Imperator: Total War

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Author: Clumsy0015

Last revision: 21 Jun, 2023 at 20:12 UTC

File size: 425.98 KB

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Description:

Imperator Rome: Total War

Did you ever dream of Paradox Interactive’s campaign with Creative Assembly’s battles? Now you can have it!

This mod simply adds two decisions: Total War Victory and Total War Defeat.

—————————————————————-!HOW TO USE!—————————————————————————————————————————-

1. When a battle commences, pause the game
2. Open Rome 2: Total War w/ DEI
3. Go to Custom Battle; set funds to unlimited; choose closest possible factions
4. Click the spot on the Total War map equal to where you are on the Imperator map
5. Assign units and chevrons to each side (see below for my method)
6. Fight battle in Total War – win or lose
7. Return to Imperator: Rome; open the ‘Decision’ list
8. If you won, choose "Total War Victory" – If you lost, choose "Total War Defeat"

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This mod does not automatically transfer data between two games. It simply leaves it up to the player to set up battles in Total War and then manually apply the results to the game. I highly recommend using the mod responsibly; choosing to use the Total War battle influencer represents a complete commitment of the army to victory or death combat. If you win, the decision will likely wipeout the enemy army with few casualties. If you lose, it will likely wipeout your army with few hostile casualties. It is high-risk, high-reward, but only if you as the player have the integrity to choose the proper decisions even after you lose. As long as you do this, the gameplay will be balanced.

—————————————————–!HOW I SETUP CUSTOM BATTLE!——————————————————————————————————————–

I recommend granting XP chevrons to all units in an army based on the difference in general skill. Battles around cities with forts should be fought as siege battles, while battles around forts with no cities should be fought as fort battles. Naval invasion battles should be fought as the combined battles in Total War.

Levy armies should use the lowest tier of units available of each class, while legions may use the next tier of unit. I personally upgrade the tier of units based on the rank of the nation:

A light infantry unit from a "local power" will be cheapest available Spearmen unit
A light infantry unit from a "regional power" will be the second cheapest available Spearmen unit
A light infantry unit from a "major power" will be the third cheapest available Spearmen unit
A light infantry unit from a "great power" will be the fourth cheapest available Spearmen unit

If a unit is from a legion, I will upgrade the unit a tier; so

A light infantry unit in a legion form a "local power" will be the second cheapest available Spearmen unit
– this represents the quality increase of professional troops

The exception to all this is that I also upgrade the troops of "city-states" and "migrant-hordes" so that they may punch above their weight, as barbarian hordes and citizen armies often did historically.

With Greek polei factions I make their light spearmen as militia hoplites or light hoplites.
With Rome I make my heavy infantry levies 3/6 Hastati, 2/6 Principles, and 1/6 Triarii.

Where possible, I use mods that add mercenary or auxiliary units to fill out the cultural diversity of levies or mercenaries. Where this is not possible, I try to make levies and mercenaries from different cultures distinct troops. So maybe use Socii Hastati as your Etruscan levies as Rome, instead of raising them as Roman Hastati.

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Anyway, these are just my suggestions – this is a very sandbox mod, I hope people will do with this as they wish! It should be compatible with any mod, all it does is add two additional decisions.

I:R units have 500 men each, use this mod so that Rome 2 DEI Units have 480 men each – if your computer can handle it!):
https://steamcommunity.com/sharedfiles/filedetails/?id=2871252263&searchtext=dei+large+units

This method was inspired by SpyCzech’s EU4 mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2896907726&searchtext=