Compatible with the Ancestral beta update. Grand Campaign only. Affects both Player and AI.
Mod Packs:
Startpos Pack Files
Use one of these to just change the turns per year.
2TPY Startpos Pack
4TPY Startpos Pack
Or Choose One of these:
2TPY + Building/Tech times x2
4TPY + Building/Tech times x4
Old Versions
Spoiler Alert, click show to read:
2 Turns Per Year Mod Pack Versions:
Choose One of the following:
2TPY Build and Research Mod - Build and Research times doubled from vanilla values.
2TPY Build, Research and Cost Mod - Build times, Research time and Building costs doubled from vanilla values.
2TPY Build, Research and Recruit Mod - Build and Research times doubled, Recruit slots lowered by 1.
2TPY Build, Research, Recruit and Cost Mod - Build times, Research times, Building costs and Recruitment costs doubled. Recruit slots lowered by 1.
And any or none of these:
2TPY Campaign Movement Mod - Army, Navy and Agent Campaign Movement reduced by various levels depending on unit type, compatible with any of the above mods.
2TPY Population Growth Mod - Building Population Growth Bonuses reduced by 50%, compatible with any of the above mods.
2TPY Replenishment Mod - Army Replenishment reduced by 50%, Naval Replenishment by 20%.
2TPY Character XP Mod - Each experience level takes longer to get. Agents x2, Generals x1.5.
2TPY Siege & Attrition Mod - Attrition lowered and siege times increased by 1.
Or, the All-in-one: 2TPY Hardcore Mod
Spoiler Alert, click show to read:-The following have been doubled: Build Times, Research Times, Building Cost, Recruit Cost.
-The following have been reduced by 50%: Building Growth Bonus, Army Replenishment Bonuses.
-Building Replenishment Bonus, Agent Movement, and Infantry Campaign Movement reduced by 25%.
-Artillery Campaign Movement decreased by 35%.
-Navy Replenishment decreased by 20%.
-Unit Upkeep increased by 25%.
-Agent experience required for each rank x 2, Generals x 1.5.
-Recruitment slots lowered by 1.
- Attrition lowered, siege times increased by 1.
-AI gets a food bonus based on difficulty level.
4 Turns Per Year Mod Pack Versions:
Choose One of the following:
4TPY Build and Research Mod - Build and Research times quadrupled from vanilla values.
4TPY Build, Research and Cost Mod - Build times, Research time and Building costs quadrupled from vanilla values.
4TPY Build, Research and Recruit Mod - Build and Research times quadrupled, Recruit slots lowered by 2.
4TPY Build, Research, Recruit and Cost Mod - Build times, Research times, Building costs and Recruitment costs quadrupled, Recruit slots lowered by 2.
And any or none of these:
4TPY Campaign Movement Mod - Army, Navy and Agent Campaign Movement reduced by various levels depending on unit type, compatible with any of the above mods.
4TPY Population Growth Mod - Building Population Growth Bonuses reduced by 75%, compatible with any of the above mods.
4TPY Replenishment Mod - Army Replenishment reduced by 75%, Naval Replenishment by 50%.
4TPY Character XP Mod - Each experience level takes longer to get. Agents x4, Generals x3.
4TPY Siege & Attrition Mod - Attrition lowered, siege times increased by 2.
Or, the All-in-one: 4TPY Hardcore Mod
Spoiler Alert, click show to read:-The following have been quadrupled: Build Times, Research Times, Building Cost, Recruit Cost.
-Building Replenishment Bonus and Navy Replenishment reduced by 50%.
-Building Growth Bonus and Army Replenishment reduced by 75%.
-Infantry Campaign Movement and Agent/General Campaign Movement reduced by 50%.
-Cavalry Campaign Movement reduced by 25%, Siege Equipment Movement by 60%.
-Unit Upkeep increased by 50%.
-Agent experience required for each rank x 4, Generals x 3.
-Recruitment slots lowered by 2.
-Attrition lowered, siege times increased by 2.
-AI gets a food bonus based on difficulty level.
Installation:
Put the chosen *.pack file in your Rome2/data directory. Click enable out of date mods in the mod manager. Use the in-game Mod Manager to run.
Mod Compatibility:
The startpos changes are not compatible with Radious, other Turns Per Year Mods, or the All Factions Playable Mod.
Notes:
Spoiler Alert, click show to read:
These mods are similar to what Champlain did with his awesome work. Credit and thanks to him for his continual support!
Update v1.2 - Added Campaign Movement optional mods for each mod type. They are compatible with the other mods.
Update 10/9/13 - Updated startpos files for patch 4 update.
Update v1.3 - Added Campaign Movement optional mods for agents. They are compatible with the other mods. This will not affect current agents already recruited in new campaigns or saved games.
Update v1.4 - Added Building Population Growth Bonus optional mods. They are compatible with the other mods. These will decrease the Population Growth Bonuses of Buildings so that regions grow at a slower pace.
Updated v1.5 10/18/13 - Updated Startpos and all mods for patch 5.
11/5/2013
- Fixed 4TPY Build, Research, Recruit and Cost Mod to not have army movement changes.
- Added Replenishment optional mods.
11/7/2013
- Added 2TPY and 4TPY Hardcore Mods.
11/12/2013
- Updated the Cost and Hardcore modes to give the AI a larger spending cap. Hopefully this means they will build more advanced buildings/units.
11/14/2013
-All mods updated for patch 7 beta
Updated 1.8
- Due to some reports of AI not recruiting when the recruitment time is set to multiple turns, I changed recruitment. Now, there are less slots but units take 1 turn.
- Added optional attrition/siege TPY mods.
- Lowered building recruitment slot bonuses for recruitment mods.
12/19
Updated patch 8.1
12/29
Updated Growth and Replenishment mods for patch 8.
Fixed 2TPY and 4TPY Tech/Build/Cost mods