Dear Community,
I've realized that ScipioTheGreat's amazing sub-mod named above has no presence on TWC. Well, consider this it. Until this point, the mod had been being supported thru Steam & its Discord channel. Scipio has confirmed that he will try to keep up with this thread for any questions, suggestions and concerns about the mod.
Realism has been out since July 2018, so I'm sure that many of you are already aware of it. If not, you are in for a treat! See below for details (and my awesome copy and paste job with the Steam page). I've had no part in the creation of this mod. This project is ScipioTheGreat's
It is recommended to play the main mod with the 3 additional Realism submods that also appear in Steam: Edict Balancing & Additions, Technology Groups Strategic Rework, Upgradable Roads. 12 TPY sub-mod also recommended. However, these submods for Realism 1.5 are not required. The Steam download will make it seem as if the submods are required, but they are not. However, why would you resist?
Main mod link:
https://steamcommunity.com/workshop/...?id=1445495370
Submods:
https://steamcommunity.com/workshop/...?id=1556191561
https://steamcommunity.com/workshop/...?id=1529229295
https://steamcommunity.com/workshop/...?id=1457588434
Join us on Discord! Join using the link below and be a part of the conversation! This is the best way to keep up with and be a part of the development of this project. This will remain the mod's home on TWC, but Steam and Discord will likely provide the quickest avenue to Q & A and updates for the mod moving forward.
https://discord.gg/v2wy25P
MISSION STATEMENT
This submod aims to make campaigns more realisitc and difficult, while still taking the factors of fun and playabiltiy into consideration. Overtime, this mod will be built upon, with new features being added and prexisiting ones improved, to make it the ultimate DEI Campaign Submod for any player looking to add some new and exciting changes to their playthroughs. So far, changes to unit costs, building effects, civic aspects, AI functionality, and other Campaign mechanics are just some of the main tweaks incorporated in DEI Realism that bring it closer to it's goal.
OVERVIEW
Overall, this mod will make your campaign seem more realistic and intense, with characerstics mirroring those of Ancient Warfare and development. Some tweaks include:
Campaign
- Slightly Reduced Campaign Movement
- Harsh Seasons have more of an impact
- AI Allies will now provide more Military support and respond to attack requests better
- Units are more valuable, which results in more careful in-game decisions
- Looting, Sacking, etc. now grant more money
- Improved Diplomtic Interactions
- More interesting and active actions on the Campaign map
- Slightly longer construction times and turns required for research
- Custom built Diplomatic Missions
AI
- Reduced & reworked AI buffs/bonuses
- More Aggresive
- Settlements are built up more
- Better decesion-making in regards to diplmoacy and miltitay actions
- The AI's military will get strong over time. This is not dependent on the AI's power or research, which in turn rewards players and other factions that play a more aggressive approach
Economic
- More Expensive buildings
- Increased base Faction Income: Minor 6,000 / Major 9,000
- Increased Revenue from buildings & trade
- Units cost more / Have lower upkeep
- Economy is increasingly influential now. Starts slow at first, but can be a decisisive factor for any faction growing their empire, if developed correctly overtime
- The differences between the types of main settlement buildings is much more drastic now, with recruitment, build time, & replenishment being only some of the effects that can fluctuate
- All the building chains that offer 3 different development focuses: Main, Commerce, & Defense, have more specialized and realistic attributes, with defense buildings offering a faster construction and more benefits for your military. On the other hand, trade based developments offer more economic bonuses.
Other
- Custom and more Transparent UI with more in depth effects ( Trade values for resources for ex.)
- Higher quality campaign models (Trade Ships for ex.)
- Reworked values throught the Imperium System such as expansionism
- Bigger Empires are now harder to manage
- Cultures have special development features: Hellenic build ports and industry buildings faster, Eastern have reduced build times for all horse and cultural buildings, Romans are now able to shell out farm and wine constructions quicker, Barbarians will have military and temples up sooner
CONCLUSION
This mod includes parts of KAM's Alternative Economy, Dresden's Hardcore Mod, and other additions and tweaks from personal mods. Please ensure you're not using any of the mods listed above and/or ones that may conflict with DEI Realism's features, such as unit costs or sizes.
Save-game compatible and should work with other DEI mods. Please report any issues you may come across while using DEI Realism.
Compatibility (Work in Progress)
-KAM's Alternative Economy (AE)-- Realism will not play well with this sub-mod since Realism already uses a tweaked version of KAM's AE.
-Seleukos.I.Nikator's Age of Hellenism- currently not compatible