1.1d
Supply System Fixes
- Regional supply production now varies based on current season and region type.
- Supply production set to 0 in desert regions during summer and nordic regions during winter.
- Supply Depots now export supplies to armies connected via supply lines to the specific depot. .
- Fixed Naval Ports providing supplies for enemy armies.
- Fixed Civilized baggage trains not working as intended
- Fixed Naval No Supply effect spreading over to armies.
- Fixed local supplies being applied even if local settlement is under siege.
- AI armies with supply lines now use a small amount of supplies like player armies.
- Balanced supply caps, supply consumption, supply regeneration.
- Added UI calculation supply consumption for armies to the region supply overview - own armies only.
- Supply Consumption is now based on unit type: cavalry uses twice as much supplies, elephants 5 times more than infantry units.
- Clicking on the spy icon in the province overview panel will show basic informations about regional supplies of that foreign region..
- Fixed problems with the supply line blocking functions.
- Armies in allied regions now reduce regional supplies.
- Fixed Allied Supply bundle being applied if the local region is under siege
- Fixed critical crash happening often during the AI supply line function.
- Fixed Supply Value negative cap.
- Regions with Supply Depots (Major Trade Ports, Granaries, Supply Pits) import automatically surplus supplies from adjacent regions to their stored supplies.
- Added UI tool-tip for baggage trains current number of turns supply time left. Mouse over the unit card in the army overview panel.
- Added multiple new entries to supply UI. Especially improved supply line function performance.
- Added information to new game Supply message describing where to find regional supply breakdown.
- Changed Thracian supply baggage unit to Barbarian version.
Battle Fixes
- Stamina changes for Spartan units to match other units.
- Armenian Nakhar Hippeis and Armenian Cataphracts increased to 120 men
- Overhauled 30 garrison units to proper stats/attributes.
- Iberian sword units and Garrison units now use new barbarian animations.
- Fixed Roman supply unit officers being wrong type.
General Fixes
- Various script improvements to address crash issues.
- Fixed agent actions not reducing army movement enough. Spies now reduce it the most.
- Added factional elephant mercenaries to Epirus with a low regeneration (new campaign only).
- Combined Thorax legionaries and Thorax sword units into one unit for Hellenic factions (they were redundant).
- Some AI recruitment tweaks.
- Reduced IA campaign Rome auxiliary barracks build time to match new build times for all Roman auxiliary barracks.
- Fixed IA Pontus missing naval recruitment. Added their custom admirals as options.
- Increased small artillery campaign movement to be closer to infantry. Increased large artillery campaign movement to match elephants.
- Fixed Parthian cultural victory building requirements in GC (new campaign only).
- Lowered replenishment for garrisoned troops for fully owned provinces to match that of shared provinces. Still higher than non-garrisoned troops.
- Removed latent persian diplomatic penalty in Macedonian Wars campaign for imperium levels.
- Fixed Roman auxiliary version of Agranian peltast unit not matching the AoR version.
- Fixed Bosphorus having normal and unique version of Thorax pike unit.
- Updated some Mercenary names.
- Fixed Athens still having Shield Bearers on roster.
- Fixed many Barbarian units having the incorrect audio voice settings.
- Fixed various incorrect Baktrian and IA Pontus recruitment entries.
- Fixed some Hellenic and Spartan units not receiving campaign effects for their unit types properly.
- Fixed IA Thrace missing custom technologies (vanilla bug).
1.1c1 Update Notes
*Only Part 1 has been updated for the standalone in this fix release.
- Fixed Storage supplies UI not always showing correct values. Fixed typo in that UI.
- Deactivated script logs, should improve performance for some.
- Tweaked handover from surplus supplies to stored supplies.
- Fixed Global logistic cost calculations.
- Fixed an issue with Greek and Illyrian army traditions.
- You can now remove supply_system.log from your Rome 2 main folder.
1.1c Update Notes
*Only Part 1 has been updated for the standalone in this fix release.
Supply System Fixes
- Added UI representation for regional supply, you can access it by hovering the mouse over the food amount icon (next to the bread symbol). The region selected will be the one displayed there. The values an army uses are currently not represented but should be with a later update.
- Removed attrition being applied to barbarian transport fleets on sea.
- Transport ships in ports don't suffer from attrition.
- Fixed nomadic allied supply not being removed.
- Fixed Foraging in owned regions not working correctly for civilized faction.
- Reduced supply line reach for capitals without supply buildings to 1 region.
- Lowered major trade port supply reach by 1.
- Increased Foraging supply usage for civilized factions.
- Transport ships resting in ports for a turn will receive additional movement points.
- Regions can now store supplies, stored supplies can only be accessed by the owning faction.
- Added Supply baggage train recruitment to towns for African factions.
Battle Fixes
- Slight increase to missile block chance of certain shields.
- Slight increase to anti-missile defence of low tier cavalry armour.
- Arrows towers more accurate but with less attack - less friendly fire due to lack of cotnrol over own towers.
- Slight increase for cavalry bow reload time.
- Multiple morale tweaks.
- Artillery crews melee ability slightly decreased.
- Cavalry shield defence increased.
- Fixed Boii sword animations not being barbarian.
- Fixed British unit missing legs.
General Fixes
- Fixed one of the crash issues. Some crash issues may still exist, if you get them please report the circumstances and, if possible, include the save.
- Fixed old Hellenic auxiliary barracks being available for conversion for Thracians.
- Fixed Armenian medicus giving Parni culture.
- Increased AI budget for fleets.
- Fixed Costoboci Hillmen mispelled name.
- Fixed naval AI recruitment for some factions.
1.1b Update Notes
*Only Part 1 has been updated for the standalone in this fix release.
Supply System Fixes
- Transport ships now need supply ships to not suffer from attrition after only a single turn at sea and cost global supplies.
- Fixed supply system not properly operating in IA campaign.
- Fixed Scythian reform messages being displayed instead of Desert/Alpine supply block message.
- Changed Supply income effect to region rather than province wide.
- Public Order required to establish a supply line lowered to -25 (this represents regions being unsafe because of bandits and disorder).
- Supply usage now depends on army size connected to the army supply status.
- No more starving with only 6 units in a region, supply usage is far more reasonable now.
- Fixed baggage train not working properly for civilized faction, they now grant immunity to summer/winter region attrition for two turns in enemy regions.
- Cattle herds, fishing ports and fishing villages now increase regional supplies.
- Agriculture buildings are only damaged if the region is at least highly impacted by foraging armies.
- Bonus buildings like farms now add a multiplier to the base resupply value in addition to a smaller fixed value.
- Rebalanced all regional resupply values.
- Increased barbarian baggage train turns in enemy regions by 1.
- Fixed missing Nomadic baggage train effect bundle.
- Added 3 missing region script entries to the Macedonian Wars campaign.
- Fixed bug with Transoxiana region for the GC.
- Fixed supply line being blocked by allied instead of enemy armies close to settlements.
- Fixed no naval supply bundle spreading over to land armies.
- Nomadic armies can now buy supplies in friendly regions.
- Fixed Carthage, Seleucids, and Pontus missing supply baggage train recruitment.
- Added missing variables for transport supplies
- Fixed transport attrition removal not working again!
Battle Fixes
- Reduced infantry charge values, various other stat fixes.
- Added new barbarian animations to AOR units.
- Added new shields for Cretan archers.
- Fixed Ethiopian axe unit missing some axes.
- Removed pike phalanx from Lugii Archers.
- Fixed missing improved stamina for some units.
- Fixed slinger shield clipping issue.
General Fixes
- Added text to Patrol Region stance that makes it clear it requires 3 total units to enter or exit stance.
- Changed spy "Poison Provisions" name and description to better clarify its new role.
- Fixed new Thracian generals not using Thracian models.
- Fixed incorrect garrisons for Bithynia, Triballi and Khorasmii.
- Fixed missing Thracian naval garrisons.
- Lots of fixes to starting unit sizes and units for minor factions in GC (new campaign only).
- Removed campaign cap on various core faction units.
- Fixed Aestii culture entry (new campaign only).
- Fixed some spelling errors in new Mercenary names.
- Changed starting ports for Carthage, Egypt and Rome to large military version (new campaign only).
- Fixed missing AOR recruitment for Odryssia.
- Fixed missing level 2 auxiliary barracks recruitment entry for Roman Balearic slingers.
- Moved Bosphoran cavalry down to tier 2 barracks, Companion Cavalry up to tier 3.
- Added Armenian Thorax swords to reform restrictions, fixed Kentronakan Spearmen animation.
- Added some historical Nomadic culture bonus to Bosphorus.
- Fixed Marian baggage train unit card.
- Reduced garrisons for major city trade variants.
- Fixed minor nomadic faction commander options.
- Fixed Germanic elite assault infantry not being recruitable from minor tier 3 temples.
- Lowered build times for Roman auxiliary barracks since they are reform tier restricted.
- Fixed Scythian factions recruiting large amount of baggage trains.
- Added some missing Thracian core units to culture requirement scripts.
- Updated Reforms manual with new Scythian requirements and Resources manual with a few changes to GC resource locations.
1.1a Update Notes
*Only Part 1 has been updated for the standalone in this fix release.
New Faction Leader Script Feature
- After a faction leader's death, there will be a short period of political instability. Moving the faction leader to your capital will end that instability early.
Supply System Fixes
- Removed vanilla attrition from food shortage due to stacking with custom supply shortages.
- Enabled nomadic encampments to resupply owned regions slightly faster
- Nomadic armies in foreign territory will shift some supplies over to adjacent owned regions
- Fixed nomadic supplies being reduced twice as the function meant for the AI triggered for the player as well
- Adapted/fixed various nomadic descriptions nomadic encampment building descriptions.
- Fixed various missing supply unit recruitment entries.
- Slightly lowered AI immunity to attrition number of turns
- Fixed running low on supply message being displayed for single unit fleets
- Fixed wrong baggage train function for barbarian character selected script
- Fixed strategic sea supply removal
- Added missing sea sickness and trade port supply descriptions
- Added "can supply local armies" to major trade port description
Battle Fixes
- Slight decrease to hoplite charge.
- Increased Suebi berserker defense.
- Decreased top falx damage.
- Fixed Boii sword units missing new barbarian animations.
- Fixed an issue with deployment zones.
General Fixes
- Fixed incorrect recruitment entries for 7 Thracian units.
- Various script fixes.
- AI recruitment fixes and increase in cavalry qualification.
- Fixed AOR Illergertan warriors wrong transport type.
- Increased Mercenary custom battle costs.
- Added translated Mercenary names and updated descriptions with english names.
- Increased HatG Rome's starting income.
- Fixed missing silk road effect in one Baktria region.
- Moved Bosphoran AOR Thracian peltasts up one building tier.
- Fixed Bosphoran Thorax Legionaries not being properly greyed out in recruitment entry.
- Deactivated script logging for all except reforms log.
1.05e Notes
- Added global bonuses for the following resource nodes:
- Leather/Timber: increase to industrial income.
- Iron/Copper: Equipment upgrades.
- Lead: small increase to sanitation public order (1 at tier 1/2, 2 at tier 3/4)
- Marble: decrease to building costs.
- Silk/Dye: increase to trade income.
- Wine: small increase to happiness public order (1 at tier 1/2, 2 at tier 3/4)
- Glass: research points.
- Olives: agriculture income.
- Gold: tax level increase.
- Buildings are now visible in the Augustus and WoS tech building trees (new campaign only).
- AOR recruitment now fully functional in HatG and WoS campaigns.
- Fixed crash issue from one of the scripts.
- Fixed a problem with the global reform script.
- Various faction traits improved/replaced.
- Added DeI main screen UI option for new system.
- Fixed Eastern military academy level 3 missing its name.
- Fixed Iberian temples missing tech requirements.
- Changed Taksashila flag to match Mauryan Empire group flag.
- Various text fixes.
- Fixed missing mounts for Armenian cavalry unit.
- Moved Apulian AOR infantry to tier 3 and Campanian Hoplites to tier 2.
- Fixed Roman auxiliary Cretan Archers armor value.
- Removed Taksashila's income bonus.
- Fixed Augustus campaign's Paradene faction emblem.
- Fixed AOR elephants having wrong attribute groups.
- Fixed Celtic and Colchis garrison units being assigned incorrectly.
1.05c Patch Notes
- Fixed high red saturation in some new unit cards.
- Fixed AOR recruitment in CiG campaign.
- Fixed belgae factions still using old Celtic general units.
- Fixed missing name of level 3 healer buildings for Illyrians, Dacians and Thracians.
- Fixed Imperium progress bar in CiG
- Fixed Artemis temple line not giving Hellenic culture.
- Fixed Illyrian general option for cavalry in custom battle.
- Removed Hoplite phalanx from Thracian Iphrakatean unit due to animation bug (they still have pike phalanx).
- Various text fixes.
- Fixed Hellenic barracks not being convertible.
- Fixed incorrect buildings in Nabatea and Arachosia culture victory conditions (new campaign only).
- Fixed some Illyrian units not being recruitable.
- Fixed missing ability for Camel archer units.
1.05b Patch Notes
- Fixes to reform script not properly triggering in some instances.
- Fixed MP reform messages.
- Fixed incorrect recruitment entries for some Thracian units.
- Fixed double stamina entry for some units.
- Decreased historical eastern culture bonus in Taksashila starting province.
- All temples now give at least +2 cultural bonus.
- Fixed Indian War Elephants attributes.
- Fixed Cyrenaica missing garrisons and not constructing buildings.
- Fixed 2 missing AOR units for Pergamon.
- Increased iron/copper production of tier 2 nodes.
- Fixed starting Carthage general unit size.
- Changed starting general unit for Arche Bosphorus in Grand Campaign.
- Added Skiritai back to Spartan campaign roster.
- Fixed 2 missing units in Epirus campaign roster.
- Removed Onagers from Nabatea's custom battle roster (Sorry Nabateans!)
Mini-Campaign Fixes
- Overhaul of starting HatG general variants.
- Moved HatG Socii Italian troops to auxiliary barracks (also in main barracks level 3 and 4)
- Fixed missing auxiliary unit in HatG.
- Added commander unit options for Syracuse in HatG.
- Fixed auxiliaries in CiG campaign (new games only)
- Fixed crash when Gallic faction hits max imperium in CiG (hopefully) - Thanks to CristoTheVicious for the fix idea.
- Added Cretan Archers, Balearic Slingers and Numidian Cavalry to CiG Rome auxiliary barracks level 3.
- Fixed siege UI white screen bug in CiG.
1.05a Patch Notes
- Fixed missing stamina abilities for new units.
- Added custom Pontic garrisons to fix missing units in Grand Campaign.
- Victory Conditions now listed in the Grand Campaign Faction selection screen.
- Added Nabatea and Taksashila to Grand Campaign coop selection.
- Fixed Pontic General's missing arms.
1.05 Patch Notes
Units and Factions
- 2 New Playable Factions - Nabataea and Taksashila (Mauryan Empire). These factions have entirely new rosters and custom chapter missions.
- Belgae (Nervii) faction overhaul - entirely new roster with 30 new units.
- 29 new AOR units for all factions.
- Various other new units for factions including the Dacians, Illyrians, Thracians, Parthia, Seleucids, Tylis, Galatia and others.
Generals Overhaul
- New Generals variants (appearances) for many factions who previously had a very limited pool.
- More varied generals for all factions.
Garrison System Overhaul
- Unconverted buildings will now provide smaller garrisons with a mix of local troops and some core troops of the conquering faction.
- Once converted, buildings will provide garrisons as per usual.
Campaign Changes
- Single-party faction's political influence levels have been changed in relation to civil war chance. Now, a higher influence level will mean a higher chance of civil war. This chance increases at 70/80/90 influence. This was done to fix a bug that previously caused all single-party factions to have a chance of civil war past 45 influence.
- Improved and varied event images have been added for the various in-game events (from 'Gunny's mod).
- New temples added for Taksashila (Mauryan Empire).
- Various reforms and other script fixes.
- Various text and grammar fixes.
Battle/Unit Changes
- The old hoplons in all campaigns have been replaced with the larger hoplons from the WoS campaign.
- Small improvements to hoplite phalanx.
- Units almost wiped out have a larger morale penalty.
- Fixed 2 units missing their horses in battle.
- Carthage garrison troops now receive formations such as hoplite phalanx.
1.04a Update Hotfix
- Fixed Global Reforms not triggering properly.
1.04 Update Notes
*Every submod with reforms scripts needs to be updated (this includes Historical Legions and Augustus campaign Marian reforms).
Campaign
- Fixed reforms bug where an AI culture shared by the player could trigger global reforms and lock player recruitment.
- Fixed pre-Marian units being recruitable after Marian reforms.
- Reduced governor (dignitary) unit upkeep reduction when placed in an army.
- Decreased attrition bonuses from technology tree/traits to fit new values.
- Fixed 2 missing Parthian bodyguard options (early and late versions).
- Fixed Silurean Mercenaries being recruited in wrong area (new campaign only).
- Removed "Enemy at the Gates" vanilla event due to it being bugged.
- Fixed non-playable british cultures in Augustus campaign having celtic culture (new campaign only).
- Fixed CiG Rome not being able to recruit First Cohort.
- Added Skiritai back to Spartan roster, removed AOR double unit versions.
- Added client state levies back into Augustus campaign since the factions there are at the final reform levels.
- Fixed some unit description/name entries.
- Increased Macedon's income by 500 in the grand campaign.
- Fixed Arverni starting unit sizes in grand campaign.
- Fixed Parthava culture in Grand campaign (new campaign only).
- Fixed Numidian Legionaries not being recruitable.
- Changed some Roman upgrade options to better fit the unit types.
- Changed faction names for some mini-campaign factions.
- Fixed starting cavalry for Egypt in IA campaign (new campaign only).
- Changed some region names and fixed vanilla spelling errors.
- Fixed the pet monkey that was slightly too cunning for its own good.
Battle
- Hoplite Phalanx changes - Small decrease to charge and increased flanking penalties.
- Decreased mass of chariots.
- Fixed some difficulty levels not unlocking rams and having incorrect siege times for AI.
- Slightly reduced number of siege engines for AI to prevent spamming with ladders.
- Removed galleries for AI.
- Added boiling oil for AI from campaign start to prevent player torch abuse.
- Towers are now more deadly and their projectiles have a little knockback effect.
- Fixed Dacian archers variant/animation bug.
- Various stat and unit size fixes.
- Elephants are now more durable.
- Decreased falx bonus vs. cavalry.
- Found the missing pants that some units left at home.
1.03a Notes
- Fixed an issue after razing that would cause the main settlement building to be inaccessible.
- Removed Libyan Peltasts from Carthage slave rebellions.
- Fixed some double effects on slave markets.
- Slave markets now have a new effect that improves the sell slaves edict.
- Fixed starting military traditions for Parthia in IA campaign. (new campaign only)
- Fixed various unit sizes and some stat errors. Thanks to Zonac for compiling a list.
1.03 Update Notes
Battle Changes
- Reduced cavalry casualties from infantry and also from disengaging.
- Removed chant ability for now to fix a battle crash resulting from its use.
- Lowered melee defense of Falxmen units.
- Lowered wardogs attack and defense.
- Fixed defensive siege deployables for various minor factions.
- Fixed various unit stats.
- Fixed AI not using shield wall and improved shield wall effects.
Campaign Changes
- Custom Culture Public Order values: Cultures that are more closely related will cause less public order negatives. Cultures that are historically at odds will cause more.
- Fixed new cultures not having public order penalties from presence of foreign culture.
- Slave revolts should now have lower tier units. They will still have high exp and a full stack, can't seem to find the variable for that.
- Added advisor message for navies causing PO negative when docked. Navies/armies in docks will lower public order, it just isn't reflected in the UI.
- Added army unit caps for Roman veterans post-Marian reforms (5 cap).
- Reduced bonuses to morale, attack and defense from various campaign sources (was causing battle balance issues).
- Fixed various unit ability descriptions.
- Cyrenaica and Egypt now start at peace (new campaigns only)
- Spartan Hoplites now recruitable from tier 2 barracks.
- Fixed tier 4 major city buildings listing too many effects to be seen.
- Fixed Egyptian medicus buildings giving wrong culture.
- Fixed required technologies for tier 3 slave forum buildings.
- Copper/iron node upgrades now shown in tech tree for Grand Campaign.
- Fixed tier 3 training buff buildings not being buildable by Eastern factions.
- Removed elephants as commander option.
- Fixed technology effects in WoS campaign.
- Changed Sicily in Turmoil text to better reflect what is happening.
- Fixed Egyptian Archers and Greek Skirmisher Cav not being recruitable.
- Added more variation between minor township types (civil/trade/farm etc).
- Reduced AI budget for agents.
- Reduced AI food bonus based on difficulty level.
- Import/Export food now impacts both agriculture and livestock income.
Minor fixes
- Fixed historical battles other than Teutoburg (not sure why this one is having issues).
- Fixed a skin variant with a shadowed face.
- Fixed a Pontus unit with missing mounts.
- Fixed Arevaci Lancers combat animations (they are actually spear/shield, not lance).
- Fixed Ancyra historical city description being triggered by Nicomedia.
- Fixed CiG Rome starting units to use DeI units.
- Fixed British spy unit card.
- Fixed GC Armenia starting army tradition (new campaigns only).
- Fixed starting unit sizes of some Parthian units (new campaign only).
- Fixed Cyrenaica commander options.
- Changed starting general units of Seleucids, Egypt and Baktria to mounted versions.
- Fixed Pontic Thorax swordsmen being recruited prior to Thorax reforms.
- Fixed Ligurian Spearmen Roman auxiliary missing unit name.
- Removed remnant vanilla mercenaries from Syracuse factional merc pool (new campaign only).
- Fixed Royal Scythia commander options and starting units.
- Fixed Sparta having access to normal Thorax Pikemen (since they have their own version).
- Fixed Odryssia and Getae starting unit sizes (new campaign only).
1.02 Update Notes
- Fixed various naval issues (transports showing up inside land is a vanilla bug).
- Possibly fixed MP Desync issue (standlone recommended for MP).
- Small increase to minor faction income.
- Fixed mercenaries in IA campaign (new campaigns only).
- Fixed various cavalry issues in battle.
- Various battle tweaks to improve balance.
- Small decrease to land movement, small increase to transport movement.
- Changed Nomad faction trait to reduced Cavalry upkeep.
- Fixed some text entries.
- Increased mercenary cost in custom battles.
- Lowered siege attrition due to longer siege turn counts.
- Fixed some missing building names.
- Fixed some unit descriptions.
- Decreased garrison number from Eastern city forum buildings.
- Fixed Warhorse breed building in IA campaign.
- Fixed Pontus temples in IA campaign.
- Reduced gold costs of mid-late tier technologies.
- Improved variants for some vanilla eastern units still used by minor factions.
- Custom variants made for Bactrian units.
- Bithynian custom variants (Thracian and hellenic inspired rather than all eastern)
- Corrections to some greek units to remove clipping.
- Small improvements to generals of Thrace, Dacia and Illyria
- Improved slinger animations for slingers without shields.
- New weapon model (Sica) for some Thracian, Illyrian and Dacian units.
- Fixed Syracuse/Syrian archer variants.
- Fixed missing sandals on early Roman units
- Fixed Colchis not being in MP campaign options
- Fixed some unit cards.
1.01 Update
- Fixed some Mercenary and Garrison unit stats.
- Reduced custom battle costs by 20%.
- Fixed Dacian cavalry mounts.
- Fixed auxiliary barracks not being buildable in IA campaign.
- Fixed some different textures missing.
- Various battle fixes.
- Fixed starting income for various mini-campaign factions.
- Fixed Roman and Carthage general costs.