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Thread: R2TR Campaign Rework

  1. #1
    Decanus
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    Default R2TR Campaign Rework

    Stances and Edicts reworked to deliver additional immersion and realism.

    *download link*
    https://drive.google.com/open?id=0Bx...0VQNHh3RHVUMVE | Updated December, 2016 | team to remove post if data link undesired - cannot make submod for this, it is rework not addition.


    effects_bundles_to_effects_junctions
    ----------------------------------------
    rom_stance_army_default --> rom_faction_public_order_foreign_culture_penalty (-20%, added effect) Explanation: Troops are fraternizing with populace people feel united to see national army
    rom_stance_army_fortification --> rom_payload_food (old -2 new -4) Explanation: Troops consume extra food while doing manual labor constructing fort
    rom_stance_army_fortification --> rom_building_slave_happiness_mod (-70%(Rome) -60%(Helens) -50%(Barb), added effect) Explanation: Fort serves as penile institution (slave unrest reduction)
    rom_stance_army_fortification --> rom_building_recruitment_points (1, added effect) Explanation: Fort serves as recruitment headquarters and training ground
    rom_stance_army_fortification --> rom_province_initiative_trade_base_slave_decrease_mod (20, add effect) Explanation: Fort serves as re-processing station (fleeing slaves captured and re-inslaved)
    rom_stance_army_fortification --> rom_force_campaign_mod_upkeep_land (+15%(Rome),+10%, new effect) Explantion: Troops are paid bonuses for hard labor/construct fort
    rom_stance_army_mustering --> rom_province_initiative_trade_base_growth_mod (-4, add effect) Explanation: Labor power is transfered from the field to the army (-100% growth is too much with recruitment at 3 turns)
    rom_stance_army_mustering --> rom_force_unit_mod_morale (10, add effect) Explanation: Troops seeing additional comrades join army are happy
    rom_stance_army_mustering --> rom_force_campaign_mod_replenishment_rate (-75%, vanilla is +4) Explanation: Recruited troops are drawn from pool of soldiers would have been used to replenish ranks
    rom_stance_army_mustering --> rom_building_culture_conversion_to_state_culture (3, add effect) Explanation: When men join the army the nation is more destinct
    rom_stance_navy_patrol --> rom_force_campaign_mod_local_piracy (old -25, new -50) Explanation: -25% is not very substantial, -50 makes navy feel quite important to faction progress
    rom_stance_navy_docked --> rom_general_force_mod_resistance_to_occupation (20, new effect) Explanation: Cultured marines are thrilling to locals (this is maybe wrong/lame)
    rom_stance_navy_docked --> rom_force_campaign_mod_replenishment_rate (old 25 new 15) Explanation: Because R2TR3 raiding is very powerfull, and, slower replenishment requires player take better care of fleet..
    rom_stance_navy_doubletime --> replenishment modifier (removed) removed this modifier because troops sailors hardly replenish at sea anyway and because doubletime to settlement docks should give full replenishment
    rom_stance_army_garrisoned --> rom_character_gravitas_per_turn_mod (1, add effect) Explanation: Commanders lording over settlement gain notoriety
    rom_stance_army_garrisoned --> rom_general_local_mod_repression (old -8 new -10) Explanation: To really explemplify the concept and offset added gravitas
    rom_stance_army_garrisoned --> rom_force_campaign_mod_replenishment_rate (old 10% new 5%) Explanation: After capturing settlement next conquest is too easy with 10% replenishment
    rom_stance_army_ambush --> rom_force_unit_mod_armour (-20%, add effect) Explanation: Troops leave minor amour items in baggage train to climb/scout in forrest or hills (now player must do cost/benefit analysis)
    rom_stance_army_march --> rom_payload_food (old -2, new -4) Explanation: Troops require extra calories for long march
    rom_stance_army_march --> infantry stats mods (old -25%, new -20%) Explanation: Enemy armies too weak at -25/-25/-25


    ---------------------------------------------------------------------------------------------------------------------------------------edicts
    Tax Harvesting/Military Stimulation reduces growth (-3) and PO by 2 but also reduces corruption (-20%) (improved book keeping)

    Commercial Stimulus increases slave unrest, corruption, but increases growth (+8) and slave output (+10% simulating slave market)

    Bread and Games +5 PO, +5% culture wealth, +5% trade/commerce, -3 food, interrupts troop replenishment (-75%), -2% agricultural wealth (people at leasure)

    Romanisation +2 conversion, -15% recruit cost, +2 recruit slot, -20% morale all local armies (for turn, harsh treatment) -15 diplomacy (for turn, poor conduct/treatment)

    Noble Philanthropy -15 -15 -15 costs, -1 per turn political influence to party, -3 food

    Mercenaries -20% recruit -20% morale all local armies (for turn, soldiers wary of foreigners) +20% culture penalties (scary foreigners in our land)

    Barbarian Tribute +15% tax, +1 political influence to party, -3 growth, -1 PO

    Eastern Conscripts -15% recruit, +2 slots, -20% morale all local forces (for turn) +50% resistance to occupation (anger towards forced service)

    Barbarian Migration -20% recruit, +1 recruit slot, minor penalty to diplomacy and +20% slave unrest (foreign people/sights inspiring slaves to escape and neighbor factions frustrated with migratory stresses)


    campaign_variables_tables
    -----------------------------
    captured_units_slaves_percent (old 25% new 30%) Explanation: Desire to create larger role for slaves in empire building/management.
    replenishment_base_land (old 2 new 1) Explanation: Desire to mimic old style proactive Total War replenishment system. Meaning, pay to recruit/replenish (forifty stance is training ground)
    replenishment_bonus_land_can_recruit_unit_owned_region (old 12 new 10) Explanation: Same as above ^
    pathfinding_sea_to_land_beach_transition_action_point_cost (old 1500 new 1000) Explanation: Because landing would require less effort compared to acquiring boats and launching (land-to-sea is 1500)

    land_units_tables
    -------------------
    campaign_action_points --> all categories +200 points! (because many campaign situations make distances way too long)


    campaign_difficulty_tables
    -----------------------------
    rom_faction_public_order_difficulty_level AI: (old 12 new 10) Human: 0 (no change) Explanation: To make spy public order sabotage capable of noticable effect
    rom_building_recruitment_points AI: (old 1 new 3) Human: 1 (no change) Explanation: Because AI fails to use forify or edicts to gain large recruitment cycles
    rom_building_recruitment_points_naval AI: (old 1 new 2) Human: (old 1 new 2) Explanation: To compensate for land recruitment fortify option
    rom_building_siege_holdout_time AI+Human: (old 2,4,6,8 new 1) Explanation: When set to 1 the default is 4 turns (plus buffs). Player will autoresolve/attack if forced wait much longer than 4 turns. (game play not realism change)
    rom_building_trade_route_sea_cap AI+Human: (old 1000 new 1500) Explanation: Old value would limit trade by sea to potentially only three routes. Seems too low.
    rom_building_gdp_mod_all AI: (0, no change) Human: (0,-2,-4,-6,-8,-10) Explanation: Moderate implementation of difficultly settings for economy
    rom_force_unit_mod_morale_own_territory AI: (old 20 new 15) Human (10, no change) Explanation: Difficulty slider already affacting AI morale heavily in other effect scope
    rom_payload_food AI+Human (old 4,2 new 6,6) Explanation: Numerous factions which start with no farms etc.. would starve due to new army and building food consumption

    -------------------------------------------------------------------------------------------------------------------------------------------export_triggers.lua

    Trait gain slowed. Generals most specifically won't gain so many traits so fast. Idle generals in settlements less likely to acquire traits. Explanation: So many effects too complicated to bother paying attention.Note: I fully re-wrote the R2TR version 3 file with my earlier modded R2TR file (so if new scripting was added since previous versions then problem)
    Last edited by La Tene; April 21, 2017 at 10:57 PM.

  2. #2
    MCM's Avatar Saint of lost causes
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    Default Re: R2TR Campaign Rework

    Nice work and effort.
    I suggest that you contact one of the main team members directly to discuss this.

    MCM

  3. #3
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: R2TR Campaign Rework

    You have been busy, all sounds very good. I look forward to giving it a try...when I can find the time

  4. #4
    Decanus
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    Default Re: R2TR Campaign Rework

    Note: Generals attributes will need a new campaign to take effect.

    Important campaign balancing fixes in latest version "_272_bc_r2tr_LT7.pack"
    Last edited by La Tene; July 01, 2015 at 05:23 AM.

  5. #5
    Decanus
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    Default Re: R2TR Campaign Rework

    As it stands, conquering territory, especially if it is largely a foreign culture, is very heavy on public order. It means there is a much larger chance to see rebellions if you do not use your army and characters to cut down on culture and slave tensions, and also to convert the local populace. Building conversion costs are also quite high so you'll find you might only build one building early in the occupation (army barracks are a good choice, for defense) Early campaign occupations are very difficult because you won't likely have access to many characters or technology unlocks, but, as you become more powerful this changes and taking control of full provinces also pushes you forward very much giving you access to very helpful edicts. At times you will find your Bread and Games edict (with the help of certain characters) can put you at 10+ public order per turn. With the help of a fortified army suppressing slave unrest the Commercial Stimulus edict can help your faction with wealth but also push you much more quickly towards building slot unlocks further helping to bring your provinces to good order. Also consider your occupation decision options - razing a settlement will allow the region to return to calm more quickly since it has a low per turn instability penalty.

    Public order is perhaps too difficult, currently, although I think it portrays a much more realistic empire growth dynamic, especially the high probability of encountering rebellions (these can be very difficult to manage as they were historically) But, I plan to adjust this without any kind of artificial public order bonuses.

    1. I will add cultural conversion to army mustering to encourage proper factional armies and enable another option for dealing with culture. I think this is realistic since joining any army is equivalent to becoming a citizen - but not for mercenaries.
    2. I will increase the bonuses for factional support. These are way too low, currently, considering how expensive political actions are. But, with better bonuses a more unified faction will be more able to build an empire.

    Edit: these effects are now available in the _272_bc_r2tr_LT8.pack file.

    Edit2: mustering cultural conversion in all regions is a mistake, it should only be in the local province. I will fix this in a few days once I've returned home, but I'll release more tweaks along with the next file also.

    Edit 3: this formula has been changed, see post below.
    Last edited by La Tene; July 26, 2015 at 06:31 AM.

  6. #6
    Decanus
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    Default Re: R2TR Campaign Rework


    A few notes on the latest version


    In the latest version: _272_bc_r2tr_LT9.pack ... I was able to get R2TR mercenary upkeep costs back to their original values after finding a table which makes major cost modifications to mercenaries due to local culture. The modifications are now much less pronounced so you won't see cheap mercenaries. Proper factional units will have a slightly lower upkeep cost and recruiting those units will improve your faction-wide cultural influence.

    Mustering army or navy units means bringing your specific culture to the people. Seeing local men become a part of an organized military structure lets the population know they are a part of something bigger. Now, recruiting units in one province will bring +2 cultural influence to every region owned by your faction - this simulates the rumors of a great army coming in to being. But be careful not to recruit too often from your high growth provinces because you will be cutting growth off each turn you muster new units there.

    Political support for your faction is now much more powerful. Public Order, Research Points and Tax Rates are substantially better to vanilla values and at Very High and Maximum support your faction will get an extra 1 and 2 recruitment points. These recruitment points will come in very handy when expanding your borders and discovering you cannot recruit units from your newly acquired and outraged populations. A faction highly supported by its constituents will be able to throw its weight around and get those men in to uniform.
    Last edited by La Tene; July 26, 2015 at 06:51 AM.

  7. #7
    Decanus
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    Default Re: R2TR Campaign Rework

    A few notes on the latest version: _272_bc_r2tr_LT11.pack

    Conquest will no longer feel so punishing with lowered conquest penalties. These have only be lowered moderately, however, so an overly aggressive approach will still force a rebellion in your territories.

    Sieges will now feel like a realistic option. Your standard siege will be only 4 turns but with attrition coming a bit quicker. Your enemy will lose about 20 men from a 120 man unit while you will lose only about 10. But longer duration sieges are more risky so be sure to research siege technologies to strengthen your forces. Port cities should be at roughly 8 turns so strengthen them with a naval blockade. Sieges will no longer feel like a waste of time - they force your enemy out of their defenses and do substantial damage through attrition.

    Your fortify stance will not be quite so powerful now. If you capture very many slaves you will need 2 armies to keep slave unrest under control. So, it will often be more profitable taking new settlements rather than building small slave empires.

    Choose your conquest option wisely: Razing a settlement is often a better option to simply occupying it since a razed settlement does not produce a long term instability penalty. Looting will also be helpful since it will provide roughly enough coin to build a fresh barracks in your newly acquired region. Peaceful occupation is best when the new region is already of your faction culture where you will have little trouble taxing and making good income.



    Last edited by La Tene; August 06, 2015 at 10:44 PM.

  8. #8
    Mausolos of Caria's Avatar Royal Satrap
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    Default Re: R2TR Campaign Rework

    Congrats on the release again, +rep I will try to test it once I have the time. Unfortunately it's all a bit quiet around R2TR at the moment. Many guys are supposed to come back or join at some point in the future, but at the moment we are only doing limited work for Imperator III really. If you have any ideas, questions or requests, just post it here, since you are still committed to this mod
    "Pompeius, after having finished the war against Mithridates, when he went to call at the house of Poseidonios, the famous teacher of philosophy, forbade the lictor to knock at the door, as was the usual custom, and he, to whom both the eastern and the western world had yielded submission, ordered the fasces to be lowered before the door of science."

    Pliny the Elder, Naturalis Historia, 7, 112

  9. #9

    Default Re: R2TR Campaign Rework

    Sorry, I don't understand what I am getting with this download; It's notepad file with what looks like all the code you wrote for this adjustment!!? If this is correct, then what am I to do then with this file??? If not correct, then what am I doing wrong and how do I correct the download!! And I comend you, because I find the unrest no fun!!! and annoying. thanks,

    MS

  10. #10
    Decanus
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    Default Re: R2TR Campaign Rework

    Marshall: are you opening the .pak file with notepad? The file needs to be placed in your Program Files/Steam/SteamApps/Common/Rome 2/data folder. It will then show up in your Rome 2 launcher .. enable it but do not enable the official R2TR file, only enable this file. This is a standalone file. I haven't changed any of the roster, battle mechanics or the starpos/campaign map .. I've only tweaked and added campaign mechanics.

    MC: Thx. And I wouldn't have anything against this being groundwork for the official version btw.

  11. #11

    Default Re: R2TR Campaign Rework

    Thanks, placing it in data folder working, game launches and now to play. I have just struggled finding a R2 mod that is sorta challenging, but keeps the game moving along.
    DEI is a great mod for all the bell&whistles, but it's nothing but a end-turn click fest for 100+ turns, with hardly any battles to fight. Thabkyou for your work again.

    MS

  12. #12
    Decanus
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    Default Re: R2TR Campaign Rework

    I would like to know how public order feels after capturing settlements and: did you raze the settlement? loot it? If you looted, are you very likely to get a rebellion?

    Also, is the enemy AI recruiting strong armies to defend when you're making inroads on their territory?

    PS: If you are not using champions/hero's to rally public order you will likely have a very hard time avoiding rebellions. If you keep your armies garrisoned often you will have much less cash per turn - sometimes it's better to exit your cities to save cash letting rebellions occur. You will be more likely to defeat them, then, having more cash on hand. If you have taken a lot of slaves it might be worth recruiting another army which you can use to fortify and cut off slave unrest. Further, the commercial stimulus edict can be very powerful when you have many slaves but also armies capable of cutting off the additional unrest.

  13. #13

    Default Re: R2TR Campaign Rework

    I haven't had too much trouble when I've been willing to play the oppressor, lop some heads and torch the place, so far as forestalling rebellion. I try to avoid it in the name of role-playing when dealing with places who haven't committed aggression against me, but it's undeniably effective, especially in foreign lands where the resistance to occupation would otherwise be extreme. At least as important for PO as champions, for me, are Dignitaries to help get cultural mismatches settled until I can get temples built. The dynamic you've made with the different modes of troop-stationing fighting different kinds of unrest is inspired.

  14. #14
    Decanus
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    Default Re: R2TR Campaign Rework

    Thanks

    I've got to consider lowering the effectiveness of Razing but I haven't hardly done any work since the last version so there won't be any update for a while. For now it's great to hear the role playing element comes in to play - historically outright destruction was devastatingly effective but in the long run humanity asserts itself and better reasoning triumphs. I do play with these role playing thoughts as you do.

  15. #15
    Decanus
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    Default Re: R2TR Campaign Rework

    I desperately want to figure out how to cut down mercenary availability. There is a table with all the obvious options for changing availability but there are about a dozen items which have all their values set to zero. Changing these values does not alter those mercenary availability in game so I think those particular mercenaries are being controlled somewhere else.

    I think the public order penalty for stationing troops in settlements needs to come back down to -2 so that occupying troops are more viable. The -2 PO will keep smaller armies out but it will be more worth while stationing big armies for the character Gravitas, the culture tension relief and the repression. You'll pay for it however.

    Aside from these two things there is not a whole lot of tweaking I can think of. I think this plays well and is much more challenging compared to the vanilla campaign. Patch 17 must be coming soon and so that might be a big head ache, but, I think I will test for compatibility issues an try to correct any troubles.

  16. #16

    Default Re: R2TR Campaign Rework

    One thing I'm not sure how achievable is would be to add experience degradation for armies over time - because you get a bit of a snowballing effect where experienced armies suffer less casualties (because they win harder) and thus retain more experience and so on - where factions who haven't been getting much war, particularly in the hands of the AI, have almost no XP to show for themselves and thus get ROLLED by veteran troops.

    That, and retaining veterans for long in non-professional armies is a bit of a head-scratcher anyway.

  17. #17
    Decanus
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    Default Re: R2TR Campaign Rework

    Hmm. I think this is JaM's department. I'm really unfamiliar with all the battle and units files. Hopefully JaM will come back to do some work on R2TR cause I have Attila installed now and plan to focus on mod testing there.

  18. #18
    bobbyr's Avatar Semisalis
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    Default Re: R2TR Campaign Rework

    Hi La Tene,

    I've played RTR2 recently with your Campaign Rework.

    I like the new additions and modifications. It's damn hard though in terms of Public Order and money.

    In a Caesar in Gaul Campaign I was pretty much incapable of action within a few turns, because public order in my romanized provinces (Insubria and Liguria) got so terrible within a few turns that I needed Caesar's army to quell rebellions, rather than fight in Gaul. I couldn't build many buildings either that help with public order due to a lack of funds.

    Do you plan a rework of your rework?
    As much as I love your RTR2, CiG is not much fun if you can't do much, other than fight rebellions in your home provinces.
    The main Campaign is ok from what I can tell, but the DLC campaigns are pretty unbalanced.

    Cheers mate




  19. #19

    Default Re: R2TR Campaign Rework

    Quote Originally Posted by La Tene View Post
    I desperately want to figure out how to cut down mercenary availability. There is a table with all the obvious options for changing availability but there are about a dozen items which have all their values set to zero. Changing these values does not alter those mercenary availability in game so I think those particular mercenaries are being controlled somewhere else.
    .
    Yes, in Startpos

    http://www.twcenter.net/forums/showt...ew-Merc-Units)

  20. #20
    Decanus
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    Default Re: R2TR Campaign Rework

    Too bad the forum lost so much content.. anyway I hope my response about how to manage public order was helpful. Instead of re-writing I'll just point readers to my intro at the top of this thread.

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