Grand Campaign Mechanics Update: Roman Factions
This mod adds several new lightweight scripted mechanics to the Roman culture factions in the Grand Campaign to add additional flavour and depth, while keeping to the balance and design of the base game. The faction features added to Western Roman Empire and Eastern Roman Empire by this mod include:
Presence of the Emperor
Roman faction leaders will leave lingering campaign bonuses for several turns in regions they visit. You can move them across different provinces to share the bonuses or concentrate them within a single province for maximum effects.
History of Administration
All new characters appointed as a Governor will start at rank 2.
The Long Arm of Rome
Once per player turn, the first agent action performed against a target will fully refund the agent’s action points.
Roman Markets
Adds a new building effect for the Tabernae chain: Generals in the region have a chance to gain a new ancillary each turn. This is modelled on the military forges building chain from Total War 3 Kingdoms.
Foederati Recruitment
Adds a new building effect for the military recruitment (Rally Field) buildings: garrisoned armies in the region have a chance each turn to levy a unit from the local culture without a friendly horde present.
This mod edits the scripts att_fact_eastern_roman_empire and att_fact_western_roman_empire.
The mod has been tested to confirm all features work correctly, however please post in the comments if you find any features not working.
Scripting/DB – Murranji
RPFM – DJFro-Fro