Fall of Roman Empire

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Author: lsoft

Last revision: 17 Sep, 2018 at 15:57 UTC

File size: 8.66 MB

On Steam Workshop

Description:

The purpose of creating a mod:
Emulate the gradual decline of the Western Roman Empire. GLOBAL NEGATIVE EFFECTS ASSOCIATED WITH THE DECLINE IN ALL AREAS OF STATE LIFE WILL APPEAR DURING THE GAMEPLAY SINCE 400. BE STRONG!

General remarks:
Every modification decision has been approved because of increase of tactic options set.
The only playable faction is the Western Roman Empire. The game mode is the war against all (It’s a Total War), at the start of the campaign the war is declared to all visible factions.
In general, the game became even more complicated than it was at Legendary’s difficulty level and It’s a Total War mode, but you can still win (I won with a lot of pain!).
If ‘WRE+Legendary+It’s a Total War style’ is too easy for you then this mod has been created for you!
!!! ONLY FOR REAL MASOCHISTS LIKE ME !!!

Specific changes:
The possibility of returning to paganism is turned off (Attila will like this 😉 ).
The faction’s trait has been changed, since the standard trait is useless in It’s a Total War mode.
The maximum number of armies and fleets has been increased.
The number of governors has been increased.
Military research has been completely redesigned; Modifications have been made to civil research. Many of military technologies will affect mobility of comitates that (in some degree) compensate weakness of garrison forces.
Changed the effects of political influence.
Changed the effects of civil war.
Significantly increased the strength of barricades.
Reduced the loyalty of the characters by default. This symbolizes the political instability of the Western Roman Empire.
Removed the ability to in-place improve units (Limitanea -> Comitatenses spears etc).
All garrisons are limitanea and cohorts. They also do not improve. This symbolizes the division of the army of the late Roman Empire to limitanea and comitates.
Limitanea and cohorts have been renamed and they have been added a special ability to morale.
Limiranea archers has increased amunition. With increases barricade’s health it creates an ability to shoot a lot of enemies 😉
Increased the ammunition of naval spear throwers.
By default, the possibility of fortification, ambush and an accelerated march for the armies is blocked. These possibilities are unlocked after the general has received the following abilities: SENTINEL, INFANTRY_COMMANDER, LOGISTICIAN.
By default, the possibility of an accelerated march (double time) and patrolling for the fleets is blocked. Naval possibilities are unlocked after the general has received the following abilities: SENTINEL, FLEET_COMMANDER.
Changed the distribution of units for military buildings.
Changed the prices for units and the timing of their production.
Removed cavalry generals. Infantry generals has one advantage over the cavalry general: a testudo ability. This ability is very useful for redirecting enemy fire to him.
The cost and effects of sanitary buildings have been changed. Reduced sanitation was a significant factor for the early Middle Ages so it’s historical accurate too.
Changed the cost and effects of Christian buildings. In vanilla, public order bonus for Christian buildings is too low, but upkeep cost is too high.
The desire of the NPC to resettle the burned settlements is increased.
Removed attack and defense debuffs because of destruction of the city. Morale debuff is still exist. Generally speaking it’s unclear how city destruction level should affect physical strengh of soldiers.
Added additional protective equipment for the fortification of the army (more tactical options!)
Added additional protective equipment to the city. (more tactical options!)
Towers began to shoot more accurately, but weaker. They still can miss, but this change will save your mental health a bit.
The effects of ministrial positions are completely redesigned.
The effects of the edicts were redesigned, two new edicts were added. In this mod every edict has some disadvantage.
Changed the title picture.
The loss of the city initiates a decline in public order for all regions for 4 turns. The loss of the city will give you a public order debuff, bit will reduce corruption too. Make decision if you can 🙂
The loss of the army initiates a reduction in integrity for all armies for 4 turns. Do not lose army, just disband it on your turn 😉
And, FINALLY, the event of the rebellion of
Constantine III [en.wikipedia.org] is scripted. If you do not lose Britain and Northern Gaul, you will face the rebellion at 407.

Known Issues:
English texts has been google translated from Russian. But the meanings are fully understandable.
Sometimes there are problems with army stances and headers on the stance buttons (a minor issue).
There are problems with the effect of +100 to the influence for single move (unclear issue, not major).

Compatibility:
The mod contains the modified startpos, many changes in the tables, and a lot of scripting. I guess there is no compatibility with other mods but I could be wrong.
Only English is supported but I would be happy to accept additional pack files for another languages from native speakers.

Thanks:
Magnar for his tutorials
To the whole community of TotalWar Center, and specifically: AngryTitusPullo, Causeless, Hardballer, Litharion, DETrooper, Sebidee, crzyrndm, Arthalion, masterofseppuku, Viking1978.
Steam community: JGdaJoker, Greenpatriot, Ringwraiths, Dresden.
And many others whom I forgot to mention.

Thanks!