Team: Selea (main mod). Kymmuriel & Epaminondas + Little Legionnarie (texture addon), Earl Pilar (Steam Workshop manager)
What the mod does:
Ars Gratia Artis is a complete battle overhaul focused on turning Rome II battle dynamics into a more realistic and centered struggle focused on type of faction played, with completely overhauled abilities, stats, equipment and behavior of single units and their factions of appartenence.
This mod turns battle in a more epic struggle where tactic has much more of a role. Units move on the field much more realistically and will respond to fatigue and morale in more consistent ways. Every unit type will behave differently in battle and will move with a different speed and formations depending on their role, abilities used and faction they belong to.
Every faction will have unique positives and drawbacks tied to formations utilized by units, abilities, stats and equipment. Some examples: barbarians will be no more expert defenders keeping formation in the same way as disciplined units and on using abilities that require battlefield strategy, they will instead go at war relying on pure power of destruction to annihilate opposition both on pure battle dynamic and morale. Factions that used alchemy will be able to provide poison to arrows and units that are more civilized and disciplined will be able to use formations and abilities focused on discipline much better. Factions that utilize slaves or have a dictatorship regime will be more keen to force units on exerting themselves to the most, not caring for the lives of their men too much.
All unit types are re-balanced and have a role they are focused upon. All their abilities have been redistributed to enhance this role and render the experience more balanced and tactically focused. Special units in certain factions have abilities that render them completely unique and every unit in the game has been hand-picked and tailored to make you feel like a General really being able to turn the tied of battle with your commands.
NOTE: If you are a new user I advise strongly to read the changes specifics because the dynamics of units and factions are very altered from vanilla.
What's new in this version (2.7.2):
Reworked Roman units
- Rebalanced all Roman units stats/equipment in conformity with the reforms
- Reworked Roman army caps to allow proper reclutement of Legionary/Cohort troops
- Reworked abilities of Roman units: added Repel Cavarly, Form Square, Throw Pila as standard formations plus Scutum Wall (the old Cycled Line) for Legionaries/Cohorts
- Reworked all Auxiliaries troops to have Roman formations along their unique capabilities
Redistributed/reworked abilities
- Normal sword infantry has now an ability called "To the Death" (the old Rapid Advance) that increases charge and strike power in view of collision with an enemy
- Normal spear infantry has the old Pike Square ability
- Greek troops have the unique Shield Wall now
- Hoplite troops have the unique Hoplite Phalanx plus an ability called "Quick March" that allows them to move faster for a moderate amount of time
- Pike troops have the usual Pike Phalanx plus an ability called "Hold the Line" that helps them on holding the ground better by increasing morale and defense
- Barbarian spears have now an ability called "Harden Yourself" that increases defense/armor at the expense of attack, plus they now have Frenzy
- Created ability called "Throw Javelin" for all melee troops that can use them. With it you can throw Javelins in self-defense by aiming to the direction enemy troops are
- The old "Killing Spree" has become "Intense Attack": revisited a little the bonuses but all in all it's the same ability with new name and icon (to render better the meaning)
- Revisited all invalid abilities behaviors for better use of all abilities (for example you cannot use "To the Death!" while near an enemy since it is a charge ability)
Improved behavior of troops
- Pike units will now properly always carry pikes and switch to swords when in melee fight.
- Changed Scutum Wall (old Cycled Line) behavior to be more consistent and to be the only formation that can oppose an Hoplite Phalanx with elite troops (as Eagle Cohorts)
- Removed formation behavior from poorly trained spear infantry
- Added ability to fire while hidden for Longbow Hunters
- Increased vertical spacing for more realism
- Increased run speed of heavy/very heavy infantry so that they don't "jog" instead of running
- Revisited run speeds of cavalry in general
- Improved unit cohesion once more by slightly increasing mass on melee infantry and tweaking some factors
Abilities localization
- Added add-on for users using localized version of AGA so that for now at last they can have the correct abilities descriptions in english in view of the future translations
NOTE: Sadly for a limitation of the engine you cannot use Throw Javelin/Pila ability while in a formation, so you must be sure to disable the formation before you use the ability
Overview of the changes:
Battle dynamics (fatigue, morale, speed of battle, speed of units) overhaul. The battles will be more realistic, units will move truer to real life responding to fatigue in believable ways and you will see the difference between disciplined units and those that are not, with either certain characteristics tied specifically to some particular units to make them even more unique.
Units size, stats and behavior overhaul. Every unit type will now have a precise role in the battlefield and stats/equipment tied to that role. Also tweaked are certain unit sizes for better balance on the battlefield.
Factions overhaul. Factions will be completely unique in Ars Gratia Artis and they will dictate which type of abilities units have and the way they behave. Factions will also have unique strength/weaknesses and unique number of armies they can field in the battle.
Equipment (weapons, armors, projectiles etc.) overhaul. All armors and weapon types have been completely reworked for a more balanced experience. Also weapons and armours, as units, will have a precise role on what they are best at.
Abilities overhaul. Reworked all special abilities in the game to be more realistic. Now they play a strong role on render every faction unique and make the General experience more important.
Improved visuals (optional). Some of the best re-textures and visual modifications are included in the mod for the best experience possible because also the eye wants its part.
Changes in the specific:
Battle dynamics (fatigue, morale, speed of battle, speed of units) overhaul
Units size, stats and behavior overhaul
Factions overhaul.
Equipment overhaul
Abilities overhaul
Improved visuals (optional)
Download:
You need to start a new campaign for the mod to work correctly, elsewhere you will experience many bugs (as men without mounts for the increased size on them) and the changes will not work properly. I repeat: the mod requires for you to start a new campaign if you never used it before.
> Ars Gratia Artis v2.7.2 (main module including different turns per year versions, needed)
> Textures add-on v2.23 (use this module if you want the compilation of reskins of the best authors out there; I strongly recommend to use the add-on in conjunction with the main module)
Compatibility:
- The mod is incompatible with any other mod that alters completely or in part gameplay dynamics as units behavior, stats, equipment etc. Here there's no choice and you have to decide which of the two mods you like more.
- The mod will be unbalanced with external unit packs. I'm sorry but the changes I made in this mod don't go well with external unit packs since I altered all the core dynamics as equipment and unit roles/abilities. As such those changes are not present in the unit packs and they will break all the balance. I plan on adding balanced unit packs in the future to the mod so users will have no need of adding anything externally. For now the best experience of the mod, however, is vanilla because the factions are perfectly balanced as they are in this mod, even if they can have a smaller roster.
- The mod is halfway compatible with any other mod that alters the startpos, as the all playable factions mod, because the mod will play fine but you will lose the correct updated starting rosters. It's not a so big deal since newly recruited troops will have the updated sizes correctly, it is just a matter of the starting roster on a campaign for the major factions . If the mod you use is just a "more turns per year" I already included as an add-on a compatible version. In any case if the mod you use alters the startpos in some way and you need those changes then be sure to load the mod before this one in Mod Manager.
- The mod is compatible with all the other that changes the campaign, AI etc. however be always sure to load this mod before them in Mod Manager so that if in the seldom case one or two tables are in common the ones in this mod are used instead. This because for a campaign mod the tables that can be in common with a battle mod serves little all in all, while for a mod as this they are very important; so by overriding the possible tables in common on a campaign/AI mod you lose practically nothing on that mod and you ensure that this one works as it should.
- The mod is perfectly compatible with all other mods as re-skins, mods that alter the traits etc. etc. If for some re-textures you see some conflicts it is just because I already inserted in the mod some very good reskins myself of various authors, but you can replace them with the ones you like without any problems.
Some other mods that can help you have a better experience with this one:
- The DuBMod, Superior Campaign AI by Blitzkreig80: a more powerful CAI, major factions last longer, optional liberate and vassal for all factions; all in all a very good Campaign mod.
- Complete Skill Tree Overhaul by Hellbent: reworks the traits and talents in the game that, frankly, are a bit lacking. WIP, but it's shaping better and better.
- Stopping the Madness by Zowrath: the Rome faction has the problem that if you put even for a single turn a general in a city he will develop insanity traits. This mod resolves this problem.
- All Capture/Victory points removed by Zowrath: apart liking the victory points or not, there's a problem tied to BAI that it will go at once towards them not caring about anything else.
Credits:
- Épaminondas and Kymmuriel for their beautiful work on the Texture add-on. Epaminondas is also the author of a stand-alone color mod, check it out.
- Earl Pilar for the management of the Steam Workshop version of the mod.
- Legionaire for his all around skin.
- Laigle for celtis galliae.
- Octiavian31 for kaziel roman.
- Arstudio for his carthaginian units.
- FarSovereign for the Royal Cataphracts and Indian Armored Elephant textures.
- Daniu for his great PFM; without it we modders will have no tools to work.
- A personal thank to all other modders and especially those that alter the gameplay aspect as me; without looking at their work this mod wouldn't exist.
- A great thank to all users of this mod for their invaluable help on tweaking an balancing the changes. Without your support and help this mod would not be half as good as it is.
- Lastly a thank to Creative Assembly for this game that, albeit with its (many) shortcomings, is still a great one under the rust.
If you like the textures provided in the mod please endorse them by following the links, so that the authors are rightly compensated for the help they provided in making the visual aspect of this mod interesting. All the credits for that part of the work goes to the respective authors and they are the ones that should take the thanks of the community.
Permissions:
You can use this mod in full in a compilation or in part in a personal mod without need of permission, just a simple credit to my work will suffice. I made this mod primarily for my personal use and for the benefit of the community and to the community this mod belongs to. If then for some strange circumstance I will be unable to continue working on it I sincerely hope that some other modder will continue the job where I left it so that users will be able to enjoy the mod even if some day I will be here anymore.
However after what happened with one user that thought that this was a great idea: there's only ONE instance in which I don't consent use of this mod (in part or in full) and it is to be used as a base to create a submod of another mod of which the author doesn't share the ideals I exposed in the paragraph above and make of everything s/he does a property. Use the content of that other author to create a base for a submod (if you can have him/her to use his/her work in some way) and not this one just because it is open to all. It's open yes, but not to be abused or to become others property when it has no property to begin with.
Changelog:
Spoiler Alert, click show to read:





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