Could DeI give Rome a 6th building slot? It's hard to see why one of the greatest cities of the Mediterranean should have one less building slot than some African backwater province like Tingis.![]()
I don't think it is even possible now. Haven't seen any mod that increases building slots at all.
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Apart from the AI in general, that's one thing that bugs me the most about the new design. If I remember well Shogun had this building-limit too, but that did not really bother me. Shogun 2 is "simple" and streamlined in all aspects and that's what makes the game fun to play. Yet what I loved about the classical age in total war (most Rome 1 mods) was that expanding cities was more of an interesting, fun occupation in building your empire. Whereas now, even though still important, it has become streamlined and to me at least there is not much to it besides annoyance for not being able to further expand my most important cities, and dilemma's to which provinces should be plain and economical (to be ignored yet defended for income and food) and which should be military (with food shortages and uprisings). Mostly I end up with my most important provinces (for recruitment of the better soldiers) being the ones that ruin my economy and spawn rebels all the time (rant alert! Sorry for that). But well that's game design, I can surely imagine many players who do like this kind of streamlining
The only solution I could think of would be to give more attributes to each building... For example I hope we won't have to reserve a building slot to recruit AOR units, it would be a shame if I'd miss any of those.
At least the team is giving us this AOR system which will allow for more variation in another part of the game!
AOR will be combined with main building chain, so no slots wasted on it![]()
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People have been trying to figure out how to add extra building slots almost as long as Rome 2 has been out. No luck, yet.
There was a topic in the modding forums a while back that I read where someone did unlock slots, but found that it created some stability issues in the game if I remember correctly.People have been trying to figure out how to add extra building slots almost as long as Rome 2 has been out. No luck, yet.
I always make sure to keep public order, but the biggest issue I have with buildings is food. When you get into higher tier buildings and a large empire, you can see a massive surplus gone as soon as a few buildings are constructed. Or, the loss of one region in a province can throw food completely out of whack. Especially in the early stages of the game when it's so scarce. I rarely lose a settlement thanks to the poor siege AI (poor AI in general, really), but it's still annoying and unrealistic. Were there areas that became relied on for food? Yes. Athens was always very concerned over its grain supply, and Rome used Egypt as a bread basket. But the game is a poor reflection of that.and dilemma's to which provinces should be plain and economical (to be ignored yet defended for income and food)
An even bigger issue I have? The limit on certain buildings/lack of diversity. As Rome, I realized you can only build one Colosseum. Makes sense as there was only one, but shouldn't there be a way to build arenas throughout your territory as they existed? I'd like more ability specialized buildings in the game in general. Slaves as the Romans should be a big reason for wars and should be reflected in the building chain beyond just the slaver building.
It's also a bit of a drag that by the time you get certain buildings, you've basically hit the steamroll phase of the game where unless you restrict yourself heavily there's no real threat left from the AI.
I'd like 6 or more slot cities because trying to create a province dedicated to fully-pimped Military is nigh-impossible because you have max the training field for cavalry-branch for the city centre and all four training fields and you would need a public-order bonus focused city centre building to keep the plebs happy.
Gah I don't like the way CA made it that create a Military Only province that maxes out your units is practically impossible.
True, I think the DeI team should have all buildings unlocked at the beginning (since reforms make locked buildings pointless) but still have the research paths to make building them cheaper and other bonuses and maybe make building construction times longer to compensate.
I don't build training fields basically because of this and it's basically unnecessary given the AI. In DeI, you can only build them in capitals if I'm not mistaken. I think that would be one fix that could help significantly. I don't like the region capital thing only setting for any building regardless. I don't see any reason why training fields should be restricted. I know there is a submod for DeI that allows them to be built throughout a province.Gah I don't like the way CA made it that create a Military Only province that maxes out your units is practically impossible.
Another thing people could consider would be focusing one area on infantry, another for cavalry/auxilla/light troops etc. It may allow for more balanced building. Maybe that's already being done.
This is what I do. 4city provinces with iron/copper, I turn into heavy infantry recruiting, 4 provinces with wood, I turn into archer/siege/horse archers recruitment, and Chorasmia I turn into heavy cavalry. Eventually when I conquer to nemossos I'll turn that into a new heavy cav area, since its a 3 city warhorse province.
I also found making a northern steppe tribe into satrapy and trading resources until they build a rank IV Horse Ranch, then capturing and using to upgrade all my cataphracts to rank 3 horses, makes for some very overpowered cav.