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:
- The Getae: Twcenter.net.
- The Galatians: Twcenter.net.
- 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.