Old School Campaign Tweaks

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Author: tjhm4

Last revision: 15 Dec, 2023 at 03:31 UTC

File size: 190.46 KB

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Description:

Reinserts campaign details from earlier total war games into Rome II to make the campaign a bit more challenging, and increase the sense of progression from tiny city-state to sprawling empire. Specific changes are as follows:

1. Factions can recruit two fewer units per province per turn. This stops you and the AI churning out armies quickly and makes it harder to recover from army losses. Pairs great with "Better Recruitment Times" which makes elite units take multiple turns to recruit, further slowing down army spam and incentivizing the use of cheap, quick-to-recruit units.

2. No free money. In vanilla all factions get thousands of free denarii per turn out of nowhere. This is why single city factions can support multiple full stack armies. With this removed small factions can only afford small armies and so in the early game the player needs to manage their money carefully. This also causes AI factions to grow more effectively as larger factions can more easily conquer smaller neighbors. Thus, the mid-game is more challenging too as you will face large rival factions more often.

3. Unit replenishment is greatly reduced. This makes military defeats potentially devastating as you don’t get your army back in just a few turns. You will need to make more use of merging units and recruiting replacements, or hiring mercenaries if you are far from home. Note that this also applies to garrisons too, so a devastated region may need an army to defend it while the garrison replenishes.

4. The number of possible armies is increased by two. This is to encourage more smaller armies instead of fewer full stacks. The number of navies and agents is unchanged to avoid navy/agent spam by the AI factions.