*1/2) =>
{40, 50}
- Significantly reduced “Neighbor Effect / Open Flanks" EFFECT RANGE values (*1/2) =>
{80, 100}
Attributes
- Added "Disciplined" ATTRIBUTE to non-MISSILE Infantry & Cavalry (can be RALLIED multiple times)
Modular Features / Minimods
Spoiler Alert, click show to read:Faction Balance Mod
Spoiler Alert, click show to read:Campaign AI / Historical
- Factions receive additional cash / "Subsistence" (combined with other income bonuses) based on relative Historical strength & importance
Note: Values are intended for use with TheDuBMod Superior Campaign AI.
Faction Balance Mod (Roma Roleplay) Mod
Spoiler Alert, click show to read:Campaign AI
- AI Factions receive additional cash / "Subsistence" (combined with other income bonuses) based on relative Historical strength & importance
Gameplay
- Italic Citizen / native Roman AOR (Area of Recruitment)
[This severely restricts Heavy/Medium Infantry Recruitment options for Rome]
- Reduced Attrition / % “Chance to Lose” weak / near-dead Units (*50%)
{0.1}
No Mo Mobs Mod
Spoiler Alert, click show to read:Gameplay
- All Mob Units replaced with Basic Infantry / Skirmishers
Taller Barbarians Mod
Spoiler Alert, click show to read:Graphical
- Slightly increased Unit height for a few African & most European Barbarians
Raped, Sacked, & Looted Mod
Spoiler Alert, click show to read:Gameplay
- NEW FEATURES coming
- All Factions lose the ability to choose ‘Occupy' when conquering a Settlement
- All Factions gain the ability to choose ‘Liberate,' 'Sack,’ or 'Raze' when conquering a Settlement
- All Factions gain the diplomatic option to make Client States (either/or with Vassal option)
Historical Army Composition Mod
Spoiler Alert, click show to read:Gameplay
- Less Spam of single Unit types & impractical Armies
- Better Unit Balance
Historical
- Army compositions based on History (For Example: La Tene Keltoi aka 'Balkan Celts' / 'Boii' use more La Tene Swordsmen & Cavalry)
Realpolitik Diplomacy Mod
Spoiler Alert, click show to read:Diplomatic
- NEW FEATURES coming
- Enemies declare “War” much more often
- Enemies accept “Peace” more easily, often, & cheaply
- Allies call for help more often
- Balanced nonsensical lower incentive for ally treaties during {Last_Stand}
Slow Tech, Growth, Build Time & Cost (x2) Mod (4TPY Recommended)
Spoiler Alert, click show to read:Gameplay
- Significantly increased Technology Cost
{*2}
- Significantly increased Building Construction Time
{*2}
- Significantly increased Building Construction Cost
{*2}
- Significantly reduced Growth Rate
{*50%}
BareBones Superior Campaign AI
Spoiler Alert, click show to read:Campaign AI
- AI players significantly prioritize Task Management for “Regionless Faction Forces Should Attack Local Regions,” “Actively Defend Threatened Regions,” “Attack Neighboring War Regions,” “Complete Province / Sea Region Control," "Defend Sea Regions,” “Raid Unstable Regions,” & “War Coordination Attack Forces / Region”
{6-9}
- AI players prioritize Task Management for “Actively Defend Capital,” “Attack Food Producing Regions,” “Attack All Local Human Settlements,” & “Defend Owned Regions”
{3}
- AI players slightly prioritize Task Management for “Attack All Enemy Settlements,” “Attack All Enemy Forces,” “Attack All Local Forces Size Scaled,” “Attack All Local Human Forces Size Scaled,” & “Attack Settlement Near Our Forces”
{1}
- Significantly increased Priority for “Region Defense” on “Grouping” instead of “Reserves,” “Slots,” or “Unhappiness Mitigation” (+30)
{41}
- Significantly increased “Possible Additional Units Per Region” for AI players (*2)
{10, 20}
NOTE: A form of this Mod is already present in TheDuBMod
Its A Small World After All
Spoiler Alert, click show to read:Gameplay
- Smaller AI Factions have reduced early-game Army Capacity (-2)
{2}
NOTE: A form of this Mod is already present in TheDuBMod. Special Thanks to Dresden who helped
Easy Peacy Diplomacy Mod
Spoiler Alert, click show to read:Diplomatic
- Enemies accept Peace more easily, often, and cheaply
ÜberSchnell Riposte Mod
Spoiler Alert, click show to read:Battle AI
-Drastically increased Melee Attack & counter-attack speed, scaled by Fatigue level =>
{40, 35 30, 20, 10, 1}
Attack of the Clones Mod (*Experimental*)
Compilations
Spoiler Alert, click show to read:
TheDuBMod COMPLETE
Spoiler Alert, click show to read:I WILL EVENTUALLY LIST EVERYTHING IN A BIG SOLID MASS HERE… NO IM NOT TALKING DIRTY ;o)
TheDuBMod COMPLETE includes:
- TheDuBMod Superior Campaign AI
- Wælwulf Epic Battle Grinder
- No Mo Mobs Mod
- Taller Barbarians Mod
- Raped, Sacked, & Looted Mod
- Historical Army Composition Mod
- Realpolitik Diplomacy Mod
TheDuBMod COMPLETE (2TPY)
Spoiler Alert, click show to read:Gameplay
- 2 Turns Per Year
+ ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod COMPLETE
TheDuBMod COMPLETE (2TPY) includes:
- TheDuBMod Superior Campaign AI (2TPY)
- Wælwulf Epic Battle Grinder
- No Mo Mobs Mod
- Taller Barbarians Mod
- Raped, Sacked, & Looted Mod
- Historical Army Composition Mod
- Realpolitik Diplomacy Mod
TheDuBMod COMPLETE (4TPY)
Spoiler Alert, click show to read:Gameplay
- 4 Turns Per Year
Campaign AI
-AI can Recruit MORE Units per turn, scaled by Difficulty ({StdDuBModRec}*50%)
{6, 7, 7, 8, 8}
-Human Player can Recruit MORE Units per turn, scaled by Difficulty ({StdDuBModRec}*50%)
{4, 4, 3, 3, 3}
+ ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod COMPLETE
TheDuBMod COMPLETE (4TPY):
- TheDuBMod Superior Campaign AI (4TPY)
- Wælwulf Epic Battle Grinder
- No Mo Mobs Mod
- Taller Barbarians Mod
- Raped, Sacked, & Looted Mod
- Historical Army Composition Mod
- Realpolitik Diplomacy Mod
- Slow Tech, Growth, Build Time & Cost (x2) Mod
TheDuBMod COMPLETE (Real Roma Roleplay)
Spoiler Alert, click show to read:Campaign AI
- AI Factions receive additional cash / "Subsistence" (combined with other income bonuses) based on relative Historical strength & importance
Gameplay
- Italic Citizen / native Roman AOR (Area of Recruitment)
[This severely restricts Heavy/Medium Infantry Recruitment options for Rome]
+ ANYTHING not otherwise specified different, listed above as standard features of TheDuBMod COMPLETE (4TPY)
TheDuBMod COMPLETE (Real Roma Roleplay) includes:
- TheDuBMod Superior Campaign AI (4TPY)
- Waelwulf Epic Battle Grinder (HumanAsRomaRoleplay+Full Cohort)
- No Mo Mobs Mod
- Taller Barbarians Mod
- Raped, Sacked, & Looted Mod
- Historical Army Composition Mod
- Realpolitik Diplomacy Mod
- Slow Tech Growth Build Time Cost (x2) Mod
Special thanks to Dresden for his 2TPY &4TPYBuildResearchRecruitmentCostGrowthMods & CitySackLiberationDiplomaticOptionsMod- both threads have quite a few awesome mods which helped inspire my Mods.
STEAM WORKSHOP
The DüB's DuB
DOWNLOADS
*MORE LINKS below in second / next PostSpoiler Alert, click show to read:Standard TheDuBMod for use with Rome 2 - Patched version [v1.8]
{
- TheDuBMod_COMPLETE (1 Required Main File + 6 Optional Minimods)
1. TheDuBMod_SuperiorCampaignAI (Required Main File) +}
2. WaelwulfEpicBattleGrinder (Optional Minimod) +
3. TallerBarbariansMod (Optional Minimod) +
4. NoMoMobsMod (Optional Minimod) +
5. RapedSackedLootedMod (Optional Minimod) +
6. HistoricalArmyCompositionMod (Optional Minimod) +
7. NorroenaBarbarianMod (Optional Minimod)
8. FactionBalanceMod (Optional Minimod)
Individualized MiniMods / Components for use with Rome 2 - Patched version [v1.7]
(à la carte - can be mixed & matched)
- TheDuBMod_SuperiorCampaignAI
- WaelwulfEpicBattleGrinder
- TallerBarbariansMod
- NoMoMobsMod
- RapedSackedLootedMod.pack
- HistoricalArmyCompositionMod
- FactionBalanceMod


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