The idea of this mod originally started by myself to reduce to number of mods on my list and making those which where not compatible, compatible by merging all of them together. This eventually evolved into a fully fledged mod incorporating many other mods which i enjoy and i started including my own modifications to it.
Changes i have done myself:
Changes Fatigue, units will tire significantly faster, especially when climbing or going uphill, however they recovoer significantly faster.
Accuracy in fog decreased
Extensive moral change, units fighting forts have extra moral, units will rout less often, defenders of settlements / forts have slightly better moral
larger general 'aura' (moral effect range), other generals effect modified.
slight Ancillery effect modified and increased.
AI has been significantly changed, AI will no try to conquer town much more, Successfull AI faction will become very tough to beat later in the game. AI armies will no longer be 50% levies 50% slingers, they will not be more-or-less random, (sometimes they will have 40% horse and remaining infantry, or all infantry, or all elite infantry, etc..)
AI will be more active in diplomacy, alliance will form easier, more war declaration, trade easier, etc....
Missile weapon damages for bows slinghows and towers significantly reduced, since historically they did little unless they directly hit flesh, they 'maimed' more then they killed in any ways.
shields protective value increased
melee weapon damaged decreased
Super heavy horse now runs slower then very heavy cavalry
Armour values increased.
General and armies/navy will get more skill points (1, 2, 3 or 4, etc...) depending on their level.
Faction Personalities changed, more faction will trade, more will prioritize military and technology research, some faction increased loyalty, some are now expansionist.
Reduced Squalor of buildings
increased number of edicts allowed
increased number of agents allowed
increased number of armies allowed
increased number of navies allowed
increase number of recruitment (land) to 5
increase number of recruitment (naval) to 4
AI recruitmenet also increased.
other small (minor) changes to AI and default units.
As a result, battle will be significantly longer (15min+, i had a siege (village, no walls, coastal, last for 26 minutes), campaign will be much harder. larger factions such as carthage, seleucid, and egypt should not be conquered by smaller nations as readily anymore, and will put a decent fight,
Other Information
I have asked and used the mods mentioned above according to the modding guidelines found here. i have not modified any of their content.
I have also included my own modifications (see list) to the game.
Not save compatible
I have included one version without the 1 turn technology research by Kambe for those who want to play without it.
I recommend playing with 4 turns per year, this can be done following these steps:
Spoiler Alert, click show to read:
you will need editsf for this which can be found here
open startpos.esf
go to:
COMPRESSED_DATA >> CAMPAIGN_ENV >> CAMPAIGN_MODEL >> CAMPAIGN_CALENDAR,
change first int value (should be 1 if you have 1 turn per year), and change that to the desired number of turns per year, e.g 3,4,6,8,12 so on.
Credits (and thanks) to:
Roest
Osbot
Prometheus
Mr. Os
Kambe
Dresden
Prof
External download: Rapidshare (click 'to download' > select & download)
To Install
Place inside data folder (steam/steamapps/common/rome II total war/data)
use a modmanager to activate and lunch mod.