229 BC: Paced campaign (DEI)
This mod pace campaign difficulty to better suit early, mid and late game, as-well as introducing more strategic campaign aspects to the game. Overall, it is harder than vanilla DEI and should provide a more challenging campaign experience.
The campaign is set during the first Illyrian and Cleomenean war and shortly before the Gallic and 2 Punic war breaks out.
– Rome has secured the Italian peninsular and established a foothold on Sardinia and Sicily.
– Rome have negotiated trade with Pergamon and non aggression pacts with Massilia and Veniti
– Ardiaei, now led by queen Teuta is at war with Rome and have forced Epirus into allegiance.
– Carthage, now led by Hannibal Barca and his brothers have been focused on consolidating their gains and influence on the Iberian peninsula and are are moving north.
– Macedon have expanded and are at war with the Aetolian league who is allied with Sparta.
– The Seleucid Empire have seized Syria, but has lost influence in Anatolia.
– Relations between Pergamon and Galatia have deteriorated which has led to war.
– The Boii tribe have migrated southwards and secured relations with the the Raeti, Insurbres and Liguria and are mustering somewhere in Cisalpine Gaul.
– Baktria and Parthia have expanded and consolidated their possessions in the far east.
– Many major and strong/connector factions start with more developed armies, capitals, economy and technologies
Roman Polybian reforms will occur at turn 2 (228 BC), Marian reforms at turn 400 (128 BC) and Imperium level 6, Imperial reforms at turn 800 (28 BC) and Imperium level 8. Cleomenean/Greek thureos reforms occur at turn 20 (225 BC), Greek thorax reforms occur at turn 220 (174 BC). Global thureos reforms occur at turn 40, while global thorax reforms occur at turn 240. All other faction reforms have been adjusted accordingly. Everything can be viewed in-game in the technology tab for each faction.
Building/Tech cost and time have been altered so starting building and techs will be quicker to finish while later buildings and techs will take longer to finish.
Building effects have been revised, less focus on public order penalties, more focus on squalor, banditry and building upkeep. Many additional effects/modifiers have also been introduced.
As an example, food buildings will no longer cripple provincial public order, but can incur banditry and squalor penalties that will have to be mitigated. In general it should be more possible to compliment various building types with each other. Growth and replenishment are now more tied to seasons/PO/buildings/stances and more.
The initial empire maintenance debuff is less significant, instead corruption gets more impactful with expansion.
Low, minimal and normal tax rate will have less PO penalties, high tax rate will suffer more penalties, and extortionate tax very hard to maintain without having local armies present with investments towards PO.
Banditry have also been directly tied to tax rate which means that maintaining high taxes for long periods increase the chance that taxes and food will be stolen at provincial levels.
There are more penalties and benefits associated with seasonal and provincial PO effects, e.g. now winter and harsh seasonal condition will have a bigger impact on replenishment, growth and public order, food among other things, while PO in provinces affect banditry, tax, upkeep and more to a higher degree.
Imperium and government effect have been redone with emphasis on a balancing corruption with unit upkeep. Imperium effects from 1-5 are less harsh. At imperium level 5 negative effect will start to become considerable more impactful. As a faction grows it will become harder to avoid secession or all out civil war, increasing the incentive to change governance later in the campaign. In this regard, there are more choice/benefits for government types to suit militarist, tradecentric or expansionist governance styles.
Logistics and Army stances now have a bigger impact on army upkeep among other things. Armies encamped in friendly territory will be cheaper to maintain and feed than armies on enemy territory with unsecured supply lines. This effectively means that campaigning is much more expensive now.
Roman armies relied on rapid fort construction. To reflect this, fortifications—especially the Fortify stance—are now more effective in both offense and defense, with added upkeep and logistics benefits. Fortifications can also be placed in most stances, army stance effects vary more by culture, and deployable walls are now fireproof to reduce FPS drops.
Units will take between 1-3 turn to be recruited depending on type and occupation, levy and peasant units will take 1 turn to recruit, dedicated warrior units 2 turns, elite/top tier units 3 turns. There are a number of exceptions to this logic however. For example most auxiliary and and area of recruitment elite units will generally be faster to recruit than dedicated factions elite units. Also certain units like volunteer legionaries will be faster to recruit.
Unit upkeep and recruitment cost have been adjusted overall. Elite and general units are now much more expensive to employ and maintain compared to levy troops. Mercenaries are cheaper to employ but more expensive to maintain. Additionally, AOR and AUX troops will be cheaper to employ and maintain compared to faction troops
Units will become more capable as they earn chevrons, however, promotions will be gradually slower as units earn more chevrons. Additionally replenishment is slower and tied to provincial, seasonal, stances, character and other effects. This means loosing a substantial amount of highly experienced units will have a greater influence on the effectiveness of that unit both short and long term.
– Auto resolve script that promote more historic AI expansion while keeping campaign dynamic.
– World equipment influence, with many units using more Roman/Greek equipment.
– Specialised garrisons units for many building types.
– Garrison units are larger and have more morale and defence.
– Bow, slinger and garrison units have more ammo (more dangerous attrition units).
– Hastati now upgrade into volunteer legionaries while rorarii upgrades into vigiles.
– First cohorts and praetorian are much more expensive and capable compared to legionaries.
There are many other changes, review changelogs for more details
Complimentary mods and credits
My mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=3696410203 (30 unit armies version)
https://steamcommunity.com/sharedfiles/filedetails/?id=3601306729 or https://steamcommunity.com/sharedfiles/filedetails/?id=3713349139 (Combat Mods, pick 1)
Other mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=2629312123 (General Recruitment)
https://steamcommunity.com/sharedfiles/filedetails/?id=1472305772 (Custom Punic war Generals)
https://steamcommunity.com/sharedfiles/filedetails/?id=3686344375 (Custom Hellenistic Generals, load paced campaign above)
Thanks to:
Seleukos.I.Nikator for the Auto-Resolve Bonus Script used as a base in this mod.
lequintal for inspiration and some revised tables used in his Profundis mod.
ivan.alencastre for correcting many historical Hellenistic characters and family trees.
DEI Mod team especially Dresden and Jake Armitage for their campaign creation tutorials and general expertise.
Required items:
Click the title to search on this site.
Divide et Impera Part 1 — Steam Workshop
Divide et Impera Part 2 — Steam Workshop
Divide et Impera Part 3 — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.