Ultra Realistic Combat and Morale **READ DESC**

If you liked this item, please rate it up on Steam Workshop page.

Author: Arkhistos

Last revision: 14 Jul at 18:22 UTC (2)

File size: 1.33 MB

On Steam Workshop

Description:

**IS BEING HEAVILY UPDATED, AND I PLAN TO MAKE THIS MOD EXTREMELY COMPLICATED AND REALISTIC**

Hello guys! It is my first ever mod on any game, and I’m very excited to share it. If anyone wants to contact me outside of the mod comments, you can send me a friend request and I’ll message you. <3

I am a diehard history fan and I’ve always searched for mods that make the game very realistic in terms of combat, but never found what I wanted. So, after many years I decided to make it myself. Here’s a short rundown of what it does! 🙂

___________________________________________________________________________________________________________________________________

This mod makes Rome 2 all about shattering the enemy, not killing them. Morale is THE most important stat, and you win battles from having more morale and managing it better. This mod also redoes many physics and gives abilities and more uses to different units. When making this mod, I tried to think like a regular soldier. If I was in this situation, how would I react to this?

REALISTIC COMBAT PACING AND LETHALITY
– Units instead of grinding themselves into a brutal very deadly melee, units die very very slow. Like excruciatingly slow. Units if not flanked and kept in a never ending melee will usually break at around 80% health, sometimes even more, then when they rout they will be slaughtered with their backs turned as was historical. This makes cavalry very important. The only units that may fight and lose over half or even 70% of their unit before fleeing are the best of the utter best, like Royal Spartans, Picked Hoplites, and Praetorians among other elites.

FLANKING WINS BATTLES
– Flanking, whether it be the sides or rear is the only real way to rout a unit easily and fast. Attacking from any flank is absolutely devastating and is almost always gonna rout any unit except elites and veterans, but even so that is a ticking time bomb. Also, units who have exposed flanks suffer a way bigger penalty that can decide between units fighting and fleeing. This ensures the AI, and you plug gaps, and present a formidable connected battle line to prevent collapse.

PROJECTILES REWRITTEN
– Projectile weapons and artillery are now more psychological then physical, and targetting a unit with projectiles can weaken their heart enough for them to flee if they are already in not so great situations. Furthermore, projectile weapons now deal more damage to unarmoured units and can shred them, while deal more subtle damage to armoured units.

PROTECT YOUR GENERAL
– A generals death will be very dangerous to army morale, but a general fleeing will be catastrophic, as in history many times a general dying could even sometimes give the troops a sense of vengeance or so, but a general fleeing proves that even the man that led them into battle believes that the battle is unwinnable and the rank and file lose their reason to fight anylonger.

CHAIN ROUTS [WIP]
– Chain routs are now a way bigger thing and sometimes all it takes is 1 unit to spark a armywide collapse.

CAVALRY WINS BATTLES
– I have redone cavalry, and now their greatest asset is their terrifying nature, and troops will be alot more timid being attacked by cavalry. Plus, with the feature of troops fleeing after under 20% losses or when losing combat, cavalry can instigate a rout faster from their redone momentum and physics, and with them all being given a scare ability among other tweaks. Conversely, any cavalry are given the scare penalty from spearmen, so it’s a actual paper scissors rock situation. Cavalry can and will annihilate unbraced infantry, sword infantry, and utterly devastate flanks, but will cower and fail to break through against spearmen.

FATIGUE IS NECESSARY TO MANAGE
– As troops get more and more fatigued, in correspondance to their fatigue level they will suffer even harsher and worse effects then before making tired men sitting ducks, and sometimes tired units can decide if your line holds, or your line breaks and is slaughtered in their rout. Now, cycle charging and swapping out troops isn’t optional, but can be essential and keeping reserves ready to swap out exhausted men will prove strategically sound.
________________________________________________________________________________________________________________________________________

Hopefully this mod makes battles alot more realistic and dependant on morale. I will be listening to feedback and suggestions, so feel free to present any issues or grievances in comments and I will answer and do my best to counter them. <3

COMPATIBILITY!!!!!

Unfortunately DEI does not work with this mod. Perhaps if enough people want a DEI version I can make it happen.

If you like this mod or dislike it, consider rating it or even favoriting as this would really support me mentally and make the game more visible on the workshop. Thanks guys.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.