Better Campaign Economy

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Author: AllxAMERICAN

Last revision: 24 Dec, 2017 at 21:44 UTC

File size: 183.22 KB

On Steam Workshop

Description:

This mod eliminates bonus "other" income from all factions major and minor in all campaigns. It also eliminates all capital bonus income. Because Rome 2 is supposed to simulate classical warfare and not the great depression, trade and all income sources have been quadrupled.

This results in an overall better campaign experience because

– AI will act more rationally to diplomacy. The first picture above is how many trade partners I had without spending money (Only Syracuse who you start with a trade agreement). The second picture is my trade partners after throwing 2200 denarii at the AI, the 1800 denarii left over wasn’t enough to buy anyone else’s trade. The fourth picture are my trade partners with the mod and without spending a dime.

– There is now a greater power difference between large empires and city-states so it will be hard for minor factions to roll over major’s

– In vanilla you almost never had to worry about hitting the army cap because you never had enough money. Now you do.

– Having trade partners or clients is actually usefull now (Why would I trade with you and make 50 gold when I can just conquer you, build a port, and make 200 gold?). Clients give their overlords about 20% GDP so now that they make more money overlords get more too.

– The economic growth filter on strategic overview is actually usefull now as before it basically just told you where your capital was.

– When you recieve a bonus such as "+1% income from agriculture" it actually means you will make significantly more money.

– When you loose a city (especially one that is trade or resource focused) you really feel it so there is more incentive to protect minor settlements. Raiding will have more of an impact as well since more money is gained by raiding and being raided will greatly diminish income.

– Increased aggresiveness by major factions as they will have much more money. Minor factions will put up a fight but won’t be able to stand up to a major power without first growing their domain or joining with other minors. I tested several minor factions and none were making zero money but they were very weak economically.

Recommended mods to run along side this one:
A More Aggressive AI http://steamcommunity.com/sharedfiles/filedetails/?id=357175740
More AI Armies http://steamcommunity.com/sharedfiles/filedetails/?id=668030124
Better AI Recruitment http://steamcommunity.com/sharedfiles/filedetails/?id=225694896

Compatibility:
Works with Empire Divided
Compatible with anything that doesn’t change building income, faction bonus/capital income, or trade income.