Divide et Impera is a total overhaul of Rome 2 that seeks to provide a challenging, historically accurate, realistic experience of the ancient world and warfare.

Post news Report RSS Release: Divide et Impera v0.9e

After few weeks of delay, here is the new Divide et Impera v0.9d for Total War: Rome II. (Patch 13 needed).

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Download Divide et Impera v0.9e

Divide et Impera v0.9d

Overhauls:

- Area of Recruitment System:

  • Many regions now have units that are specific to that region's culture. These units can be recruited by any faction that owns the region.
  • Over 150 new culturally unique units.
  • All factions now must have a majority culture in a province to recruit their core faction units, unless that region is historically from that culture.
  • For more information see the Recruitment Guide:Twcenter.net.

- Roman Auxiliary Overhaul:

  • Over 100 new auxiliary units for Rome available after the Marian reforms.
  • Pre-Marian, Rome can recruit already existing auxiliary and Italian allied forces from the auxiliary line.
  • For more information, see this thread: Twcenter.net.

- New faction overhauls:

- Agents Overhaul:

  • Dignitaries have been changed to Provincial Governors. These Governors have entirely new skills and are designed to be deployed in your provinces.
  • Each agent now has a defined role. Governors govern (duh), Spies explore/infiltrate/sabotage and Champions train and combat enemy agents.
  • Spies have new tier 3 skills in their authority and zeal lines that require both tier 2 skills to unlock. Champions have the same for their subterfuge and authority lines.
  • Agent skill images have been revamped to better show the skill trees. Images can be found here: Imgur.com.
  • These changes are save compatible. Also, Generals can still be governors if you choose to use them in that manner (but some effects have been decreased).
  • Increased amount of Governors (dignitaries) per imperium level.
  • Thanks to TheSavage and rem123456 for the ideas that led to these changes.

- AI Recruitment System Overhaul:

  • Each AI army configuration type now has at least one additional template (more than one in many cases).
  • Rather than seeing the same army compositions from certain factions, you will see a more varied selection depending on the army.
  • More culturally-specific configurations for various factions.
  • Updated and improved the unit qualities setting for overall better AI recruitment priorities.

General Changes:

  • Incorportaed auto-resolve changes from Aeimnestus's Realism submod in order to make auto-resolve more realistic/useful.
  • Removed second barracks for Eastern and Hellenic factions. These cultures now only have 1 infantry recruitment building. This change is save compatible but save games will have some useless buildings.
  • New Tier 4 Slave forum building. Slave Forum buildings now use food rather than reduce public order.
  • Tier 2 Slave buildings no longer require the slave resource but also do not produce it. Tier 3 and 4 require and produce the resource.
  • Added new medic buildings for Daco-thracian and Illyrian subcultures.
  • Removed Legion variants. For historical legions, see the submod section.
  • Slightly lowered some ancillary effects.
  • Basic melee ships now available from all port types.
  • Fixed raiding stance public order reduction.
  • Small increase to movement for navies.
  • Added cultural conversion to first tier Barbarian temples.
  • Added one extra temple that gives cultural conversion for each Barbarian culture.
  • Lowered amount of experience champions train in troops each turn.
  • Fixed Tylis Chapter Missions and religion type. Added units to Tylis' roster.

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