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.

Description

This version is for use with the new Power & Politics patch 18 update for Rome 2. You should use this part 1 with the old Part 2 found below. Updated March 6

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Divide et Impera 1.2.2h Power & Politics Part 1
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Dresden00 Author
Dresden00 - - 25 comments

Updated Nov 30

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martijn_caan
martijn_caan - - 6 comments

good day dresden00.

first off all my English is poor, so i hope you can help me anyway
second I love your work, DEI is a great game to play.
However.! :P I have a game Crash.
I have de version of Moddb.com
Version:
Moddb.com
and i have played the game I am at turn 94.
but now the game won’t start anymore, only in vanilla, the crash is happening even if I use only this mod,
can you help me..?

kind regards martijn. Netherlands

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lordjucla
lordjucla - - 8 comments

Fellow Dutchman!!

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Dresden00 Author
Dresden00 - - 25 comments

Updated Dec 1

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EmpireOfKurdistan
EmpireOfKurdistan - - 17 comments

thanks first of all ... but where is pat 2 i didnt dinf it!

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trainbomb
trainbomb - - 67 comments

THX!

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Dresden00 Author
Dresden00 - - 25 comments

Updated Dec 23

Update Notes 1.2.2f December 23
*Only Part 1 updated
*Save game compatible unless otherwise noted

Battle Changes/Fixes
- Fixed a CA issue in the latest patch with morale, power bar and autoresolve calculations concerning ranged attacks. This should help fix the issue with autoresolve being calculated incorrectly after the last game update and with the power bar/morale problem.
- Multiple morale fixes.
- Elephants kill ratio slightly toned down in melee but they have an easier time moving through enemy troops.
- Various changes/fixes to further balance pikes/hoplites including vs formed attack
- Fixed militia hoplites having incorrect hp settings.
- Charge bonus lasts slightly longer
- Short Pike Phalanx formation bonuses fixed
- Formed Attack and Disciplined formation added to remaining Thorax Swords and Imitation Legionaries
- Added Formed Attack to Thorakitai spear units (please report if they work properly with it in the long run)
- Small tweaks to a few unit stats
- Changed rear defence penalty from 0.2 to 0.1
- Fixed berserkers in ED campaign having too many hp.

Supply/Population System
- Global Logistics system is now more important. The global logistics level can be checked in the faction summary screen.
- Added global logistics level effect description for various army effects, so it is obvious how the army is impacting the global logistics level.
- Increased upkeep for armies from global logistics system, decreased upkeep from imperium level.
- Decreased AI supply usage to help with AI armies in player lands and with AI attrition.
- Reduced allied army food usage by 1 in allied territories.
- Fixed disbanding not always giving population back. It should now give the population back on the same turn.
- Fixed supply lines effect sometimes not properly triggering in MP or for the AI
- Fixed bug where region population sometimes wouldn't show up when moused over.
- Improved economic description section of region population pop up.

Seleucid Revolt System
- Changed trigger for Seleucid player revolt to require neutral relations rather than negative relations.
- Fixed a bug where the rebel chance could become negative, now there will always be a at least a small chance of revolt.

AI Bonuses Changed
- Instead of having AI bonuses only based on difficulty level and applied as one value, we have moved some bonuses to a script based on imperium.
- This means that the smaller AI factions won't have the very large bonuses that were necessary to sustain the larger AI factions. Hopefully this will help make the early game a little less difficult as smaller factions and it will make raiding and sieging smaller AI factions have more impact.
- Bonuses include things like food, upkeep/cost, corruption, etc.

Fixes/Changes
- Fixed new Empire Divided factions missing rebellion units.
- Removed some of the more anachronistic MERC and AOR units from the Empire Divided campaign (Mercs - new campaign only)
- Added updated unit cards for some units including Taksashila, German units and some Greek units. Thanks sourav!
- Fixed barbarian recruitment building tier 3/4 having wrong banditry effects.
- Changed Galatian spearmen, swordsmen and AOR Galatian warriors to tier 3 pop class.
- Galatian chosen swords now upgrade to legionaries after reforms.
- Fixed Tarantine white shield AOR unit's population size.
- Added Colosseum and Circus Maximus for all Roman factions, changed Circus to only be from horse forum line.
- Added empire maintenance reduction technologies to Empire Divided campaign.
- Fixed some nomadic political rank +range effects being too high.
- Fixed Publius Cornelius Scipio the younger in HatG being in wrong party (new campaign only), changed name of father to "the Elder"
- Fixed typo in Roman Nobiles faction description.
- Fixed Roman HatG starting generals not being Polybian (new campaign only)
- Fixed Supply/Food label in Roman UI region window
- Slight change to AI's evaluation of armies when deciding to attack.
- Removed incorrect effect on the mine building chain.
- Fixed typo in Nervii faction trait description.
- Fixed Massyli general bugged appearance.
- Removed some of the cracks/fissures from the new Roman UI for campaigns other than Empire Divided.
- Fixed cattle buildings not adding to banditry (still less than farms), military ports now reduce banditry.
- Removed Marian units from civil war rosters for Rome (hopefully this works)
- Added silk to HatG in Mauretania (new campaign only)

Credits
- Thanks to sourav for creating some new unit cards for various outdated units!

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Dresden00 Author
Dresden00 - - 25 comments

Updated March 6
See TWC forum for details on patch notes - includes Animation overhaul, Supply system update, many battle changes, etc

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shivasayian
shivasayian - - 33 comments

When will we see this patch added to the steam version?

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