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Leonardo

Patch Notes for Rome 2 TW

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Patch 14 now live on Steam

 

 


The build number is 12540.560829.

 

Contents
  • [*]
1 Technical and performance improvements:
  • [*]
1.1 Battle [*]1.2 Campaign [*]1.3 Battle AI improvements: [*]1.4 Campaign AI improvements [*]1.5 General battle improvements [*]1.6 General Campaign improvements

[*]2 Usability Improvements

  • [*]
2.1 Battle [*]2.2 Campaign [*]2.3 General

Technical and performance improvements: Battle

  • [*]Unit ‘stuttering’ in battle has been improved. [*]Improved reflections in rivers on the battlefield. [*]Ship reflections now appear correctly in battles. [*]Fixed a crash in large scale multiplayer battles containing over 14,000 combined soldiers in total. [*]Fix for a crash which occurred when selecting reinforcements on the minimap during battle replays.

 

Campaign
  • [*]Reduced the game's memory usage in Campaign modes, and when saving Campaign games. [*]Fixed a rare crash which happened when placing the mouse over a building in the construction queue. [*]Rare Campaign crash fixed, which triggered shortly after battle results were displayed. [*]Fixed a crash which occurred after an un-walled port assault in Hannibal at the Gates campaign. [*]Fixed a very rare texture crash when moving the camera around the campaign map. [*]A rare crash which occurred after declining to fight a battle as a reinforcing army while the camera was still moving on the Campaign map has been fixed.

 

 

Battle AI improvements:
  • [*]Significant improvements to attacking siege AI’s use of siege engines, allowing them to better co-ordinate assaults through breaches and gates while also reusing previously docked siege vehicles. [*]Improved AI's ability to re-start siege assault tactics after responding to units sallying out of a settlement in a siege battle. [*]Fixed an issue in the attacking siege AI which could cause individual units or small groups of units to split off from the main force and attempt to burn the city gates elsewhere. [*]Improved the Battle AI's usage of artillery to breach walls in siege battles. [*]Made a range of improvements to battle AI pathfinding in settlement battles. [*]Fixed an issue in a specific Egyptian city map variant which caused the AI to ignore siege equipment and always opt to burn down the gates. [*]Fixed a bug in the deployment system which could cause the attacking siege AI to deploy far away from the city, sometimes facing the wrong direction. [*]Fixed a bug which sometimes prevented the attacking siege AI from recognising existing wall breaches from previous battles in the same campaign turn. [*]Introduced evasive manoeuvres in defending siege AI for units defending walls which are under enemy bombardment and are likely to collapse. [*]Fixed an issue in the attacking siege AI where AI units would sometimes be assigned incorrectly to siege vehicles, or multiple AI units would be assigned to the same siege vehicle. [*]Improvements made to the Battle AI's evaluation of task priority in settlement battles, enabling it to better direct attacks against higher concentrations of enemy units, as well as co-ordinate more effectively with reinforcements. [*]Fixed a bug in siege battles when the player was defending, which caused ally AI armies to become idle in certain situations. [*]Improved AI's wall targeting in siege battles, to prevent it from attempting to dock two siege towers on the same wall segment, for example. [*]Enabled the Battle AI to better co-ordinate attacks in settlements through multiple breaches, gates or streets simultaneously. [*]Fixed a rare crash bug which occurred when an AI general's bodyguard unit is completely killed while the rest of the army is entering the breaches in a siege battle. [*]Introduced better co-ordinated attacks from multiple directions in minor settlements as well as some fortified settlements. [*]When a unit under Battle AI control is changing formation, due to being attacked on multiple fronts, it will now take more consideration of its facing, to avoid presenting the enemies its back or flanks. [*]Fixed issues where AI's naval reinforcement units became unresponsive after splitting up into multiple groups upon disembarking. [*]Battle AI will now use melee units in addition to missile units to defend settlement walls when useful. [*]Fixed issues with battle AI's sally out behaviours in settlement battles. [*]When defending a settlement against bombardment from naval artillery, battle AI is better able to attempt to avoid casualties. [*]Improved AI deployment logic for several settlement maps. [*]Occasionally units given move orders on the battlefield would remain stationary for a while before moving. This has now been reduced. [*]Fixed an issue which sometimes allowed the attacking siege AI to command their siege towers into settlements. [*]Fixed issues in the attacking siege AI in naval siege battles, which caused some disembarked units to go idle. [*]Battle AI is now more likely to pick up siege equipment, when it's been dropped by other units being killed. [*]Fixed a bug where the Battle AI was incorrectly determining whether it had sent a unit to pick up a piece of siege equipment. [*]Fixed a battle AI issue in which it would move to capture courtyards with victory points but fail to actually take the capture points due to its placement of units within the courtyard. [*]Battle AI made more aggressive when attacking unfortified settlements to avoid losing due to timeout.

 

Campaign AI improvements
  • [*]Campaign AI is now more likely to defend settlements instead of running away. This should lead to bigger and more frequent battles. [*]Improved Campaign AI siege behaviour - Campaign AI now tends to maintain sieges longer and construct more siege equipment against major settlements when besieging. [*]Improved Campaign AI building repair behaviour.

 

 

General battle improvements
  • [*]Units on the battlefield now blend / fade out when they get very close to the camera, to avoid clipping / seeing into the unit models. [*]Improved siege vehicle docking, to reduce the chance of ladders rotating back and forth indefinitely, when attempting to dock against a walls in siege battles. [*]Battle replays now save and replay the weather as it was in the battle being recorded. [*]Fix for capture points sometimes being connected to the wrong buildings in some battles with multiple capture points. [*]Improved the combat behaviour of flanking enemies while attacking in formation, so the units are more concerned with attacking the flank of the enemy unit, rather than drifting to the front of the enemy, and potentially nullifying the flanking attack. [*]Units can now fire at animal handlers once they've released the dogs. [*]When the player selects multiple siege vehicles and attempts to dock them on a wall, only one will be given the order. The player must now manually order siege vehicles to dock on a settlement wall. [*]Battering rams will no longer cause collision when they are destroyed. [*]Units now more effectively pick up battering rams that have been dropped while they were attacking gates. [*]Improved how units move through wall breaches:
    • [*]Individual men will not attempt to walk through solid fort walls as their unit passes through a breach. [*]Fixed cases where units ordered into settlements via a breach would not move.

[*]Siege vehicles are less likely to get stuck on small buildings and rocks outside of a settlement, becoming inactive. [*]Reduced units from climbing siege ladders in single file, up one side of the ladder. [*]Fix for units ignoring docked siege towers in favour of ladders and captured gates where the siege tower offered a more appropriate route. [*]Attackers can no longer see defenders in multiplayer land/naval battles during the deployment phase. [*]Fixed a bug where units in defensive stance were not reacting correctly when attacked in melee and therefore not performing as well as expected. [*]Cavalry will no longer be able to push through enemy units without experiencing losses. [*]Balkan General units will now have the expected melee attack value in battle. [*]Units will no longer continue to target and attack an enemy unit if they lose visibility of it. [*]Improved pathfinding for large attacking AI armies in unfortified settlement battles, so the army does not become idle when attempting to reform. [*]Adjustments to morale mechanics to limit certain defender exploits. [*]Units will now look further for targets when on walls, to increase melee engagement. [*]Capture points have been removed from custom coastal battles. [*]Stopped AI controlled units getting stuck and spinning in one spot after disembarking in the medium Alexandria battle map. [*]Fixed a Greek minor port map, to prevent ships from going through the shore when disembarking.

General Campaign improvements

  • [*]Fixed a bug that made Vigiles units disappear from garrisons in Campaign modes. [*]Fixed an issue with undestroyed transported armies were being destroyed on the campaign, if their transporting army was destroyed in battle. [*]Faction’s fame levels can go up and down, but you could never return to fame level 0. This has been fixed. [*]Fixed an issue where in some situations, after sacking a settlement, the game would re-issue an order to sack the settlement again. [*]Grand Campaign map snow now appears correctly on settlements in the North East of the map. [*]Added some missing localised audio to the start of the fly camera fly over at the beginning of the Hannibal at the Gates Campaign, when playing as the Arevaci faction. [*]Campaign AI will no longer pick galleries siege equipment. [*]The Duty Calls event in the prologue campaign will now trigger correctly, preventing a progression blocker. [*]Thracian Warriors added to Odrysian Kingdom garrisons. [*]Upgrading certain buildings will no longer remove units from available recruits pool. [*]Objectives requiring specific buildings will now trigger correctly after the building is constructed. [*]Edicts will no longer remain active in provinces that are shared with a client state if the faction stops being your client. [*]Resynchronisation has been sped up in Multiplayer Campaign mode. [*]A congratulatory message in the Grand Campaign, which incorrectly triggered when winning a battle by ambushing and AI, instead of successfully defending against an ambush has been fixed. [*]Swapped the bonuses for the "Votive Offering" and "Feast" barbarian festival campaign events.

 

 

Usability Improvements Battle
  • [*]Siege vehicles will now correctly line up with bastions when docking. [*]When a player commands a group of units to enter an enemy settlement with multiple ladders docked, the units are less likely to all focus on climbing the same ladder. [*]Units will no longer clip through / walk under the terrain near a gate in a Barbarian City map variation. [*]Fix for un-reachable bastions in Barbarian city maps. [*]Fixed a gap under a gate in the Carthage (large) battle map. [*]A map where ships would sail across the land while attempting to disembark has been fixed. [*]Improved deployment zones and collision placement in several battle map variations. [*]Fixed a floating river in Eildon battle map. [*]Improved collision around battlefield town tiles, to make units navigate around them more effectively. [*]Tooltips will now show up when placing the mouse over barbarian ports on the battlefield.

 

Campaign
  • [*]A progression blocker has been fixed in Multiplayer Campaign mode, when pressing "end turn" at the exact same time as the turn timer reaches 0:00. [*]"Ally under attack" interface in Campaign modes is now clearer when both attacker and defender are the players allies. [*]UI fix for when an AI unit attacks the players faction, the retreated during a Campaign end turn sequence, which caused the auto resolve window to pop up and close immediately. [*]When the campaign tactical map is opened at the same time as pressing the end turn button, the campaign camera will no longer get locked in place / be un-movable when the turn ends. [*]Solved an issue that caused false desyncs after a resync had been performed in multiplayer. [*]Fixed an overlapping tooltip text when hovering over an enemy agent on the Campaign map.

 

 

General
  • [*]A New system has been put in place to handle when a player disconnects from a multiplayer game. Instead of causing a draw, this judges which player is in a better position upon connection loss. Draws are now much rarer and more representative of the battle conditions. [*]Sound settings changes in the options menu, now take effect when saved, without the player having to re-open the sound options menu. [*]Fixed Quick Battle disconnections which occurred when entering the lobby. [*]Fixed a crash caused by Steam not running.

 

 

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Patch 15 now live on Steam.

 

 


Contents
  • [*]
1 Patch 15 Beta [*]2 Politics and Civil War Improvements [*]3 Overhaul Building Changes
  • [*]
3.1 Universal changes [*]3.2 Barbarians [*]3.3 Eastern [*]3.4 Greek [*]3.5 Roman

[*]4 Special Regions [*]5 Other Campaign Changes [*]6 Land Battle Changes [*]7 Naval Battle Balancing Changes [*]8 General Improvements

Patch 15 Beta

03/09/14 - 13639.579436

The headline changes in this beta are:

  • [*]Politics and civil war improvements [*]Overhauled building chains [*]Special regions [*]Campaign balancing changes [*]Land battle changes [*]Naval battle balancing changes

Politics and Civil War Improvements

  • [*]Civil wars no longer inevitable, instead they are now based on your level of support. Based on your support you can end up having a high, medium or low chance of a civil war occurring each turn. You’ll get warning messages when you reach those levels (currently a few bugs related to that). [*]When a civil war occurs, all the generals and admirals not of your family will go over to the civil war. As will any agents in their armies and the regions their standing in. All other agents and regions then have a chance to join the civil war faction. [*]Multiple civil wars can occur through the course of a campaign. [*]There are now political support effect bundles. Based on the support for your party you will get an effect bundle that affects your faction. Very low support and you’ll get penalties to morale, public order, research. Very high you’ll get big faction wide bonuses but you’ll also run a higher risk of civil war occurring. [*]Political action costs reduced. [*]New effect bundles based on your Imperium level that increase political action cost and political incident occurrences, as well as giving your party more support each turn past level 4 Imperium. The effects of technologies that reduce political action cost have been increased. [*]Effects of political promotions improved to give gravitas per turn and better bonuses. [*]The first level political promotion no longer has any requirements so even basic statesmen can accumulate gravitas and contribute to the political game. [*]Core general skills also give gravitas per turn. Want to keep politics balanced? Make sure generals from all the parties are fighting and gaining skills. [*]The effects of wives have also been increased. [*]New effects from Imperium that increase political action cost and political incident frequency as you gain more power. You will also gain more influence for your party automatically as you get bigger, making it harder and harder to avoid civil wars.

So now it is perfectly possible to avoid civil wars if you manage politics right. You do that via actions, getting promotions or by having generals win battles and skilling up. But as the game goes on and you expand it will be harder and harder to avoid civil wars.

Overhaul Building Changes

The Aim

The aims for these changes are simple:

  • [*]Provide more building options for all cultures and more interesting building combinations. [*]Make resource regions more important. [*]Improve the balance of the late game economy. [*]Balance food/squalor so buildings can be upgraded further.

THESE CHANGES DO NOT APPLY TO EXISTING SAVE GAMES

In order to not break/soft-break save games, the new building changes are only available when starting new campaigns.

Universal changes

These changes affect all cultures.

  • [*]Resource chains – have been renamed and their effects improved to make them more important. [*]New amber resource chain – appears in some regions in German. Amber will not be a tradeable resource, but the chain will provide a good amount of income. [*]Removal of military equipment chains apart from siege engines. Weapon and armour upgrades now come from iron regions. New horse resource chain added to buff cavalry units which is also exclusive to some regions. [*]Universal minor industrial chain now only has mine line of buildings. This change has been made because of other chain changes for each culture that have added more industrial focused buildings. [*]Splitting of industry and culture income types into manufacturing/mining and entertainment/learning respectively. This is taken advantage of with many of the new building bonuses. For example Gold resource chain gives mining income, and the Roman goldsmith lines gives manufacturing income and a bonus to mining income for the province. [*]Garrison units now come from the core settlement building, ports and military chains only. The core settlement chain garrisons have been improved and all now include at least one good quality unit. [*]No longer any difference in port and religious chains in major/minor settlements. [*]Coffee machine now works. [*]Negative bonuses now apply from level 2 in a small form so you can see what those are earlier [*]Food penalties removed from lowest level core settlement buildings. [*]Number of religious chains has been reduced for all factions so the remaining ones can provide better bonuses.

Barbarians

  • [*]Province capital core chain now splits at level 4 into 3 options which allow you to focus the speciality of a province more. [*]The minor settlement core chains in non-resource regions now splits into 2 options at level 4 for the same reasons as above. [*]New Warrior Lodge chain added for province capitals. The goldsmith building line and tavern building lines have been moved here and a new proving grounds line added. This chain provides income/happiness along with providing buffs for your units. [*]Artisan chain split into artisan and craftsmen chain. [*]Artisan chain has bronze workshop, new coin maker and new horn maker lines. Bronze workshop line provides recruitment of all melee/spear infantry. [*]Craftsmen chain has clay pit, brine distiller and woodworker lines. Woodworker line provides recruitment of all ranged infantry/siege units. [*]Both of the above can be built in major and minor settlements. Changes should keep the barbarian flavour of recruiting from diverse chains, but having recruitment focused onto a few lines instead of being so spread out as it was before. [*]New minor sanitation chain added, has 2 lines that can be upgraded to level 3. [*]Storage pit line now provides a replenishment rate bonus for the province. [*]Research chains moved from agriculture to commons chain.

Eastern

  • [*]Province capital core building splits into 2 at level 2: the Royal and Satrap lines. The Royal will be more expensive once costs are added in. [*]The minor settlement core chains in non-resource regions now splits into 2 options at level 2: trade and garrison lines. [*]Infantry military chain merged into one line to make infantry recruitment simpler. [*]New military buff chain added, with ranged and cavalry upgrade lines which go to level 3. [*]Industrial chain adjusted so it has 3 lines: adobe, new weaving, and new mint ones. [*]New water chain, using existing windcatcher and fountain lines, available in major settlements only. [*]New town centre chain added for minor settlements. It has trade and game field lines. [*]New tax chain added for minor settlements. Splits into tax and road lines. Focused on tax and agent bonuses. [*]Herding and granary lines added to agriculture chain. Granary line gives replenishment bonuses.

Greek

  • [*]The minor settlement core chains in non-resource regions now splits into 3 options at level 2: farm, market and civic lines. [*]Military buff chain now only goes up to level 3. [*]Industrial chain adjusted to the following 3 lines: amphorae, goldsmith, mint. [*]Granary line added to agricultural chain, gives replenishment bonuses. [*]New town centre chain added for minor settlements. It has trade and gymnasia lines.

Roman

  • [*]Province capital core building splits into 2 at level 2: the civic and garrison lines. [*]The minor settlement core chains in non-resource regions now splits into 3 options at level 2: farm, market and civic lines. [*]Military buff chain now only goes up to level 3. [*]Industrial chain adjusted to the following 3 lines: amphorae, goldsmith, mint. [*]Granary line added to agricultural chain, gives replenishment bonuses. [*]New town centre chain added for minor settlements. It has trade and theatre lines.

Special Regions

A new thing that has been introduced are special regions.Effectively regions now have effect bundles that give them certain bonuses. Currently Roma, Carthago, Pella, Pergamon, Antioch and Baktra have these effects. Rome for example gives +2 recruitment slots in that province for owning it and +15% to all income. Carthago has a bonus to commerce income.

Other Campaign Changes

Alongside the extensive building changes are a bunch of other balance changes for the campaign.

  • [*]Core income for all factions reduced from 3000 to 1500 [*]Playable factions get different bonuses to core income. Sparta gets 500 for example, Macedon 1000, Rome 1500. So overall Sparta will have 2000 (1500 base + 500 extra) and Rome 3000 (1500 base + 1500 extra). [*]Post-battle settlement occupation options rebalanced. [*]Iceni, Roman, Eastern and royal Scythian faction traits adjusted. Iceni captive reduction replaced with small negative to morale in enemy territory. Roman experience bonus for infantry replaced with +1 recruitment slot in all regions. Eastern experience bonus for missile units replaced with +25% ammo. Same for Royal Scythians. [*]Besieger attrition reduced. [*]Replenishment rates reduced. [*]Biephi faction renamed to Apulii. [*]Fixed inconsistent messages/outcomes for subjects (faction screen dilemmas). [*]Fix for not all factions getting missions, subjects, incidents or dilemmas in all campaigns.

Land Battle Changes

  • [*]Units with precursor weapons can now fire at will when stationary. [*]The pace of battles and combat has been reduced, and morale values adjusted so battles last longer and are more dynamic. [*]Axe and shield animation set based on existing animations added to the game. [*]Balancing changes to almost all units.

Naval Battle Balancing Changes

  • [*]Speed of all ships reduced. [*]Ship artillery accuracy reduced. [*]Transport ships ramming damage significantly reduced.

General Improvements

  • [*]Adjusted pike balancing. [*]Tweaked mercenary and auxiliary unit multiplayer caps. [*]Fix for Hoplite wall exploit. [*]Added mercenary Dacian spears to Odrysian multiplayer roster. [*]Halved based political action costs, but doubled the increases from Imperium. [*]Armies on ships will now join civil wars. [*]When deploying troops on a land battle with snow, the markers indicating where individual soldiers will stand are now displayed correctly in yellow instead of white. [*]Increased melee cavalry attack. [*]Light Peltasts and Bactrian Peltasts morale changed to 50. [*]Removed happiness bonus from military recruitment buildings. [*]Adjusted the stats for the branches of the Roman city, Eastern city and Eastern generic town chains to give more clear differentiation between the choices. [*]Fix for Epona religious chain for Iberians giving the wrong culture type. [*]Fixed an issue related to politics that could cause an end turn crash. [*]Improved Campaign AI army management and recruitment.

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They're still fixing stuff?!

Yep they sure do.  I just took a quick look at the patch notes and notice a 16th patch is in works.

 

The other day I spotted the Rome2 TW - Emperor Edition in my local game store, so this is getting a little ridiculous especially when someone on BSF posted the latest announcement from CA.

Edited by Leonardo

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CA has released a Hot Fix for patch 15
 

Build # PC: 14116.589209
Build # MAC: 14120.589209
The changes are:

 

  • Fix for Civil War triggering at under 50% influence for 2 party factions.
  • Fix for wrong minimum Political Influence causing a Civil War in a 4 Party Faction.
  • The Mac Steam version of the game will no longer crash, when the Macs system language is set to Turkish, Polish, Russian or Czech.
  • In-game movies will now play correctly at 1380x768 resolution.
  • Added traditions to Egypt faction in the Imperator Augustus Campaign.
  • Reduced Campaign AI priority for recruiting dog units.
  • Added description to Armenias political party in Grand Campaign mode.
  • A few incorrect effect icons have been corrected.
  • Fix for shadows not being cast properly by barbarian fort walls on the battle map.

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Here are the patch notes for Patch 16 and the next patch is in works.
 

Contents

Technical and performance improvements Battle
  • Fixed a rare projectile crash in battles.
Campaign AI improvements
  • Adjustment to Campaign AI to force factions that have just become known / discovered to take on the current attitude towards the player, rather than be neutral.
General battle improvements
  • Fixed bug with Celtic Linothorax armour on units in battle.
  • Fixed misaligned settlement walls in Tigranocerta city battle map.
  • Stopped infantry user triggering "riders into wedge" voiceover during battles.
  • Armies moving from a settlement will no longer trigger "move completed" dialogue lines before their move has begun.
  • Armenia can no longer use large onagers when defending in a custom siege battles.
General Campaign improvements
  • Fixes for seasonal effects and adjustments to income types and amounts from buildings in the campaign so subsistence is more favoured.
  • Diplomatic scores have been lowered in general, and It is now harder to make client states.
Usability Improvements Battle
  • Factions are now listed in 2 columns in the Custom Battle and Multiplayer *Lobbies, to prevent the faction list going off the bottom of the screen.
  • Fixed a Roman minor port coastal battle map, where units could disembark on an out-crop of land at the edge of the map, and therefore would get stuck and no longer be able to fight the navies in the battle.
  • Fix for broken deployment area on port tile near the Dolmens in France.
Campaign
  • Faction Trait Icons fix - adjust to newer Emperor Edition colour scheme.
Balancing Changes Unit Stats
  • Increased armour of Foot Companions.
  • Increased melee attack of Thracian Slingers, Bowmen, Skirmishers.
  • Increased charge bonus of Carthaginian Noble Cavalry.
  • Increased damage of longbows but reduced reload rate.
  • Increased health of First Cohort and Eagle Cohort.
  • Removed square from noble Spearmen and Persian Hoplites.
  • Increased range of Nubian Bowmen to 150.
  • Increased the health, attack and melee defence of Egyptian Cavalry.
  • Increased the health of Thureos Spears by 5.
  • Karian Axemen ranged weapon swapped for the same javelins as used by Thureos Spears.
  • Increased the attack, armour and health of Mercenary Leopard Warriors.
  • Increased the morale and armour of Camel Spearmen.
  • Increased the morale of Camel Archers.
  • Attack and charge bonus increased for Agrianian Axemen.
  • Increased the armour of Thessalian Cavalry.
  • Changed weapon of Hippeus Lancers so they do more damage.
  • Increased the morale and health of Elite Persian Archers.
  • Increased the armour, charge and melee defence of Etruscan Hoplites.
  • Increased the morale of Light Hoplites.
  • Increased the health of Heroes of Sparta.
  • Increased the range of Gallic Hunters.
  • Increased the health of Celtic Skirmishers.
  • Increased the melee attack, charge bonus and melee defence of Celtiberian Cavalry.
  • Increased the melee attack and charge bonus of Iberian Noble Cavalry
  • Cantabrian Cavalry have been given higher damage javelins..
  • Increased the armour of Veteran Riders.
  • Increased the hit points of Horse Runners.
  • Increased the armour of Bloodsworn.
  • Increased the armour and morale of Spear Wall.
  • Increased the morale and melee defence of Night Hunters.
  • Increased the melee attack and melee defence of Fierce Swords.
  • Increased the range of Dacian Heavy Bowmen.
  • Increased the health and melee attack of Dacian Heavy Skirmishers.
  • Increased the armour of Thracian Peltasts.
  • Increased the morale of Thracian Warriors.
  • Increased the health of Tribal Warriors and reduced speed.
  • Increased the morale and melee defence of Illyrian Cavalry.
  • Increased the morale of Parthian Foot Archers.
  • Swapped the shield type of Scythian Royal Skirmishers and Sarmatian Horsemen to one with more armour.
  • Increased armour and health of Sarmatian Royal Lancers.
  • Reduced the mass of chariots.
  • Increased the mass of elephants.
  • Increased the attack of Briton Scout Riders to 38*
  • Decreased the attack of Hastati to 35
Unit Abilities and Attributes
  • Added hoplite wall to Persian Hoplites.
  • Rapid Advance for Gorgo's Skirmishers replaced with Rapid Reload.
  • Added Frenzied Charge to Mighty Horse.
  • Added Frenzied Charge to Illyrian Cavalry.
  • Added Hoplite Wall for Noble Spearmen.
  • Added Drago to Saka Noble Armoured Lancers.
  • All camel units have gained the resistant to fatigue attribute.
Unit Costs and Caps
  • Thureos Hoplites cost decreased to 600.
  • Illyrian Thureos Spears cost increased to 380.
  • Iberian Swordsmen cost increased to 350.
  • Thureos Spears cost increased to 560.
  • Riders of the Hunt cost decreased to 570.
  • (Mercenary) Rhodian Slingers cost decrease to 590.
  • Evocati Cohort cost increased to 890.
  • Triarii cost decreased to 790.
  • Steppe Archers cost increased to 330
  • Nubian Bowmen, Hippeus Lancers, Dacian Heavy Bowmen, Mercenary Thracian *Warriors and Illyrian Cavalry cost increased
  • Steppe Archers cost increased to 330
  • Egyptian cavalry increased to 600.
  • Celtic Warhounds cost reduced by 50
  • Increased the custom/multiplayer battle cap of Mercenary Axe Warriors to 4.
Unit Availability
  • Mercenary Thracian Warriors added to custom/multiplayer battle roster for *Macedon and Athens.
  • Mercenary Samnite Warriors added to custom/multiplayer battle roster for Epirus.
  • Mercenary Italian Cavalry added to custom/multiplayer battle roster for Syracuse.
  • Mercenary Cappadocian Cavalry, Mercenary Skirmisher Cavalry and Mercenary *Syrian Archers added to custom/multiplayer roster for Galatia.
  • Mercenary Germanic Scout Riders added to custom/multiplayer battle roster for Nervii.
  • Mercenary Veteran Hoplites added to custom/multiplayer battle roster for the Odrysian Kingdom.
  • Factional mercenaries for Tylis swapped from Dacian to Celtic units.
  • Mercenary Tarantine Cavalry added to custom/multiplayer roster for Ardiaei.
  • Mercenary Persian Cavalry added to custom/multiplayer roster for Pontus.
  • Cappadocian Cavalry added to campaign and battle roster for Pontus.
  • Mercenary Naked Swords added to custom/multiplayer battle roster for Pontus.
  • Mercenary Amazonian Riders added to custom/multiplayer battle roster for *Roxolani and Massagetae.
Known Issue
  • In the Mac Steam version of the game, some changes to the games options during play will not be kept once the game is restarted.

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Patch 16.1 now live.

 

 


Patch 16.1 activates the Wrath of Sparta Campaign Pack for those players who have purchased this expansion DLC. It also includes a small number of general fixes (please see the bottom of this page).

Contents
Wrath Of Sparta Content
  • A scenario set during the Peloponnesian War starting in 432 BC with 12 turns per year.
  • 4 playable factions:
    • Athenai
    • Sparta
    • Boiotian League
    • Korinthos
  • Brand new campaign map, set in Total War’s earliest time period yet.
  • 78 regions covering Greece and the Ionian Coast.
  • Massive scale, most zoomed in campaign map we’ve ever done
  • 12 wonders, from the Palace of Knossos to the Silver Mines of Lavrio, located around the map.
Panhellenic games
  • Choose how to compete in the four games (Olympic, Pythian, Isthmian, Nemean), each playing an important part in the classical Greek world
Religious Festivals
  • Regular festival events highlight the key part they played in people’s lives.
New 'religions'
  • Representing the different Greek tribes: Ionian, Dorian, Akaian, Aiolian.
  • More for the other Greeks, Makedonians, Barbarians and Persians.
  • Main 4 tribes won't suffer any unrest from the presence of other Greek tribes, but big diplomatic penalties with non-true Greeks.
  • No cultural conversion.
Faction and Faction Group Traits
  • Greek faction group state gives lots of bonuses related to slaves.
  • Campaign also starts with high percentages of slaves in most regions.
  • Sparta gets even more bonuses to slaves to represent their Helot population.
  • Athens has bonuses to its navy and culture but unrest problems due to its attempts to build an empire.
New general skills and army/navy traditions
  • Adjusted for the unit roster available in the campaign.
  • Also designed to be more differentiated from one another.

All new tech tree:

  • Featuring six branches: Army, Navy, Support, Philosophy, Aesthetics, and Mathematics.
  • Each branch has its own flavouring and differs from the Grand Campaign ones.
Adjusted building tree and unit recruitment
  • Single port, religious and military buff chains that branch at level 4.
  • Single line military recruitment chain.
  • Decent core unit set available from all settlements.
  • City centre building line adjusted to have 3 options: entertainment line, muse line for research and a temple line.
  • New tier V port for Athenai, tier V city centre building for Korinthos. Boiotian League gets a tier V temple. Sparta has the Monument of Leonidas.
Persian Escalation
  • Persians happy to sit on the sidelines as long as no one faction becomes too powerful.
  • As you increase your Imperium, you'll get greater and greater diplomatic penalties with the Persians.
  • Eventually they'll attack you with lots of armies, or if you attack their cities.
Brand new unit rosters
  • Representing the warfare of the time period.
  • Heavy emphasis on Hoplites with supporting elements.
  • Cavalry throws javelins on the charge, rides in with spears and then fights in close melee with swords.
  • Mercenaries now focused on a few specialist types and more widely available across the campaign map.
  • Two main ship types: Trieres and Dieres with warfare focused on ramming and boarding.
  • Land units on transport ships will no longer be able to ram in battle; navies will be needed to escort these extremely vulnerable ships at sea.
No artillery!
  • Prior to the invention of ranged siege weaponry, siege battles all about taking the walls in this time period.

See the Steam Store Page for more information on Wrath of Sparta: http://store.steampowered.com/app/327280/

Changes to ROME II
  • Optimisation campaign memory usage by loading less campaign character / general models into campaigns where they are not needed.
  • Land units on transport ships will no longer be able to ram in battle; navies will be needed to escort these extremely vulnerable ships at sea.
  • Improvements to animations for charging shock cavalry.
  • Improved unit bracing in shield wall formation for the units in the rear of the ranks.
  • Fixed the white loading screen which appeared when changing graphics settings during a battle.
  • Fix for some battle terrain bugs in the Caesar in Gaul Campaign.
  • Disabled ramming for barbarian ships.
  • Added a fix to the "Continue Campaign" button on the launcher, which in some very rare cases didn't work for a few users with unexpected file path to appdata.
  • Added a new Spartan loading screen.
  • Improved axe-men animations, to replace "stabbing" animations in synced combat.
  • Fixed a flooded area in a Barbarian minor port battle map.

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Patch 17 Beta now live on Steam

 

 


Total War ROME II – Patch 17 Beta

The beta version of patch 17 for Tota War: ROME II - Emperor Edition is now available to download.

With this beta we’re aiming to solve some technical issues with the Mac version and some residual campaign and battle issues. This incorporates a large number of balance changes across the different playable factions in ROME II for both Mac and PC versions. These include alterations to unit rosters, building and resource effects, garrison compositions, culture and faction traits in all campaigns, and more.

To opt into the beta, follow these steps:

  • RESTART STEAM
  • In Steam games library, right-click “Total War: ROME II – Emperor Edition†and select “Propertiesâ€.
  • In the Properties window, select the “BETAS†tab.
  • Select “patch_17_beta -from the “Select the beta you would like to opt into:†drop-down box.
  • “Total War: ROME II – Emperor Edition†will then update
Technical and Performance Issues
  • Texture quality is now based on the available memory on the machine instead of the graphics settings selected
  • Improved the games automatic detection of graphics settings based on Mac hardware
  • Increased the default screen resolution aspect ratio from 4:3 to 16:9 on Mac
  • Optimised campaign memory usage in the Mac App Store version of the game, by loading less campaign character / general models into campaigns where they are not needed
  • Fixed a bug where preferences including campaign difficulty were not being saved correctly in the Mac App Store version of the game
  • The difficulty slider on the faction selection screen will now set the difficulty correctly in the Mac App Store version of the game
  • Fixed some unintentional motion blur while looking at the sky in battles on Mac
  • Fixed a crash when changing the Unlimited Video Memory option while in battle on Mac
  • Fixed a bug where the game would not launch in windowed mode, and stalled before the legal screen on certain iMacs
  • Fixed erroneous unit banner shadows on Mac during battle, which looked like black crosses, and could fill the screen when zoomed in
Buildings
  • Tier III and IV Toutatis temples now give correct +4 bonus to Celtic cultural influence
  • Fix for multiple issues where some effects for buildings were better when damaged
Campaign
  • Corrected sub-culture of Colchian civil war faction
  • Dahae are now set to the correct military group in the Imperator Augustus campaign
  • Added hidden agent security bonuses in cities for Black Sea factions
  • Added missing faction mercenaries for Arevaci and Lusitani
  • Swapped Formidable Swordsmen army tradition for the Ardiaei to Formidable Spearmen, and Light Cavalry Masters for Cavalry Masters
  • The Dignitary Civil Administration skill now works correctly
  • Added Sarmatian Royal Lancers as a general’s unit option for the Roxolani
  • Increased chance of subjects, incidents, dilemmas, and missions occurring
Units
  • Fixed Persian Light Archers and Elite Persian Archers weights from medium to very light and very light to medium respectively
  • Correct Thracian Peltast weight to very light
  • Changed Picked Peltast weight to medium
  • Mercenary Horse Skirmishers cost changed to 390 to match non-mercenary version of the unit
  • Corrected shield type for Bactrian Hillmen
  • Auxiliary and Mercenary Parthian Horse Archers given correct weapon to match missile damage of non-mercenary version
  • Illyrian Thureos Spears changed to match the 360 mentioned in previous patch notes
  • Weight of Legionary Cavalry is consistent across all variants of that unit and cost adjusted to 620 to match Imperator Augustus version of unit
  • Naked Warriors and Naked Spears unit variants now all have the medium weight
  • Auxiliary and Mercenary Bactrian Light Horse changed from light to medium to match regular version of the unit
  • Removed unit caps from elite naval units
  • Fix for some units being put into incorrect unit sets which prevented them from getting various bonuses (Illyrian Noble Hoplites not getting spearmen related bonuses for example)
  • Added Hoplite Wall ability to Auxiliary Greek Hoplites to match the regular version of the unit
  • Added precusor javelins to Mercenary Spear Band to match the regular version of the unit
  • Illyrian Slave Javelinmen weight changed from medium to very light
  • Fix for some bonuses not being hooked up correctly to unit sets, which prevented some units from gaining the correct bonuses
  • Fix for some bodyguard units not being hooked up to bodyguard unit bonuses
Recruitment/Custom Battles
  • Colchian Nobles now recruitable from tier IV barracks
  • Scythian Hoplites recruitable from tier III barracks
  • Axe Warriors recruitable from tier III barracks for Massilia
  • Fix for Cimmeria not being able to recruit Penteres naval units
  • Fix for Painted Ones and Naked Warriors not being recruitable from tier III proving grounds
  • Fix for Raiding Horsemen not being recruitable from tier IV horse recruitment buildings
  • Rhodos can now recruit Rhodian Slingers in the campaign
  • Removed Scorpion units from custom battles, Tylis given correct Dacian Cheiroballista
  • Swapped Germanic ships in Massilia custom battle roster for correct Greek ships
  • Swapped some Peltast ships to correct Milita Hoplite ones for Athens and *Syracuse in custom battles, also made them recruitable in campaign
  • Added in Bactrian Hillmen ship to Baktria for custom battles
  • Seleucid Eastern Spearmen added to Seleucid custom battle roster
  • Added missing ships to tier III and IV military ports for Armenia
  • Fix for Axemen for Colchis not being recruitable from tier III barracks
  • Thracian Peltasts changed to be recruitable from all Artisan buildings
  • Corrected naval units available for Parthia in custom battles
  • Changed Thracian Warriors to be available from tier II bronze buildings and up
  • Greek Slingers removed from Seleucid roster leaving them with Eastern Slingers
  • Raiding Hemolia added to Colchis custom battle roster Eastern Spearmen *Firepot Dieres removed from Colchis roster as they have Peltast Fireport Dieres as well
  • Added in Polybolos for Egypt in custom battles
  • Fix for some factions in custom battle not being able to use Cheiroballista or Polybolos in siege defences
Garrisons
  • Fix for Odrysian Kingdom, Nervii, Arevaci, Tylis, Galatia, Suebi and Ardiaei losing garrison units when upgrading to tier III horse recruitment building
  • Fix for Nervii having no garrisons for tier III and IV bronze buildings
  • Fix for missing naval garrison units for Cimmeria
  • Fix for missing garrison units from tier III and IV light barracks for Cimmeria
  • Removed Thorax Hoplites from garrisons to fix issue where Athens and Sparta were gaining an extra unit in their garrisons
  • Fix for Tylis losing garrison units when upgrading from tier II to tier III Bronzeworker
  • Added Spartan Pikemen as an elite unit for Spartan garrisons
  • Added Tribal Garrison unit to Odrysian Kingdom garrisons
  • Fix for Getae garrisons decreasing in size when certain unit upgrades were researched
  • Added Sword Followers to Boii garrisons from tier III and IV bronze buildings
  • Fix for Colchis early barracks garrisons being stronger than other factions
  • Celtic Slingers replace Celtic Bowmen in garrisons
  • Added Kartli Axemen Tetreres to tier III and IV military port garrisons
  • Egyptian Slinger Trieres added to tier IV harbour garrison for Egypt
  • Greek Milita Hoplite Dieres added to tier II harbour garrisons for Athens, Macedon, Syracuse
  • Replaced Thracian Warriors with Thracian Peltasts in some garrisons
  • Persian Cavalry swapped for Eastern Horse Archers for some Armenian garrisons to prevent unit doubling
  • Armoured Horse Archers swapped for Parthian Horse Archers for some garrisons to prevent unit doubling
  • Fix for garrisons of tier III/IV infantry barracks for Armenia and Parthia being reversed
  • Median Cavalry removed from Seleucid infantry building garrisons
  • Persian Cavalry removed from infantry building garrisons
  • Swapped Iberian Skirmishers for Iberian Slingers in city/town garrisons
  • Added missing Steppe Axes Dieres, Tetreres and Hexeres to garrisons
  • Added Lusitani Noble Raider to level IV military port garrisons
  • Eastern Archers added to Media Atropatene roster to fix garrison issues
  • Added Dacian Spears to Odrysian Kingdom unit roster
UI
  • Added a new theme selection option to the title screen.
Campaign
  • Reduced zone-of-control size for forces and cities from 5 to 3.5
  • Adjusted ruling political party influence boost granted by higher level Imperium to confer more of an effect; the text for these bonuses have been changed as well
  • All resource building chains now give a global bonus to all regions:
    • Amber: trade tariffs (faction)
    • Dyes: happiness (all provinces)
    • Grain: food (all regions)
    • Leather: manufacturing (all regions)
    • Iron: shield/armour/weapons upgrades (all provinces)
    • Horses: horse upgrades (all provinces)
    • Lead: sanitation (all provinces)
    • Marble: building cost reduction (all regions)
    • Timber: ship hull upgrades (all sea regions)
    • Silk: commerce (all regions)
    • Wine: happiness (all provinces)
    • Glass: research (faction)
    • Olives: agriculture (all regions)
    • Gold: mining (all provinces)

 

Cultural and Faction Trait updates

GRAND CAMPAIGN

Rome

  • Cultural Traits:
    • Legions: +2 recruitment slots in all provinces
    • Marching Orders: +15% movement distance for all armies
  • House of Julia
    • Barbarian Subduers: +20% melee attack during battles against Barbarian tribes
    • Romanisation: +4 to cultural conversion
  • House of Junia
    • Agrarian Wisdom: +30% wealth from agricultural buildings
    • Founding Fathers: Public order bonus (maximum of +4) from presence of Latin culture
  • House of Cornelia
    • Cultural Assimilation: -50% public order penalties due to presence of foreign cultures
    • All Will Serve: -50% upkeep cost for all auxiliary units

Carthage

  • Cultural Traits
    • Mercenary Armies: -25% mercenary upkeep costs
    • Phoenician Trade Heritage: +15% wealth from all commerce buildings
  • Barcid Dynasty
    • Pioneers: +15% movement range for all armies and fleets
    • Loyal Troops: +15% morale for all mercenary units
  • Hannonid Dynasty
    • Statesmen: Major diplomatic bonus with all factions
    • Administrators: +5% tax rate
  • Magonid Dynasty
    • Iron Fists: -50% resistance to foreign occupation
    • Phoenician Prowess: +3 experience ranks for ship recruits

Balkan Tribes

  • Cultural Traits
    • Mercenary Armies: +50% mercenary upkeep costs
    • Promise of Loot: -50% mercenary recruitment costs
  • Odrysian Kingdom
    • Looters: +100% income from sacking and raiding
    • Deadly Aim: +2 experience ranks for missile recruits
  • Getae
    • Fierce Independence: +20% melee attack in own or allied territory
    • Our Gods: Public order bonus (maximum of +8) from presence of Balkan culture
  • Ardiaei
    • Pirates: +250% income from raiding
    • Expert Seafarers: +2 recruitment slots in all ports
  • Tylis
    • Plunderers: +150% income from sacking
    • Live by the Sword: +2 experience ranks for infantry recruits

Gallic Tribes

  • Cultural Traits
    • Gallic Horsemanship: +20% melee attack for all cavalry
    • Warrior Society: +2 public order for every war
  • Boii
    • Migratory Urges: -75% to building conversion costs
    • Conquerors: +15% morale for all units during battles in foreign territory
  • Arverni
    • Gallic Craftsmanship: +20% wealth from all industrial buildings
    • Tribal Hegemonists: Moderate diplomatic bonus with all Barbarian tribes
  • Nervii
    • Ambushers: +50% chance of successfully launching an ambush
    • National Courage: +20% melee attack in own or allied territory
  • Galatia
    • Plunderers: +100% income from raiding and sacking
    • Gallo-Graeci: Moderate diplomatic bonus with all Hellenic factions

Successor Kingdoms

  • Cultural Traits
    • Successor Conflicts: Major diplomatic penalty with all Hellenic factions
    • Alexander's Legacy: -50% resistance to foreign occupation
  • Seleucid
    • Satrapies: Increased number of levy units available from satrapies
    • Royal Estates: +20% wealth from agricultural buildings
  • Egypt
    • Ptolemaic Enlightenment: +20% research rate
    • Nile Valley: +1 food in all regions
  • Macedon
    • Thessalian Pride: +20% charge bonus for all cavalry units
    • Barbarian Subduers: +20% melee attack during battles against Barbarian tribes
  • Baktria
    • Silk Road: +20% wealth from all commerce buildings
    • Multiculturalism: Public order bonus (maximum of +8) from presence of other cultures

Greek States

  • Cultural Traits
    • Independence: +20% melee defence during battles in own or allied territory
    • Classical Heritage: +4 to cultural conversion
  • Massilia
    • Great Traders: +20% wealth from all commerce buildings
    • Local Dominance: Minor diplomatic bonus with all factions
  • Sparta
    • Helot Repression: -50% slave unhappiness
    • Spartiate Warriors: +3 experience ranks for Spartan infantry recruits
  • Athens
    • Cultural Centre: +20% wealth from culture
    • Naval Prowess: +3 experience ranks for Athenian ship recruits
  • Epirus
    • Village Confederation: +20% wealth from minor settlements
    • Guardians of Dodona: Public order bonus (maximum of +4) from presence of Hellenic culture
  • Syracuse
    • Archimede's Eureka: +20% research rate
    • Flowering Culture: +20% wealth from culture

Iberian Tribes

  • Cultural Traits
    • Scouts: Increased chance for all characters to discover hidden agents and armies
    • Warrior People: +4 public order from presence of an army in a province
  • Lusitani
    • Ambushers: +50% chance of successfully launching an ambush
    • Mighty Warriors: +2 experience for all infantry recruits
  • Arevaci
    • Horsemanship: -20% recruitment cost for all cavalry units
    • One People: Major diplomatic bonus with all Iberian factions

Nomadic Tribes

  • Cultural Traits
    • Horde: +3 recruitment slots in home province
    • Marauders: +50% income from raiding and sacking
  • Roxolani
    • Peregrine Conquerors: +20% melee attack during battles in foreign territory
    • Migrant Traders: +15% wealth from all commerce buildings
  • Massagetae
    • Pastoral Lifestyle: +40% wealth from livestock buildings
    • Tribal Ferocity: +15% morale in own or allied territory
  • Royal Scythia
    • Archery Masters: +25% ammunition for all units
    • Scythian Craftsmanship: +15% wealth from all industrial buildings

Eastern Empires

  • Cultural Traits
    • Great Marksmen: +25% ammunition for all units
    • Secret Police: Increased security against agents in all provinces
  • Parthia
    • Cavalry Masters: -25% recruitment cost for all cavalry units
    • Multiculturalism: -25% public order due to presence of foreign cultures
  • Armenia
    • Proud People: +20% morale for all units during battles in own territory
    • Bridge Builders: Minor diplomatic bonus with all Hellenistic and Eastern factions
  • Pontus
    • Shrewd Operators: -50% all agent action costs
    • Philhellenes: Moderate diplomatic bonus with all Hellenic factions

Black Sea Colonies

  • Cultural Traits
    • Rulers of Foreign Lands: -50% public order penalties due to presence of foreign cultures
    • Greek Hearts: +15% morale when fighting in own or allied territory
  • Pergamon
    • Great Builders: -25% building construction costs
    • Town Growth: +4 growth in all regions
  • Cimmeria
    • Bosporian Fertile Lands: +25% wealth from agricultural buildings
    • Nomadic Archers: +25% ammunition for all units
  • Colchis
    • Trade Crossroads: +15% wealth from all trade agreements
    • Golden Legacy: +2 Hellenic cultural influence in all provinces

Brittanic Tribes

  • Cultural Traits
    • Heroic Culture: +20% charge bonus in battles when attacking
    • Warrior Society: +2 public order for every war
  • Iceni
    • Pastoral Ways: +20% wealth from all agricultural buildings
    • Cultural Aspirations: Moderate diplomatic bonus with all non-barbarian tribes

Germanic Tribes

  • Cultural Traits
    • Terrors of the Night: Can always choose to fight night battles
    • Warrior Society: +2 public order for every war
  • Suebi
    • Tribal Conquerors: +20% melee attack during battles against Barbarian tribes
    • Marauders: +100% income from raiding and sacking

IMPERATOR AUGUSTUS CAMPAIGN

Romans

  • Cultural Traits
    • Legions: +2 recruitment slots in all provinces
    • One Ruler: All Roman factions share a major diplomatic penalty with all other Roman factions
  • Lepidus' Rome
    • Agrarian Wisdom: +30% wealth from agricultural buildings
    • Administrators: +5% tax rate
  • Octavian's Rome
    • Barbarian Subduers: +20% melee attack during battles against Barbarian tribes
    • Romanisation: +4 to cultural conversion
  • Antony's Rome
    • Cultural Assimilation: -50% public order penalties due to presence of foreign cultures
    • All Will Serve: -50% upkeep cost for all auxiliary units
  • Pompey's Rome
    • Expert Seafarers: +2 recruitment slots in all ports
    • Pioneers: +15% movement range for all armies and fleets

Eastern Empires

  • Cultural Traits
    • Great Marksmen: +25% ammunition for all units
    • Secret Police: Increased security against agents in all provinces
  • Parthia
    • Cavalry Masters: -25% recruitment cost for all cavalry units
    • Multiculturalism: -25% public order due to presence of foreign cultures
  • Armenia
    • Proud People: +20% morale for all units during battles in own territory
    • Bridge Builders: Minor diplomatic bonus with all Hellenistic and Eastern factions

Balkan Tribes

  • Cultural Traits
    • Mercenary Armies: +50% mercenary upkeep costs
    • Promise of Loot: -50% mercenary recruitment costs
  • Dacia
    • Fierce Independence: +20% melee attack in own or allied territory
    • Our Gods: Public order bonus (maximum of +8) from presence of Balkan culture

Successor Kingdoms

  • Cultural Traits
    • Greek Hearts: +15% morale when fighting in own or allied territory
    • Alexander's Legacy: -50% resistance to foreign occupation
  • Egypt
    • Ptolemaic Enlightenment: +20% research rate
    • Nile Valley: +1 food in all regions

Brittanic Tribes

  • Cultural Traits
    • Heroic Culture: +20% charge bonus in battles when attacking
    • Warrior Society: +2 public order for every war
  • Iceni
    • Pastoral Ways: +20% wealth from all agricultural buildings
    • Cultural Aspirations: Moderate diplomatic bonus with all non-barbarian tribes

Germanic Tribes

  • Cultural Traits
    • Terrors of the Night: Can always choose to fight night battles
    • Warrior Society: +2 public order for every war
  • Marcomanni
    • Tribal Conquerors: +20% melee attack during battles against Barbarian tribes
    • Marauders: +100% income from raiding and sacking

CAESAR IN GAUL CAMPAIGN

Roman

  • Cultural Traits
    • Legions: +2 recruitment slots in all provinces
    • Marching Orders: +15% movement distance for all armies
  • Rome
    • Paragons of Civilisation: +15% morale during battles in neutral or enemy territory
    • Romanisation: +2 to cultural conversion

Gallic Tribes

  • Cultural Traits
    • Gallic Horsemanship: +15% melee attack for all cavalry
    • Warrior Society: +2 public order for every war
  • Arverni
    • Gallic Hegemonists: Major diplomatic bonus with all Celtic tribes
    • Champions of Gaul: +15% melee attack during battles in own or allied territory
  • Nervii
    • Ambushers: +50% chance of successfully launching an ambush
    • Bravest of the Belgae: +15% morale during battles in own or allied territory

Germanic Tribes

  • Cultural Traits
    • Terrors of the Night: Can always choose to fight night battles
    • Warrior Society: +2 public order for every war
  • Suebi
    • Invaders from Germania: +20% melee attack during battles in neutral or enemy territory
    • Marauders: +100% income from raiding and sacking

HANNIBAL AT THE GATES CAMPAIGN

Carthaginians

  • Cultural Traits
    • Mercenary Armies: -25% mercenary upkeep costs
    • Trade Heritage: +15% wealth from all commerce buildings
  • Carthage
    • Strategic Effort: +15% movement range for all armies and fleets
    • The Great Enemy: Major diplomatic penalty with all Latin factions

Romans

  • Cultural Traits
    • Legions: +2 recruitment slots in all provinces
    • Marching Orders: +15% movement distance for all armies
  • Rome
    • Carthago Delenda Est: Major diplomatic penalty with all Punic factions
    • Agrarian Wisdom: +30% wealth from agricultural buildings

Greek States

  • Cultural Traits
    • Independence: +20% melee defence during battles in own or allied territory
    • Classical Heritage: +4 to cultural conversion
  • Syracuse
    • Archimede's Eureka: +20% research rate
    • Flowering Culture: +20% wealth from culture

Iberian Tribes

  • Cultural Traits
    • Scouts: Increased chance for all characters to discover hidden agents and armies
    • Warrior People: +4 public order from presence of an army in a province
  • Lusitani
    • Ambushers: +50% chance of successfully launching an ambush
    • Mighty Warriors: +2 experience for all infantry recruits
    • Arevaci
    • Horsemanship: -20% recruitment cost for all cavalry units
    • One People: Major diplomatic bonus with all Iberian factions

WRATH OF SPARTA

Greek States

  • Cultural Traits
    • Slaves: -85% reduction in unrest caused by slaves but also income generated by them
    • Slaves: 50% reduction in slave population decline
  • Athenai
    • Wooden Wall: +2 recruitment slots in all ports
    • Dreams of Empire: -10 happiness in all regions
  • Sparta
    • Helots: +100% wealth from slaves
    • Spartiate: +3 experience ranks for all Spartan units
  • Boiotian League
    • Rising Military: +15% morale for all units
    • Rival of Athens: Moderate diplomatic penalty with all Ionian factions
  • Korinthos
    • Love of Aphrodite: +4 growth in all regions
    • Maritime Heritage: +15% ship battle speed

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