Reb’s R2TW 4D Chess 2021 – Campaign Overhaul

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Author: RebelSchutze

Last revision: 25 May, 2021 at 01:33 UTC

File size: 18.68 MB

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Description:

"Siam’s gonna be the witness to the ultimate test of cerebral fitness."

A "lite" campaign overhaul mod for vanilla R2:TW that can be easily overwritten by other mods in the load order.

Features:
– Revamped economy with new focus on trade: trade, for most government types, can give as much income as taxes. Instead of bowling over the AI in a mad power run, you are forced to cultivate allies and fight proxy wars to defend them in order to retain your income. Multiplayer matches often evolve into "world wars" with the ai siding with one side or the other.
– Banditry and plagues for all campaigns.
– 12 turns-per-year for all campaigns.
– Families overhauled to fit 12 TPY. Characters can have more kids and are more likely to have kids, but child mortality rates are at realistic levels.
– Seasonal effects for all campaigns.
– Revamped difficulty levels. The AI only receives an income bonus on all sources. No weird random stuff you don’t see.
– Unlimited edicts, armies and navies: Why even play Rome 2 without this. Your budget is your limit.
– Revamped edict effects. Each edict has a negative with a positive.
– Revamped army and navy stance effects.
– Besieged units take more attrition than the attackers, like in Rome 1. You know, like starvation and stuff.
– Revamped campaign movement to fit 12 TPY.
– Autoresolve favors AI slightly to force you to play more battles.
– Revamped political and imperium effects. The bigger you get and the more powerful your party is, the more you become the subject of discussion by your inferiors on those Friday night barstool ramblings. Civil war is coming.
– Revamped government effects. A republic, for instance, favors trade and public order while an empire emphasizes tax revenue and loyalty. As your size increases and you run out of public order and have to deal with miscreant parties it will be beneficial to switch from one to the other.
– Revamped AI aggression. AI focuses a heavy offensive strategy in war. They will make an empire.
– AI will make client states and satrapies, and will liberate as well. Smart AI will emphasize survival on if its last leg and will accept peace or even offer itself to another faction as a satrapy.
– Substancially increased AI budget limits. AI emphasizes developing economy as much as military.
– Equal Fame/Imperium levels between humans and AI.
– No female politicians and generals for Rome. No female generals for Greek cultures. Female character spawn rate reduced by half.
– Base recruitment slots reduced to two per turn unless you have buildings/special effects which allow more. The idea is to place more emphasis on the decisiveness of battles, as well as give a more proportionate perspective as what it takes to levy an entire army in 12 TPY.
– Base replenishment reduced for much the same reasons as base recruitment. Cities that can recruit a unit will be to replenish significantly more than those that cannot recruit it.
– All occupation options for all factions.
– All diplomatic options for all factions.
– 100% artillery capture chance.
– Units can be fully destroyed by attrition.