The Great Empires + Totalis Bellum (Campaign Working/Units Restored)

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Author: Nick1assassin

Last revision: 2 Oct, 2021 at 04:47 UTC (1)

File size: 897.8 MB

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Description:

Important Notice!

*With the release of the 2.0.4 patch there are script errors in this mod again, so I will fix it when I get the chance.

I cant get the Nabataean and Bosporan Kingdoms to load into the campaign without crashing, hellenistic egypt still works. So for now those two factions will only be available in custom battles.

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This is a stand alone version of my mundus magnus campaign sub mod which also incorporates the additions from Totalis Bellum: Nabataean and Bosporan Kingdoms by Crysix.
With his permission i included the changes he made to the Egyptian faction and the conversion of the roman factions to the Greek kingdom of Bosphorus and the desert kingdom of Nabataea.

Additions from Totalis Bellum

-Covert the Scipii Romans to the Greek kingdom of bosphorus with a custom built roster.
-Convert the Brutii Romans into the Arabian kingdom of Nabataea with a custom built roster.
-Add many custom Greek units the the Egyptian faction and converted their culture to Greek.
-Gives the barbarians the ability to upgrade to large city and build army barracks.
-Added many new units to the barbarian, Greek, eastern, and Carthaginian culture groups.
-Check out the mod from Crysix here https://steamcommunity.com/sharedfiles/filedetails/?id=2489012066

Campaign Map

-The map is based on the no rebel settlements with the unified Rome using the expanded Mundus Magnus Campaign map.
-Better infrastructure for the weaker factions at the start to help build up easier.
-+40% more movement points for all unit types to help AI defend their lands better at the start of the game.
-Generals can be trained from the main settlement building and the minor city level.
-Borders are transparent to make the vibrant colours not take up up to much of the map when zooming in.
-Increased the required amount of money needed at end turn for generals to start getting bad traits. Default is 50000, 100000, and 150000. Now it is 200000, 400000, 600000.

Buildings

-Settlement upgrade buildings provide an additional tax bonus.
-Mines can get different income based on mineral types (gold, silver, tin, lead, and copper).
-Barbarians can build tier 2 mines.
-All factions can build tier 1 trade caravans
-Eastern factions can build paved roads and highways
-Greeks, Carthaginians and Egyptians can build highways
-Eastern factions can build sewers and bath houses.
-Eastern and Greek factions can build tier 5 farms
-Barbarians can build tier 3 farms.
-Adjusted ports to have additional trade fleets.
-Farms will have a negative population increase to match the growth rate of vanilla so settlements do not upgrade to quickly.
-Barracks, archery ranges, and stables give +1 recruit exp for new units trained at the max build level for that faction.
-Low tier units get more exp recruit bonuses at higher tier recruitment buildings to make them a more viable option in late game.
-Blacksmith gives +1 to armour, melee attack, and missile attack to max of +3 at foundry level.

Units

-All units have a complete stat re balance to lengthen the time of battles for a more tactical experience.
-Battle movement speed reduced by 25% except on paved surfaces for longer battles and more control of large armies.
-Units armour, morale, and defence skill increased.
-Charge bonus increased for cavalry making their use and role more valuable.
-Infantry unit sized normalised (Ultra Size) to 240 troops, archers at 160, cavalry at 120, general 100.
-Eastern cavalry set to 140, and nomadic cavalry set to 160.
-Unit depth is increased to resemble squares instead of rectangles for easier movement in sieges and open battles so the battle lines are not ridiculously long.
-Infantry is 10 troops deep, pike men are 8 deep, cavalry are 6 deep, elephants and chariots are 3 deep.
-Since missile units are smaller, they got a boost to ranged damage and an increase to missile capacity.
-Hoplites have changed animations changed to more historically accurate. Thanks to the RTR: Imperium Surrectum team for porting the animations from Roma Surrectum 2.
-Roman legionary units have a changes animation, also ported over from the Roma Surrectum 2 mod.
-Cataphract and heavy cavalry units have a changed animation, also from the Roma Surrectum 2 mod.
-Most units now have a captain and 2 standard bearers.

Additional Units For Other Factions That I put in

-Several factions got additional units to bolster their rosters.
-Armenia:scythed chariots, war elephants, Persian cavalry.
-Britons:archer warband, noble archers, barbarian cavalry, noble cavalry, ballista, onagers.
-Carthage:carthaginian archers, scutarii.
-Egypt: war elephants.
-Gauls:archer warband, ballista, onagers.
-Germans:archer warband, ballista, onagers, chosen swordsmen.
-Greeks:small elephants, war elephants, levy pikemen, pikeman, royal cavalry.
-Macedon:greek cavalry, small elephant, war elephants, hoplites, heavy peltasts.
-Parthia:cataphract archer, scythed chariots, east heavy infantry, peltasts.
-Scythia:ballistas, warband, chosen axeman.
-Selecids:cataphract archers, ballistas, heavy onager, heavy peltasts, hoplites.
-Thrace:ballistas, heavy onagers, heavy peltast, hoplites, levy pikemen.

UI and other graphical changes

-Changed faction names to be more historical.
-removed the red border from the battle map.

If there are any imbalances, let me know and I will fix them. If changes do not appear in the campaign, you may have to re sub to the mod.

I do have some other scenarios I want to do in the future. First roman-parthian war and maybe a roman empire civil war (using the roman families)

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Revisions:

Old revisions of this mod are available below. Click the link to download.