EDE: Empire Divided Enhanced
The mod overhauls the Empire Divided campaign. It adds multiple emergent factions (most of them are Roman provinces), alters startpos and garrisons, fixes some bugs and mistakes made by CA, etc. The mod is compatible with the latest game version and its general aim is to make the campaign a bit more difficult and slowly than it is now.
1. New factions with their own custom starting relationships:
1.1. Spain isn’t under complete control of Tetricus from the beginning of the game. You might need to crush the rebel governors if your loyal client states lose their territories there.
1.2. Belgica now covers Tetricus’ back from the Germans on the north.
1.3. Cilicia is a client state of Palmyra which face all the Roman governors in Anatolia.
1.4. More satrapies were added to Sassanids. Though half of them rebel against them holding the Sassanids from early expansion to the west.
1.4. Scirii and Gamphasantes are new Germanic and Numidian factions.
2. Starting relationships were completely rebalanced:
2.1. Numidia and Mauretania might rebel against Aurelian creating a new power in the south.
2.2. Marcommani are at war against Semnones keeping them busy at the beggining of the game.
2.3. Saxoni have bad relationships with Britannia.
2.4. Relationships between Palmyra and the Sassanids were improved to avoid early war between them.
2.5. Relationships of Armenia towards Sassanids were worsen to make Armenia declare independence in the future.
3. Starting buildings were changed as well. Towns and cities of core provinces of playable factions have the second level increasing their garrisons and income.
4. Starting armies are much stronger in contrast to the vanilla campaign.
5. New emergent factions (most of them are Roman provinces, but there are also British tribes and Eastern states).
6. Now rebels are assigned to all regions of this campaign. It means that destroyed faction can emerge which wasn’t the case in vanilla (I don’t understand why it wasn’t done as it’s a job for two hours).
7. Overhauled garrisons: they are much stonger making the campaign more slowly.
8. Now the more developed your towncity is, the faster your armies move in the province.
9. Legionaries (cohors) are recruitable in the level 2 (1) barracks.
10. Sanitation bulidngs can be built in towns and they affect the whole province.
11. It’s more difficult to dismantlle cult buildings. It costs much more money and after dismantling it, you face huge public order penalties.
12. Increased public order bonusesmaluses for all buildings.
13. More points per level for your characters, armies and navies since level 5.
14. All factions can liberate another factionssack settlementsconfederate etc.
15. Romans hate one anothers even more.
16. Catapults, ballstas and another siege stuff can’t be recruited by barbarians (except for the Goths).
17. Food and public order bonuses for the AI to avoid its death of starvation and to make it more dangerous and active on the campaign map. Also, the AI can recruit more units than the player per turn.
18. Increased reinforcement range.
19. Income from releasing troops of defeated enemies and trade was increased.
1. The mod is incompatible with another mods that alter the ED startpos. You should disable them to use EDE.
2. Unfortunately, I have very little time to implement translation of this mod. It means that before somebody makes localizations, the mod is English version only. If your game version isn’t in English, see here how to change it.
3. In order to play another campaigns, you should disable this mod as it changes more tables than just startpos.
I hope you like the mod! Any suggestions and feedback are very appreciated!
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