Fix Updates – 1.3.3b

Greetings everyone! We have had one fix update so far for the latest release and now we have another one. Only Part 1 has been updated, save game compatible. Enjoy!

Fix Update 1.3.3b

– Updated visuals for all Saba generals
– Updated unit cards Germanic garrisons, Iceni and for Pre-Marian Roman auxiliaries from Summary
– Updated various Greek unit cards to fix some issues, correct poses, add new versions for Seleucids, garrisons, thureos, etc
– Added lots of new Celtic, Etruscan and Italian armors and helmets (mostly for RotR), courtesy of Ahiga!
– Visual updates for Celtic, Etruscan and Italian units in RotR
– Visual updates for Celtic generals in RotR and fixed anachronistic GC generals being used
– Fixed several T-posing general models
– Fixed Germanic AOR and Mercenary units missing cold resistance and guerilla attributes
– Further morale tweaks: penalty for routing friendly units adjusted (now requires more units to reach full cap)
– Small tweaks to elephant turn/run speed and mass, adjusted elephant and chariot entity size

Fix Update 1.3.3a

– Fixed GC Roman characters not properly starting with rank 1 political traits
– Added new frontend map images for faction selection in GC, thanks to Summary!
– Added new Nuragic main city campaign building models in RotR
– Tweaks to morale
– Updated appearance of mercenary Cretan archers and Macedonian Hypaspists
– Small update to Cretan archer melee stats/cost
– Fixed Alexander campaign missing some mission text descriptions

Divide et Impera 1.3.3 Update Released!

Divide et Impera 1.3.3 Overview

Although our summer update has pushed itself into late Autumn, we have finally brought the beta to a close. Divide et Impera 1.3.3 has arrived! This update includes the long-awaited Rise of the Republic overhaul, roster overhauls for Saba and Saka in the grand campaign and hundreds of other new features and fixes. Please see the patch notes for details.

You can head over to our Download Page to get the latest update. Steam will update automatically. It is save compatible. We will be working on updating submods as we can.

Patch Notes

Rise of the Republic Overhaul
– Massive overhaul of the RotR campaign with tons of changes to bring it up to mod standards.
– All unit rosters have been updated and reworked to better fit the time period.
– Many campaign systems have been fixed and/or updated.
– New army spawns and scripted help for Carthage to make it a more viable later game opponent for some factions.

Saba Overhaul
– Unit appearances and stats have been updated for Saba.
– Various new reform units based on Greek global reforms.

Saka Rauka Overhaul
– Overhauled unit roster for Saka Rauka.

Battle Changes
– Small adjustments to battle camera min/max distance
– Small reduction to short pike damage
– Adjustments to spear & long/short pike length
– Crossbow units running speed reduced
– Morale tweaks
– Fixed a battle crash when crossbow units are present.
– New custom banner icon for phalanx unit class.
– Ballista and Onager stats reworked to better define their roles.

Mauryan Government Actions
– Replaced Mauryan government options with new governmental actions that can be activated by the player.

Major Changes
– Visual overhauls for Boii, Edetani, Kartli, Kimbroz, Sweboz, Scordisci. This includes fixing visual bugs, new officers and standard bearers, new historically accurate helmets and other models.
– Added saddleless horses for Germanic cavalry units and various new horse appearances
– Turned down AI nomad supply usage
– Increase public order bonus for AI in Alexander and Mithridatic wars campaigns to help with long term stability issues from rebellions in script restricted map areas
– Fixed a bug in the population system where growth would stop and the UI values would not match the actual population values.

Smaller Fixes & Changes
– Added Syrian Elephant unit to Seleucids, replacing regular armored elephants
– Updated late Atropatkan standard bearers (thanks to skilfulltree)
– Added new campaign appearance for Rome’s main city building.
– New unit cards for some Massalian units
– Updated visuals and spacing for some Macedonian heavy cavalry units
– Moved Roman Capite Censi Legionaries to main settlement building chains
– Fixed Eastern faction group trait missing title
– Fixed Caledones chapter 2 mission having wrong tech requirement
– Removed old vanilla factional mercenaries for british IA campaign factions (new campaign only)
– Fixed Thracian Medium cavalry having a bugged shield texture
– Changed Merchant Adventurer ancillary to also be used by dignitaries
– Fixed some Year in History texts having various mistakes.
– Fixed some special capitals missing various garrison units
– Added levy tag to Mauryan Reserve Infantry
– Fixed Medewi frontend faction selection image
– Added Updated cultural icons for Nomadic, Buddhism, Italian and Hinduism
– Fixed wrong victory conditions for Mithridatic Wars Pontus building
– Fixed victory conditions in Mithridatic Wars having the same province requirements for different victory types
– Fixed spelling error in Greek reform tech description
– Changed weapon and shield entries for Kartli skirmishers
– Fixed chapter 4 Iceni mission requiring wrong unit types
– Spartan Neodemades entity updated to regular rather than Spartan hoplite
– Fixed wrong formation for early Roman units
– AOR Scoridsci infantry weapon updated from falx to elite sickle, cost adjusted
– Skiritai class changed to missile (melee skirmishers)
– Removed reference to javelins from some thorax spear units
– Macedonian royal peltast pikes/swords appearance updated
– Fixed Nervii missing access to amber and spice resource buildings
– Spartan Neodemades entity updated to regular rather than Spartan hoplite
– Skiritai class changed to missile (melee skirmishers)
– New models courtesy of Pelicuan: Iberian standards and war horns, Arverni ceremonial helmets, and more.
– New Celtic helmets courtesy of Celticus and the Rome HD team.
– New generals for Ligurians and Veneti.
– Fixed unit sizes for some Germanic skirmisher starting units
– Fixed Carthaginian Numidian mercenary cavalry missing numidian mount types
– Added Thracian reform requirements to upgrade technology description
– Fixed some bad texture lighting on some campaign map tiles in GC (thanks Venator!)
– Fixed British ambusher unit missing from Caledonian roster
– Removed the highest tier ship types from Bosporan roster
– Fixed Greek Quinquireme ships not being recruitable from small tier 3 ports, moved them from tier 2
– Increased xp gain from higher tier military academy buildings for generals garrisoned
– Improved siege defense attrition bonuses from forum storage and some sanitaiton buildings
– Added siege defense attrition bonuses to some main city tier 3 and 4 variants
– Hundreds of other smaller fixes.

Credits
– Q_Sertorius and CEMMEN for the tireless work on the RotR overhaul.
– KAM and CzarHussar for the Saba and Saka overhauls
– Swaraj and Sumamry for the Mauryan changes and lots of help!
– Summary for the culture icons, unit icons and other great UI work!
– Pelicuan for various new models, thanks!
– Celticus for some great helmets.
– skilfulltree for the new Atropatkan late standard bearers
– Many alpha testers for the RotR update, thanks!
– yaxl3y for the ui icons!
– Various armor and helmet textures from Venator Vicain
– Ligurian shields from Willhelm92
– Summary, Pilcuan and Venator Vicain for help on the Saka overhaul
– Venator Vicain for the phalanx icons
– Litharion for the pop system fix, thanks buddy!

Divide et Impera 1.33 Public Beta Released!

It has been 10 years since Rome 2 was released and almost that long for our mod as well! We are happy to celebrate 10 years of DeI with a new public beta for everyone to try. It features an entire Rise of the Republic overhaul, Saba overhaul and many, many other changes and fixes. We also will be updating the beta with new releases as we go. Thanks for all the support over the past decade!

Downloads

Standalone Download: 1.33 Public Beta (Mirror)

Steam Version: 1.33 Public Beta on Steam

Please make sure to load the beta before the main mod. It is save compatible. However, it will not be compatible with most submods until those submods are updated.

Installation

  • For the Standalone version, download the file and unzip it into your Rome 2 data directory. Load Mod Manager, activate the mod and make sure it is loaded above the main mod.
  • For Steam, subscribe and then activate the mod in mod manager. Make sure it is loaded above the main mod.

Patch Notes

Rise of the Republic Overhaul
– Massive overhaul of the RotR campaign with tons of changes to bring it up to mod standards.
– All unit rosters have been updated and reworked to better fit the time period.
– Many campaign systems have been fixed and/or updated.
– New army spawns and scripted help for Carthage to make it a more viable later game opponent for some factions.

Saba Overhaul
– Unit appearances and stats have been updated for Saba.
– Various new reform units based on Greek global reforms.

Battle Changes
– Small adjustments to battle camera min/max distance
– Small reduction to short pike damage
– Adjustments to spear & long/short pike length
– Crossbow units running speed reduced
– Morale tweaks

Mauryan Government Actions
– Replaced Mauryan government options with new governmental actions that can be activated by the player.

Major Changes
– Visual overhauls for Boii, Edetani, Kartli, Kimbroz, Sweboz and Scordisci. This includes fixing visual bugs, new officers and standard bearers, new historically accurate helmets and other models.
– Added saddleless horses for Germanic cavalry units and various new horse appearances
– Turned down AI nomad supply usage
– Increase public order bonus for AI in Alexander and Mithridatic wars campaigns to help with long term stability issues from rebellions in script restricted map areas

Smaller Fixes & Changes
– Updated late Atropatkan standard bearers (thanks to skilfulltree)
– Moved Roman Capite Censi Legionaries to main settlement building chains
– Fixed Eastern faction group trait missing title
– Fixed Caledones chapter 2 mission having wrong tech requirement
– Removed old vanilla factional mercenaries for british IA campaign factions (new campaign only)
– Fixed Thracian Medium cavalry having a bugged shield texture
– Changed Merchant Adventurer ancillary to also be used by dignitaries
– Fixed some Year in History texts having various mistakes.
– Fixed some special capitals missing various garrison units
– Added levy tag to Mauryan Reserve Infantry
– Fixed Medewi frontend faction selection image
– Added Updated cultural icons for Nomadic, Buddhism, Italian and Hinduism
– Fixed wrong victory conditions for Mithridatic Wars Pontus building
– Fixed victory conditions in Mithridatic Wars having the same province requirements for different victory types
– Fixed spelling error in Greek reform tech description
– Changed weapon and shield entries for Kartli skirmishers
– Fixed chapter 4 Iceni mission requiring wrong unit types
– Spartan Neodemades entity updated to regular rather than Spartan hoplite
– Fixed wrong formation for early Roman units
– AOR Scoridsci infantry weapon updated from falx to elite sickle, cost adjusted
– Skiritai class changed to missile (melee skirmishers)
– Removed reference to javelins from some thorax spear units
– Macedonian royal peltast pikes/swords appearance updated
– Fixed Nervii missing access to amber and spice resource buildings
– Spartan Neodemades entity updated to regular rather than Spartan hoplite
– Skiritai class changed to missile (melee skirmishers)
– New models courtesy of Pelicuan: Iberian standards and war horns, Arverni ceremonial helmets, and more.
– New Celtic helmets courtesy of Celticus and the Rome HD team.
– New generals for Ligurians and Veneti.
– Fixed unit sizes for some Germanic skirmisher starting units
– Fixed Carthaginian Numidian mercenary cavalry missing numidian mount types
– Added Thracian reform requirements to upgrade technology description

Credits
– Q_Sertorius and CEMMEN for the tireless work on the RotR overhaul.
– KAM and CzarHussar for the Saba overhaul
– Swaraj and Summary for the Mauryan changes and lots of help!
– Summary for the culture icons, unit icons and other great UI work!
– Pelicuan for various new models, thanks!
– Celticus for some great helmets.
– skilfulltree for the new Atropatkan late standard bearers
– Many alpha testers for the RotR update, thanks!

1.3.2a Fix Patch Update

A small fix patch has been released for 1.3.2. Steam will automatically update. If you are using the standalone, you need to redownload part 1 only. The fix patch is save compatible.

Patch Notes

– Fixed Dahae missing commander unit options
– Fixed mistake in Galatian chapter 5 mission
– Fixed Seleucid elephant unit having wrong animation
– Darkened new arrows since they were a bit too shiny in some weather conditions
– Added custom civil war/separatist factions to Mithridatic Wars Pontic faction so it doesn’t interfere with the grand campaign.
– Fixed some army spawns in Mithridatic wars repeating unintentionally
– Removed some older AOR scandanavian units from germanic rosters that have been replaced by newer AOR units
– Updated unit cards for various Successor short pike and cavalry units
– Moved Sarmatian Lancers mercenary unit to Sarmatia from Lugia, added Germanic unit in its place (new campaign only)
– Fixed appearance for Hyrkanian Infantry
– Updated remaining 300 size elite bodyguard units with increased custom battle costs
– Changed shield entry for Equites Consulares
– Added higher horse mass for Late Equites Extraordinarii and a better shield
– Changed Epirus’ elephants to Indian variant, lowered upkeep for starting unit (new campaign only)
– Updated Alexander faction icon, color and initial loading screen (thanks Summary!)
– Fixed Seleucid commander unit missing cavalry type informational icon
– Fixed incorrect research rate bonus for Zarmizegetusa ancient capital
– Changed Galatian bodyguard option in campaign to correct spear unit
– Updated campaign map overlay image to fix some spelling errors and improve the font (thanks Summary!)

Divide et Impera 1.3.2 Released!

Divide et Impera 1.3.2 Overview

After a longer than normal beta, our normal Winter update has pushed itself into the Spring! We are happy to announce that 1.3.2 has now been released. The new update features an entirely new campaign set in the Mithridatic Wars, overhauls for the Roxolani and Scythia, updates for Sparta and Athens, hundreds of visual and stat upgrades for many units and many other changes. Thanks to everyone who helped to test and give feedback over these months, we all appreciate it!

You can head over to our Download Page to get the latest update. Steam will update automatically. It is save compatible. We will be working on updating submods as we can.

Patch Notes

New Campaign – Mithridatic Wars

  • New campaign set in 83 BC after the First Mithridatic War. This campaign takes place during Sulla’s Civil War.
  • 3 New playable factions: Sullani, Mariani and Pontus.

Roxolani & Scythia Overhauls

  • Overhauled factions with new units for their entire rosters.
  • New purple upgrade technology for nomadic factions to facilitate post-reform upgrades.
  • Overhauled visuals for Nomadic generals and women.

Sparta

  • New unit cards, some updated unit appearances
  • Removed Spartan Thorax Hoplites, added Thorax Pikes
  • Spartan Guest Hoplites changed to population class 4
  • Increased pike and hoplite recruitment priorities for Spartan AI armies
  • Changes to Spartan Youths, Skiritai Swords and Reformed Spartan Hoplites

Athens

  • Added new Mercenary barracks for Athens
  • Fixed various clipping issues and updated appearances for various units

Spy Changes

  • Removed the steal food ability from spies, replaced with deployable ability that decreases enemy army movement while increasing your army movement.
  • Small increase to food bonus at lower imperiums to make up for spy changes
  • Changed some spy skills to match new changes to ability

Character Skills, Ancillaries & Traditions

  • New custom army traditions for Maurya
  • Updated many army tradition effects to make them more unique for various factions
  • Updated various ancillaries to apply bonuses to chariots that should have been originally (charioteer, etc)
  • Improved army master ancillary effect
  • Improved cooldown rate, aura size and scope for Daring Admiral
  • Changed the movement rage effects for various army traditions and skills
  • Changed various army traditions to focus more on chariots/elephants where it matches the tradition
  • Changed many effects from political power to gravitas
  • Tier 3 spy skill now provides Zeal instead of Cunning
  • Changed champion background skills that applied to Single Combat to apply to Slaughter instead

Unit Visual & Stat Changes

  • New, better arrow models added for more visibility during flight.
  • Updated unit cards for Pontus, Egypt, Successors, various Greek and Persian units, and the Scordisci
  • Thureos sword units have been changed to a melee skirmisher unit type
  • Visual updates for all British, Celtic, Germanic, and Iberian playable factions
  • Visual updates for all AI-only Celtic and Iberian factions
  • Unique visuals added for several AI-only factions, including: Bastarnae, Cantabri, Lapodes, Turdetani
  • Various adjustments to Iberian and Celtiberian rosters and recruitment.
  • Garrison unit visual changes for many barbarian factions to make them more unique based on culture.
  • Updated look of shared Hellenic thorax spear and sword units
  • Updated Ptolemaic swordsmen graphics
  • Syrian elephants now have updated armor graphics
  • Seleucid Hypaspistai, early Hetairoi and Thessalian Thorax cav have updated looks
  • Stat & visual changes for Carthaginian mercenary units
  • Gallic factions now have tier 5 garrison cavalry, celtic factions have sword units.
  • Adjusted stats and appearance of AOR Indo-Hellenic units and Persian Cavalry
  • Various changes to Illyrian units’ shield values to better match their equipment

Building & Economy Changes

  • Changed tier 4 farm and cattle options to represent industrialized slave labor vs citizen homestead choices
  • Changed Foreign Population levels to affect tax income rather than subsistence income
  • Improved and added special effects to many resource buildings
  • Changed some building effects for Greek colony factions’ local barracks options
  • Moved tier 3 local barracks for Greek colony factions to later in the tech tree
  • Fixed UI values for population income effects not referencing correct values
  • Small increase to industrial income bonus from slave forum buildings
  • Changed Roman tier 4 barracks to give pop 3 instead of pop 1 and 2.
  • Improved effects from barbarian salt farm option

Major Changes

  • Fixed a bug in the autoresolve script that would cause minor factions to gain bonuses when attacking other AI. Thanks to k4mil for reporting this!
  • Added new AI Seleucid army spawns periodically to help bolster the faction.
  • Fixed ancillaries (household) and plagues not working in Alexander campaign.
  • Changed the campaign appearance for some higher tier nomadic buildings to look more settled/civilized.
  • Added new Iberian name pool for certain Iberian factions (Edetani, etc.) from CEMMEN
  • Lowered AI Seleucid naval budget
  • Barbarian temples have been rebalanced with new effects for various lines to make them more desirable.
  • Increased chance for Brawler trait to go up and removed age restrictions
  • Increased cost to reform government
  • AOR units are no longer considered levy units for the purposes fo effects. They are auxiliaries
  • Trade agreements now allow factions to use allied supplies
  • Fixed a bug that was causing AI Imperium bonuses to be reapplied for multiple imperium levels
  • Changed the faction traits for the Gallic faction group, the Arevaci and Nabatea from an immigration effect to something new
  • Added Battle Formation Reforged by K4mil – the AI will have better formation deployment.
  • The Edicts list will now show a fully expanded UI thanks to valerius, rather than one that is cut off.

Battle Changes

  • Expert charge defence removed from all units to fix a Rome 2 bug where charging cavalry would lose more men on a rear charge compared to frontal charge
  • Cavalry and infantry mass adjusted for better holding effect of spearmen vs cavalry charge
  • Bonus vs cavalry heavily increased for spear units
  • New Repel cavalry formation that improves unit bracing and anti-cav bonus but unit will be worse vs. infantry
  • Small increase to minimum knockdown time
  • Small increase to phalanx attack intervals
  • Small decrease to weapon reach of hoplites/pikes
  • Minor fatigue value tweaks

Minor Fixes & Changes

  • Fixed short description for Cernunnos temples.
  • Fixed mispelled Taranis temple name
  • Fixed various incorrect unit descriptions.
  • Fixed IA Antony Chapter mission titles and descriptions.
  • Fixed Parthia faction select text political tradition
  • Fixed Zranka having the wrong roster assigned.
  • Fixed small tier 3 military Roman ports missing Quinquireme recruitment
  • Fixed HatG Carthage having access to thorax units.
  • Fixed some buildings not being properly assigned to building sets.
  • Fixed Caucasian levies missing spears
  • Changed Carthage chapter mission to require Sicily rather than Magna Graecia.
  • Removed Rhodian Thureophoroi unit from Levy unit set list
  • Changed North Iberian AOR unit voice lines
  • Removed some AOR unit recruitment from Macedon and Scordisci rosters that matched their core unit roster units.
  • Updated Iberian garrison unit cards
  • Changed region effect for Mazaca due to iron presence
  • Updated Credits screen.
  • Changed Athens Military victory regions required to 60 (new campaign only)
  • Updated Mauryan bodyguard elephant appearance
  • Updated Alexander’s look in game.
  • Fixed Ebdani starting skirmisher unit size
  • Roman tier 1-3 farms now reduce Hastati cost. Tier 4 farms increase Pre-Marian infantry costs
  • Romans slave buildings increase Pre-Marian infantry costs
  • Updated Cimbri flag
  • Lowered Mauryan chariot weight
  • Changed Breuci faction to Lapodes to better fit the region/culture
  • Fixed wrong armor entry and price for Seleucid melee thureos cav unit
  • Adjusted stats of Thureos cavalry (cheaper but lower stats)
  • Adjusted Defensive formation armor bonus to be better from front but worse from the rear.
  • Adjusted Veteran Legionaries stats so that they are a bit more unique between reforms
  • Adjusted AOR and Mercenary Persian cav armor/price
  • New lesser falx weapon entry for ind axemen and bactrian axemen
  • Added eastern supply unit recruitment to spice main city buildings
  • Added last tier of Buddhist temple as a Mauryan cultural victory requirement
  • Added Reform the Line to several Alexander units missing it
  • Fixed Illyrian tier 4 port missing garrisons
  • Fixed 2 Parthian cav units having same dismounted charge as mounted
  • Fixed victory objective province for Carthage being incorrect
  • Added Macedon to Thracian pirates spawn event
  • Fixed Carthage thorax reform text tooltip on upgrade tech
  • Fixed tier 4 copper hellenic towns missing some effects
  • Fixed emergent faction in Cyrene having wrong rebellion unit assignments
  • Fixed some germanic naval spear units being invisbile
  • Seleucid bodyguard Agema cavarly are now upgradeable. New generals only
  • Fixed HatG Carthage starting elephants being wrong size
  • Fixed slave resource missing in Arabia in IA campaign (new campaign only)
  • Changed some Nomadic and African/arabian naval budgets to be lower
  • Lowered victory condition region requirements for GC Egypt (new campaign only)
  • Lowered building times for Marib Dam tiers 2 and 3
  • Added new general variants for Cantabri and Gallaeci
  • Changed effect for Rhetorician ancillary
  • Fixed Sparta chapter 4 mission
  • Added a lower tier longbow entry for levy longbowmen
  • Decreased Corinthian Levy Hoplites to 200 unit size
  • Fixed Boii light cavalry using wrong appearance
  • Added new strength/weakness texts for auxiliaries and melee skirmishers to distinguish them from other units
  • Britannic guard spearmen added to Scottish and Irish rosters, campaign cap added
  • Fixed some faction effect bundles that had long strings of numbers attached to them in the faction summary screen
  • Removed Qunquiremes from pirate rosters
  • Fixed some barbarian units kneeling while forming up in defensive formation
  • Fixed some hellenic infantry effects not properly applying to Illyrian hellenic infantry units
  • Many, many other smaller fixes!

Credits

  • Summary for all the great UI work and character models in the new campaign
  • Benjin for help with Mithridates campaign Caesar model
  • Q & CEMMEN as always for all the hard work on the myriad of unit changes
  • Q for the great work on the skill and temple balancing
  • KAM for all the hard work on the nomad rosters and the battle updates
  • TheCzarsHussar for the great work on the nomad update
  • Demosthenes for the Athens visual updates
  • K4mil for use of his great submod Battle Formations Reforged!
  • valerius for the new edicts UI changes!

Divide et Impera 1.3.2 Public Beta Released!

After many months of work we are proud to present our latest update! For those interested in trying it out, we are releasing a public beta before the changes are incorporated into the main mod. Divide et Impera 1.3.2 features an all new campaign (Mithridatic Wars), overhauls to the Nomads, many visual updates to a ton of units and a lot of bug fixes. Please see the links below to give it a try!

Downloads

Standalone Download: 1.3.2 Public Beta (Mirror)

Steam Version: 1.3.2 Public Beta on Steam

Please make sure to load the beta before the main mod. It is save compatible. However, it will not be compatible with most submods until those submods are updated.

Installation

  • For the Standalone version, download the file and unzip it into your Rome 2 data directory. Load Mod Manager, activate the mod and make sure it is loaded above the main mod.
  • For Steam, subscribe and then activate the mod in mod manager. Make sure it is loaded above the main mod.

Patch Notes

New Campaign – Mithridatic Wars
– New campaign set in 83 BC after the First Mithridatic War. This campaign takes place during Sulla’s Civil War.
– 3 New playable factions: Sullani, Mariani and Pontus.
– For now this is single player only, we will be working on a multiplayer version.

Roxolani
– Overhauled faction with new units for the entire roster.
– More nomad updates to come as the beta goes along!

Sparta
– New unit cards, some updated unit appearances
– Removed Spartan Thorax Hoplites, added Thorax Pikes
– Spartan Guest Hoplites changed to population class 4

Character Skills, Ancillaries & Traditions
– New custom army traditions for Maurya
– Updated many army tradition effects to make them more unique for various factions
– Updated various ancillaries to apply bonuses to chariots that should have been originally (charioteer, etc)
– Improved army master ancillary effect
– Improved cooldown rate, aura size and scope for Daring Admiral
– Changed the movement rage effects for various army traditions and skills
– Changed various army traditions to focus more on chariots/elephants where it matches the tradition
– Changed many effects from political power to gravitas
– Tier 3 spy skill now provides Zeal instead of Cunning
– Changed champion background skills that applied to Single Combat to apply to Slaughter instead

Unit Visual & Stat Changes
– New, better arrow models added for more visibility during flight – thanks Summary!
– Updated look of shared Hellenic thorax spear and sword units
– Updated Ptolemaic swordsmen graphics
– Syrian elephants now have updated armor graphics
– Seleucid Hypaspistai, early Hetairoi and Thessalian Thorax cav have updated looks
– Various units with updated unit cards thanks to Summary!
– Stat & visual changes for Carthaginian mercenary units
– Many stat and visual changes for Iberian and Celtic units.
– Various adjustments to Iberian and Celtiberian rosters and recruitment.
– Garrison unit visual changes for many barbarian factions to make them more unique based on culture.
– Gallic factions now have tier 5 garrison cavalry, celtic factions have sword units.

Major Changes
– Fixed a bug in the autoresolve script that would cause minor factions to gain bonuses when attacking other AI. Thanks to k4mil for reporting this!
– Added new AI Seleucid army spawns periodically to help bolster the faction.
– Fixed ancillaries (household) and plagues not working in Alexander campaign.
– Changed the campaign appearance for some higher tier nomadic buildings to look more settled/civilized.
– Added new Iberian name pool for certain Iberian factions (Edetani, etc.) from CEMMEN
– Lowered AI Seleucid naval budget
– Barbarian temples have been rebalanced with new effects for various lines to make them more desirable.
– Increased chance for Brawler trait to go up and removed age restrictions
– Increased cost to reform government

Battle Changes
– Expert charge defence removed from all units to fix a Rome 2 bug where charging cavalry would lose more men on a rear charge compared to frontal charge
– Cavalry and infantry mass adjusted for better holding effect of spearmen vs cavalry charge
– Bonus vs cavalry heavily increased for spear units
– New Repel cavalry formation that improves unit bracing and anti-cav bonus but unit will be worse vs. infantry
– Small increase to minimum knockdown time
– Small increase to phalanx attack intervals
– Small decrease to weapon reach of hoplites/pikes
– Minor fatigue value tweaks

Minor Fixes
– Fixed short description for Cernunnos temples.
– Fixed mispelled Taranis temple name
– Fixed various incorrect unit descriptions.
– Fixed IA Antony Chapter mission titles and descriptions.
– Fixed Parthia faction select text political tradition
– Fixed Zranka having the wrong roster assigned.
– Fixed small tier 3 military Roman ports missing Quinquireme recruitment
– Fixed HatG Carthage having access to thorax units.
– Fixed some buildings not being properly assigned to building sets.
– Fixed Caucasian levies missing spears
– Changed Carthage chapter mission to require Sicily rather than Magna Graecia.
– Removed Rhodian Thureophoroi unit from Levy unit set list
– Changed North Iberian AOR unit voice lines
– Removed some AOR unit recruitment from Macedon and Scordisci rosters that matched their core unit roster units.
– Updated Iberian garrison unit cards
– Changed region effect for Mazaca due to iron presence
– Updated Credits screen.
– Changed Athens Military victory regions required to 60 (new campaign only)
– Updated Mauryan bodyguard elephant appearance
– Updated Alexander’s look in game.
– Fixed Ebdani starting skirmisher unit size
– Roman tier 1-3 farms now reduce Hastati cost. Tier 4 farms increase Pre-Marian infantry costs
– Romans slave buildings increase Pre-Marian infantry costs
– Updated Cimbri flag
– Lowered Mauryan chariot weight
– Changed Breuci faction to Lapodes to better fit the region/culture
– Fixed wrong armor entry and price for Seleucid melee thureos cav unit
– Adjusted stats of Thureos cavalry (cheaper but lower stats)
– Adjusted Defensive formation armor bonus to be better from front but worse from the rear.
– Adjusted Veteran Legionaries stats so that they are a bit more unique between reforms
– Adjusted AOR and Mercenary Persian cav armor/price
– New lesser falx weapon entry for ind axemen and bactrian axemen
– Added eastern supply unit recruitment to spice main city buildings
– Added last tier of Buddhist temple as a Mauryan cultural victory requirement
– Added Reform the Line to several Alexander units missing it
– Fixed Illyrian tier 4 port missing garrisons
– Fixed 2 Parthian cav units having same dismounted charge as mounted
– Fixed victory objective province for Carthage being incorrect
– Added Macedon to Thracian pirates spawn event
– Fixed Carthage thorax reform text tooltip on upgrade tech
– Fixed tier 4 copper hellenic towns missing some effects
– Many, many other smaller fixes!

Credits
– Summary for all the great UI work and character models in the new campaign
– Benjin for help with Mithridates campaign Caesar model
– Q & CEMMEN as always for all the hard work on the myriad of unit changes
– Q for the great work on the skill and temple balancing
– KAM for all the hard work on the nomad rosters and the battle updates
– TheCzarsHussar for the great work on the nomad update

Divide et Impera 1.3.1 Released!

Divide et Impera 1.3.1 Overview

After many months of work and testing, we are proud to announce the new mod update has finally arrived! DeI 1.3.1 features an updated supply system, the Alexander campaign, new reforms changes and updates for many factions. These factions include Maurya, Baktria, Parthia, the Iberians and Athens. We have also worked on some neglected parts of the mod including AOR/Merc units and Naval units. Thanks to everyone who helped to test and give feedback over these months, we all appreciate it!

You can head over to our Download Page to get the latest update. Steam will update automatically. It is save compatible. We will be working on updating submods as we can. Please note: submods that haven’t been updated may not be compatible.

Patch Notes

Supply System Update
– Army and Navy UI addition with detailed information about their supply status. Icon found on top right of Army commander UI.
– Supply storage increased and will be replenished before regional supplies.
– Supply storage now used before regional supplies
– Improved movement bonus for transport fleets first turn after embarking
– Navy to Transport supply effect bundle added
– Various fixes for barbarian supply functions and navies in ports.
– Lots of “under the hood” changes to make the supply system more moddable and modular.
– Many smaller fixes.

Alexander Campaign Added
– Incorporated the Alexander submod into the main mod.

Reforms Changes
– Thracians, Illyrians, Armenians, Galatians and other factions relying on Greek Global Reforms now have their own reforms that trigger 4 turns after the AI global reforms.
– These changes were done to fix various technical issues with reforms, especially in multiplayer.
– Special reforms now have their units hidden instead of just grayed out in the recruitment panel
– Moved Global Marian reforms to Turn 120, Imperial to 220
– Moved Global Thorax to 130
– Added reform requirements text to upgrade technology descriptions for ease of information access.

Mauryan Overhaul
– Overhauled Mauryan unit roster with new units, including naval roster.
– New Garrison, Mercenary and AOR units for the Mauryan regions.
– New reform based on cultural conversion of nomadic lands.
– Six new temples to better represent the culture as well as a new Buddhist temple line. New government types.
– New combined stables/exotic stables and siege workshop/chariot recruitment buildings
– New Buddhist culture spread by one chain and also present as a small regional bonus.
– New UI appearance when playing as Maurya.

Baktrian Overhaul
– Various new and overhauled units for Baktria.
– New Buddhist enclave building line with new unit recruitment

Parthian Overhaul
– New and overhauled units added for Parthia.
– New Parthian reforms at Imperium 3, Turn 60 and Imperium 5, Turn 130

Athens Overhaul
– Various new and updated units for Athens.

Iberian Overhaul
– Adjusted appearance for all Iberian units, generals and officers to bring them up to standard of other units
– Various changes to units within each Iberian faction’s roster to make them have more unique styles.

Naval Overhaul
– Made all tetreres slightly faster to conform to their historical usage. Hellenic and Carthaginian tetreres are now the fastest ramming ships in the game.
– Rhodes has earlier access to tetreres, a new bodyguard option and new Hoplite Slinger marines.
– Added a new marine unit with a spear to all barbarian and steppe factions
– Standardized recruitment cost for all ships
– Adjusted ramming damage and ship HP for all ship classes
– Adjusted population class for many ships to incentivize recruiting faction-appropriate ship types
– Moved all barbarian assault ships into the largest hulls – they now have 120 men.
– Barbarian marines now come in three classes. Third Class are basic melee marines, Second Class are spear marines, First Class are best quality marines.
– Adjusted ships available to Getae, Ardiaei, and Odrysia to remove redundancy

AOR/Mercenary Overhaul
– Overhauled Britannic, Iberian, Gallic, Alpine, Celtic, Germanic, and Galatian AOR and mercenary units to bring them into line with faction counterparts
– Added new officers for Ligurian, Scandinavian, and Alpine units
– Adjusted recruitment level for numerous AOR units
– Balanced Celtic and Germanic garrison units to better conform with previous changes to their recruitable units
– Adjusted Galatian Swordsmen to be more competitive vis-a-vis AOR and mercenary options
– Cimbri Assault Infantry and Helisi Assault Infantry now have precursor javelins

Major Changes
– New cothon port model added to Carthage on the campaign map (thanks Benjin!)
– Added various missing playable factions from pirate spawns and reduced further away early Rome spawns
– Changed Seleucid personality entries to make them more defensive.
– Changed population class for all Third Class cavalry to Second Class cavalry. Made appropriate stat and appearance changes.
– New unit cards for Armenia.
– Slightly lowered AI naval budget allocations for non naval personalities
– Added Dart Slingers as regular unit of Antigonids (thorax reform)
– Fixed Sparta having the wrong pop classes for AOR/Merc greek units

Other Changes/Fixes
– Added new attic helmets
– Fixed Iberian reformed unit missing from their reform entires.
– Disabled new reform the line ability while embarked.
– Changed Magna Graecia secured event text to better match possible situations where Rome is at peace with that region.
– Fixed some special temples missing sanitation bonus.
– Added new shoeless Celtic trouser models.
– Added retextured wolf/sheep mantles (Thanks Summary!)
– Added longsword scabbard models (thanks SMS!)
– Fixed British slinger spearmen missing concentrated fire ability.
– Fixed British slingers having the wrong shield entry.
– Changed Rome starting building from industry to sanitation.
– Fixed mispelled Rhodes faction effect bundle title.
– Removed largest ship types from pirate rosters.
– Changed Scordisci archers to 3rd class
– Increased trade bonus from silk/amber road region effects.
– Changed Belgic regions to be the proper auxilia settings (rather than alpine/celtic) – new campaign only
– Changed Iweriu and Caledone faction traits
– Fixed various barbarian model shoulder/chest clipping
– Fixed many standard bearer models
– Changed starting culture in Latium to be slightly Latin dominant.
– Changed starting Ligurian building to barracks.
– Reviewed all shields for consistent appearance and statistics.
– Changed Gallic army traditions to Formidable Spearmen and Cavalry Masters
– Adjusted non playable British unit weapon stats to be more in line with playable versions
– New shock spear unit strength/weakness text entry
– Adjustments to some Armenian unit appearances.
– Adjustments to Thessalian cav stat and unit appearances.
– Changed arabian pirates to the right culture (new campaign only)
– Updated look and animation entry/stats of Nakharar Cavalry
– Updated look and stats of Syracusean Lancers
– Updated look of Numidian Legionaires and Peltasts
– Further tweaks to Armenian Catas and Royal Catas to include some Greek skins
– Tons of other smaller fixes and updates to many unit appearances.

Credits
– Summary for many UI elements, new textures, shields and much more.
– Litharion for all the supply overhaul changes, as always huge thanks!
– Swaraj for the Mauryan overhaul and reform script changes!
– Sheep cloaks from GAC
– Q/CEMMEN for Iberians, AOR/Merc, Naval and a ton of other stuff. Always awesome work.
– Benjin for various models!
– KAM for the Baktrian/Parthian overhauls and battle updates.
– Skillfultree for many UI and model updates
– Demosthenes for the wonderful Athens rework.
– Morfeasnikos for his great shield textures from his Thucydides History mod
– Dominus for shield textures from his Athens Emblem mobd
– Aguirre for various assets from the great TABU mod
– Noniac, Celticus, Benjin and Hloeric for helmet and sword models from Roman Models Extravaganza
– Kraut and Tea for use of many assets from the Hellenic Resource pack!

Divide et Impera 1.3.1 Public Beta Released!

1.3.1 Overview

After many months of work the DeI team is proud to announce our new public beta has been released! This new beta features many exciting updates including overhauls to Maurya, Baktria, the Iberians, AOR/Mercenary units, naval units and many others. It also incorporates the Alexander campaign into the main mod as a regular campaign choice rather than as a submod. Many reforms have been edited as well to fix bugs and add features. Finally, the supply system itself has been rewritten on a technical level to be more efficient with some new features. This beta will be going for awhile and we plan to add even more overhauls and features as we go.

Download & Installation

To try out the beta, simply download either the standalone version or the Steam version. If you get the standalone version, place it into your Rome 2 data folder and activate it above the main mod in the mod launcher. If you get the Steam version, just make sure its loaded above (first) before the main mod as well.

Standalone: Download (Mirror)
Steam: Download

*Please be aware many submods will not be compatible with the beta. Save games are compatible.

Patch Notes

Supply System Update
– Army and Navy UI addition with detailed information about their supply status. Icon found on top right of Army commander UI.
– Supply storage increased and will be replenished and used before regional supplies.
– Improved movement bonus for transport fleets first turn after embarking
– Navy to Transport supply effect bundle added (was missing)
– Various fixes for barbarian supply functions and navies in ports.
– Lots of “under the hood” changes to make the supply system more moddable and modular.
– Many smaller fixes.

Alexander Campaign Added
– Incorporated the Alexander submod into the main mod.

Reforms Changes
– Thracians, Illyrians, Armenians, Galatians and other factions relying on Greek Global Reforms now have their own reforms that trigger 4 turns after the AI global reforms.
– These changes were done to fix various technical issues with reforms, especially in multiplayer.
– Special reforms now have their units hidden instead of just grayed out in the recruitment panel (Thanks to Swaraj!)
– Moved Global Marian reforms to Turn 120, Imperial to 220
– Moved Global Thorax to 130

Mauryan Overhaul
– Overhauled Mauryan unit roster with new units, including naval roster.
– New Garrison, Mercenary and AOR units for the Mauryan regions.
– New reform based on cultural conversion of nomadic lands.
– Six new temples to better represent the culture as well as a new Buddhist temple line. New government types.
– New combined stables/exotic stables and siege workshop/chariot recruitment buildings
– New Buddhist culture spread by one chain and also present as a small regional bonus.
– New Mauryan UI.

Baktria Overhaul
– Various new and overhauled units for Baktria.
– New Buddhist enclave building line with new unit recruitment

Iberian Overhaul
– Adjusted appearances for all Iberian units to bring them up to standard of other units
– New general appearances for all playable Iberian factions.
– New Officers for Iberian Ambusher and Levy units
– Adjusted recruitment and bodyguard options for Iberian playable rosters
– Converted one light infantry unit per playable faction into a heavy skirmisher unit (available from tier 3 barracks)
– Arevaci specific changes: Loricati Scutarii are now a more assault-oriented spear unit, Iberi Velites are now a cheap light infantry option. Major adjustments to Arevaci cavalry names and roles and upgrades.
– Edetani specific changes: Various armor and shield values adjusted to match stats. Loricati Gaesamica are now a heavy skirmisher unit
– Lusitani specific changes: Major adjustments to Lusitanian cavalry to make them more distinct and more effective. Callaecae Roscaithera are now a heavy skirmisher unit

Naval Overhaul
– Made all tetreres slightly faster to conform to their historical usage. Hellenic and Carthaginian tetreres are now the fastest ramming ships in the game.
– Rhodes has earlier access to tetreres, a new bodyguard option and new Hoplite Slinger marines.
– Added a new marine unit with a spear to all barbarian and steppe factions
– Standardized recruitment cost for all ships
– Adjusted ramming damage and ship HP for all ship classes
– Adjusted population class for many ships to incentivize recruiting faction-appropriate ship types
– Moved all barbarian assault ships into the largest hulls – they now have 120 men.
– Barbarian marines now come in three classes. Third Class are basic melee marines, Second Class are spear marines, First Class are best quality marines.
– Adjusted ships available to Getae, Ardiaei, and Odrysia to remove redundancy

AOR/Mercenary Overhaul
– Overhauled Britannic, Iberian, Gallic, Alpine, Celtic, Germanic, and Galatian AOR and mercenary units to bring them into line with faction counterparts
– Added new officers for Ligurian, Scandinavian, and Alpine units
– Adjusted recruitment level for numerous AOR units
– Balanced Celtic and Germanic garrison units to better conform with previous changes to their recruitable units
– Adjusted Galatian Swordsmen to be more competitive vis-a-vis AOR and mercenary options
– Cimbri Assault Infantry and Helisi Assault Infantry now have precursor javelins

Major Changes
– New cothon port model added to Carthage on the campaign map (thanks Benjin!)
– Added various missing playable factions from pirate spawns and reduced further away early Rome spawns
– Changed Seleucid personality entries to make them more defensive.
– Changed population class for all Third Class cavalry to Second Class cavalry. Made appropriate stat and appearance changes.

Other Changes/Fixes
– Added new attic helmets
– Fixed Iberian reformed unit missing from their reform entires.
– Disabled new Reform the Line ability while embarked.
– Changed Magna Graecia secured event text to better match possible situations where Rome is at peace with that region.
– Fixed some special temples missing sanitation bonus.
– Added new shoeless Celtic trouser models.
– Added retextured wolf/sheep mantles (Thanks Summary!)
– Added longsword scabbard models (thanks SMS!)
– Fixed British slinger spearmen missing concentrated fire ability.
– Fixed British slingers having the wrong shield entry.
– Changed Rome starting building from industry to sanitation.
– Fixed mispelled Rhodes faction effect bundle title.
– Removed largest ship types from pirate rosters.
– Changed Scordisci archers to 3rd class
– Increased trade bonus from silk/amber road region effects.
– Changed Belgic regions to be the proper auxilia settings (rather than alpine/celtic) – new campaign only
– Changed Iweriu and Caledone faction traits
– Fixed various barbarian model shoulder/chest clipping
– Fixed many standard bearer models
– Changed starting culture in Latium to be slightly Latin dominant.
– Changed starting Ligurian building to barracks.
– Reviewed all shields for consistent appearance and statistics.
– Changed Gallic army traditions to Formidable Spearmen and Cavalry Masters
– Adjusted non playable British unit weapon stats to be more in line with playable versions
– New shock spear unit strength/weakness text entry
– Adjustments to some Armenian unit appearances.
– Adjustments to Thessalian cav stat and unit appearances.
– Changed arabian pirates to the right culture (new campaign only)

Credits
– Summary for many UI elements and new models!
– Skillfultree for various UI and model additions!
– Litharion for all the supply overhaul changes, as always huge thanks!
– Swaraj for the Mauryan overhaul and reform script changes!
– Sheep cloaks from GAC
– Q/CEMMEN for Iberians, AOR/Merc, Naval and a ton of other stuff. Always awesome work.
– Benjin for the cothon port model!
– KAM for the Baktrian overhaul and battle updates.

Divide et Impera 1.3 Released!

Divide et Impera 1.3 Overview

After half a year of work and testing, we are happy to announce our latest update to the mod! Many of you have probably already seen some of the previews posted here and we are all very proud of the team’s work over the autumn and winter. This update includes an overhauled Grand Campaign with many new features, an expansive Barbarian overhaul for many factions, reorganization and rebalancing of the character skills and traits systems, battle updates and much, much more! Thanks to everyone who helped to test and give feedback over these months, we all appreciate it!

You can head over to our Download Page to get the latest update. Steam will update automatically. It is save compatible. We will be working on submods as we can, please be aware some Steam submods have moved to new locations. 

Patch Notes

New Grand Campaign Overhaul
– Completely redone grand campaign from the bottom up!
– New Building Slots – Every region now has either 4 or 6 slots available.
– New Starting Buildings – Updated and added various new starting buildings, all factions now start with a barracks for better AI recruitment.
– New Wonder Buildings that represent the various regional world wonders.
– Return of the Roman Families – Rome’s political parties are now the families again!
– New Culture – Numidian – Found in Western Africa.
– New Starting Characters/Family Trees – New royal families and historical characters.
– New Starting Diplomacy/Situations – Lots of new situations for starting factions.
– Extra Moddability – The startpos kit files are available in our TWC submod forum for submodders and going forward we have a lot more options for the main mod as well!

Barbarian Overhaul from Q_Sertorius and CEMN
– Massive overhaul of most barbarian rosters that focuses each faction on specific advantages and disadvantages, updates all the visuals, trims various rosters and redoes the barbarian factions into more coherent options.
– Updated unit cards (thanks Summary!), visuals, stats, descriptions, names, reforms, etc. Too much to detail in these notes!
– Overhauled factions include Arverni, Galatia, Boii, Scordisci, Iceni, Caledones, Iweriu, Suebi, Lugii, Ardiaei and Cimbri.
– Odryssia has also been added to this overhaul from KAM.
– Huge thanks to Q and CEMN for the tireless efforts for many months doing all the tough work and testing on this massive endeavor!

Skills, Traditions, Ancillaries & Traits Overhaul
– Incorporated the great work of Q_Sertorius with re-organizing the structure and effects for the character skill trees to add trade offs and better options. Most skills have either been redone or been moved in the trees.
– Reworked various tradition and ancillary effects to be more balanced and add more specific choice for the player.
– Character traits have been heavily redone. Most traits have had their effects trimmed down by a large margin to get rid of the effect spam. Personality and background traits now have trade offs and matter a lot more.
– Faction Leader effects now apply even when the leader is not in the capital. New effects have been added to better go with the various trait types.

Battle Changes
– Added new “Reform the Line!” ability for infantry with special formations
– Tweaks to morale thresholds for specific status like confident/wavering/broken
– Adjustments to phalanx units
– Fixed stats of Marian and Imperial cavalry
– Fixed cavalry stats when dismounted
– Lowered iphicratean javelin damage
– Fixed numerous disciplined attributes on units
– Changed minimum ranks for infantry from 7 to 6
– Slightly adjusted spotting distance in open terrain
– Minor tweaks to ranged/melee damage

Loyalty Changes & New Government Technology effects
– Lowered loyalty bonus from empire government type.
– Loyalty negatives from imperium begin earlier and are slightly worse.
– Lower loyalty from early political ranks.
– Added positive and negative loyalty effects based on tax level in a province.
– Various philosophy and economy technologies now have effects based on certain government types for specific cultures.
– Barbarian cultures have a tech that reduces upkeep when they are a tribal confederation.
– Ptolemies, Seleucids, Baktria, Pontus and Eastern factions have a late tech that adds recruitment slots when they are a kingdom.
– Greek factions, Rome and Carthage have military techs that lower loyalty as a Republic but a philosophy tech that increases it as a Republic.
– All factions have late technologies that improve happiness and slave unrest as Empires.

Major Changes
– Campaign performance should be improved due to script changes that have reduced some turn and load times.
– New Graphical overlay map for the campaign to better represent province, city and road locations thanks to Summary!
– Added new Pirate factions for Arabia, Illyria, Britannia, Germania, Cicilia, Thrace, Pontus and Carthage. Added new pirate spawns thanks to Q for use of his submod!
– Fixed a battle crash when fighting the Carnute faction
– Updated General appearances for over 60 emergent factions.
– Changed Faction leader effect to always be on rather than be dependent on faction leader being in capital. Changed effect types from generic good/bad to more specific ones.
– Reduced resource production from main city building lines.
– Grain resource buildings now produce supplies.
– Enabled dignitaries for the AI only on hard+ difficulties.
– Made the “Brawler” Trait easier to increase. Made Triumphs and Triumph trait progression from the Education/background trait slightly easier to achieve
– All factions can now achieve victory conditions of region ownership if area is controlled by a client or vassal. Excluded spice from victory condition requirements.
– Increased base foreign pop settlers and slightly lowered negative from culture.
– New culture icons and updated faction flags from Jake.
– Added levy tier designation in unit strength/weakness details panel to help distinguish which units benefit from levy only effects.
– Overhauled visuals for most late Seleucid units and Bronze shield units.
– Rebalanced major city variants to offer more variation and choice between the three options and lower overall income modification from higher tiers.

Other Fixes/Changes
– Fixed Rhodes campaign select faction trait text
– Fixed Pontus unique library having 2 tech requirements
– Fixed Colony factions missing access to Athens special port.
– Moved Chalybes AOR unit to Caucasia.
– Changed some incorrect effects for slave forum building chains.
– Reduced effect of Befriend Gallic Chieftains tech in CiG campaign.
– Changed some effects for Bosporan tier 5 unique buildings to better match their chains.
– Fixed HaTG and CiG Massalia missing resource buildings.
– Immigrant chain buildings now use slightly less food but produce slightly more foreign culture.
– Increased speed for Cimbri Wolf Warriors
– Fixed Geometer ancillary not always working.
– Fixed Saba levy unit missing from recruitment for campaign
– Fixed one loading screen, added 2 others
– Changed naval recruitment points effect to be visible.
– Changed shield value for Meroe pikemen
– Fixed tier 2 Armenian temple having wrong upkeep value
– Fixed wrong unit requirement for chapter 7 ardiaei chapter mission
– Fixed Carthage mercenary barracks having wrong t4 effect, added silver required text.
– Changed Massalia special port to be named Lacydon.
– Fixed Carthage/egypt tower ships missing towers
– Fixed 2 Cimbri shield wall units having expert charge defense
– Changed Arabian camel spearmen to 3rd class.
– Fixed Dart throwers being wrong AOR class for greek factions.
– Fixed some Ardiaei reform units not being properly hidden
– Fixed tier 2 colony barracks having wrong tech requirements
– Fixed fire arrows for longbows having wrong damage
– Fixed Levy hoplites recruitment missing from some minor town building types.
– Changed Pontos to greek supply units to fix recruitment issues.
– Slightly bumped up some region growth rates for historically fertile areas.
– Changed Alalia to have more industiral potential from its region effect.
– Fixed Assault Tetreres ships missing from tier 3 large military ports.
– Fixed barbarian olive town having wrong sanitation effects.
– Fixed some Roman spear auxiliaries missing from roman unit sets (effects were not being applied to them properly)
– Increased Belgian AI recruitment priorites for cavalry.
– Changed Boii faction trait to be morale against Germans rather than Romans
– Fixed Scythian morale trait not properly working
– Fixed tier 4 Athens port missing squalor effect and supply effects
– Fixed bugged animation entry for Marcomanni unit.
– Higher tier Carthage and Alexandria ports provide extra naval recruitment slots.
– Moved Indian veteran spear unit to tier 2 barracks
– Moved Custom Battle Dart Slingers from Syracuse to Macedon roster
– Fixed incorrect name for Commercial Massalia when occupied by Romans.
– Removed Qunquireme from Sparta custom battle roster.
– Moved champion unlock earlier for Pontus in the tech tree.
– Reduced tax negatives for Raetia et Noricum region effects a bit, previously they would stack to cause 0 income.
– Fixed barbarian tier 4 tribal city building missing squalor effect
– Fixed some agent and barbarian background traits not being applied to characters.
– Changed some chapter mission settings for Arverni, Macedon and Seleucid
– Changed political party names for Lugii to match new barb roster revisions (thanks Q!)
– Fixed IA Petra having wrong city culture type (new campaign only)
– Changed Barbarian great hall to have negative food rather than squalor. Slightly reduced PO negative.
– Added cultural conversion to tier 2 Melqart Carthage temple.
– Added AOR Tarantine cav unit to Epirus custom battle roster.
– Fixed Bosporan Lancers missing shoes.
– Changed Hispania Arse region to have positive industrial region effect
– Changed RoR Veneti to have celtic culture (new campaign only)
– Renamed “Carthage in Syracuse” event
– Fixed “Rome Secures Magana Graecia” message sometimes firing after Rome is destroyed.
– Removed Indian elephants from normal Hellenic barracks.
– Fixed bugged vanilla effect text for marriage loyalty
– Fixed Lugii missing chapter 8 mission description
– Added 3/4 class pop growth to Carthage mercenary barracks.
– Removed snipe/stalk from all non-Numidian cavalry
– Fixed bugged civil wars for various custom playables in DLC campaigns.
– Changed throwing axe graphical impact size.
– Added Greek biremes and triremes to Thracian rosters.
– Fixed Greek colony factions missing permissions for Athens special port.
– New standards for Armenia, thanks skillfultree!
– Fixed merc iberian champ shield entry
– Changed Arabian Levy spear to 300 men
– Switched bow entries for Arabian archer spearmen and Sabaean archers.
– Added seasonal requirements for floods & fires.
– Added factional mercenary for Suebi
– Fixed cappadocian cavalry appearance
– Fixed wrong armour entry on Xystophoroi
– Fixed speed entry of Parthian axemen
– Updated color scheme of Parthian faction
– Fixed vanilla bug with Armenian technologies
– Fixed bugged food consumption effects for various horse building chains

Credits
– Q_Sertorius for all the crazy hard work for months on large portions of this update. Attention to detail and work ethic second to none!
– CEMN for tirelessly working on all the great visual updates and continually addressing all the little issues that pop up there!
– KAM for all his work at all times
– Jake for the great icon and flag work yet again
– Summary for the amazing unit card work and the map, top notch!
– Skillfultree for use of the Armenian flags!
– TheCzarsHussar for lots of model editing work, thanks a ton!

 

1.3 Public Beta Release!

The 1.3 Public Beta for Divide et Impera has finally arrived. We hope this will be a successful and short beta that will soon lead to a full mod update. Over the past 6 months we have been testing many beta submods separately and other features that are now combined into this one beta pack. It is save compatible and will be save compatible with the future mod update. I also want to give a big shout out to Q_Sertorius and CEMN who put in a ton of work on this over the past months with a lot of modding and testing to get to where we are today!

Download Links

Standalone (Mirror) — Steam

Installation
  1. If you download the standalone pack, place it in your data folder. Make sure it loads above the main mod in the mod manager.
  2. If you subscribe to the Steam pack, also make sure it load above the main mod in the mod manager.
  3. Note: If you used the previous beta submods, you can switch to this instead. Other submods like TPY, AFP and other mods will not currently work with this beta. These will be updated as we get closer to launch.

Patch Notes

New Grand Campaign Overhaul
– Completely redone grand campaign from the bottom up!
– New Building Slots – Every region now has either 4 or 6 slots available.
– New Starting Buildings – Updated and added various new starting buildings, all factions now start with a barracks for better AI recruitment.
– New Wonder Buildings that represent the various regional world wonders.
– Return of the Roman Families – Rome’s political parties are now the families again!
– New Culture – Numidian – Found in Western Africa.
– New Starting Characters/Family Trees – New royal families and historical characters.
– New Starting Diplomacy/Situations – Lots of new situations for starting factions.
– Extra Moddability – The startpos kit files are available in our TWC submod forum for submodders and going forward we have a lot more options for the main mod as well!

Barbarian Overhaul from Q_Sertorius and CEMN
– Massive overhaul of most barbarian rosters that focuses each faction on specific advantages and disadvantages, updates all the visuals, trims various rosters and redoes the barbarian factions into more coherent options.
– Updated unit cards (thanks Summary!), visuals, stats, descriptions, names, reforms, etc. Too much to detail in these notes!
– Overhauled factions include Arverni, Galatia, Boii, Scordisci, Iceni, Caledones, Iweriu, Suebi, Lugii, Ardiaei and Cimbri.
– Odryssia has also been added to this overhaul from KAM.
– Huge thanks to Q and CEMN for the tireless efforts for many months doing all the tough work and testing on this massive endeavor!

Skills, Traditions, Ancillaries & Traits Overhaul
– Incorporated the great work of Q_Sertorius with re-organizing the structure and effects for the character skill trees to add trade offs and better options. Most skills have either been redone or been moved in the trees.
– Reworked various tradition and ancillary effects to be more balanced and add more specific choice for the player.
– Character traits have been heavily redone. Most traits have had their effects trimmed down by a large margin to get rid of the effect spam. Personality and background traits now have trade offs and matter a lot more.

Battle Changes
– Tweaks to morale thresholds for specific status like confident/wavering/broken etc
– Adjustments to phalanx units
– Fixed stats of Marian and Imperial cavalry
– Fixed cavalry stats when dismounted
– Lowered iphicratean javelin damage
– Fixed numerous disciplined attributes on units (still a lot more to fix in future)
– Changed minimum ranks for infantry from 7 to 6
– Slightly adjusted spotting distance in open terrain
– Minor tweaks to ranged/melee damage

Loyalty Changes & New Government Technology effects
– Lowered loyalty bonus from empire government type.
– Loyalty negatives from imperium begin earlier and are slightly worse.
– Lower loyalty from early political ranks.
– Added positive and negative loyalty effects based on tax level in a province.
– Various philosophy and economy technologies now have effects based on certain government types for specific cultures.
– Barbarian cultures have a tech that reduces upkeep when they are a tribal confederation.
– Ptolemies, Seleucids, Baktria, Pontus and Eastern factions have a late tech that adds recruitment slots when they are a kingdom.
– Greek factions, Rome and Carthage have military techs that lower loyalty as a Republic but a philosophy tech that increases it as a Republic.
– All factions have late technologies that improve happiness and slave unrest as Empires.

Major Changes
– Campaign performance should be improved due to script changes that have reduced some turn and load times.
– New Graphical overlay map for the campaign to better represent province, city and road locations thanks to Summary!
– Added new Pirate factions for Arabia, Illyria, Britannia, Germania, Cicilia, Thrace, Pontus and Carthage. Added new pirate spawns thanks to Q for use of his submod!
– Fixed a battle crash when fighting the Carnute faction
– Updated General appearances for over 60 emergent factions.
– Changed Faction leader effect to always be on rather than be dependent on faction leader being in capital. Changed effect types from generic good/bad to more specific ones.
– Reduced resource production from main city building lines.
– Grain resource buildings now produce supplies.
– Enabled dignitaries for the AI only on hard+ difficulties.
– Made the “Brawler” Trait easier to increase. Made Triumphs and Triumph trait progression from the Education/background trait slightly easier to achieve
– All factions can now achieve victory conditions of region ownership if area is controlled by a client or vassal. Excluded spice from victory condition requirements.
– Increased base foreign pop settlers and slightly lowered negative from culture.
– New culture icons and updated faction flags from Jake.

Other Fixes/Changes
– Fixed Rhodes campaign select faction trait text
– Fixed Pontus unique library having 2 tech requirements
– Fixed Colony factions missing access to Athens special port.
– Moved Chalybes AOR unit to Caucasia.
– Changed some incorrect effects for slave forum building chains.
– Reduced effect of Befriend Gallic Chieftains tech in CiG campaign.
– Changed some effects for Bosporan tier 5 unique buildings to better match their chains.
– Fixed HaTG and CiG Massalia missing resource buildings.
– Immigrant chain buildings now use slightly less food but produce slightly more foreign culture.
– Increased speed for Cimbri Wolf Warriors
– Fixed Geometer ancillary not always working.
– Fixed Saba levy unit missing from recruitment for campaign
– Fixed one loading screen, added 2 others
– Changed naval recruitment points effect to be visible.
– Changed shield value for Meroe pikemen
– Fixed tier 2 Armenian temple having wrong upkeep value
– Fixed wrong unit requirement for chapter 7 ardiaei chapter mission
– Fixed Carthage mercenary barracks having wrong t4 effect, added silver required text.
– Changed Massalia special port to be named Lacydon.
– Fixed Carthage/egypt tower ships missing towers
– Fixed 2 Cimbri shield wall units having expert charge defense
– Changed Arabian camel spearmen to 3rd class.
– Fixed Dart throwers being wrong AOR class for greek factions.
– Fixed some Ardiaei reform units not being properly hidden
– Fixed tier 2 colony barracks having wrong tech requirements
– Fixed fire arrows for longbows having wrong damage
– Fixed Levy hoplites recruitment missing from some minor town building types.
– Changed Pontos to greek supply units to fix recruitment issues.
– Slightly bumped up some region growth rates for historically fertile areas.
– Changed Alalia to have more industiral potential from its region effect.
– Fixed Assault Tetreres ships missing from tier 3 large military ports.
– Fixed barbarian olive town having wrong sanitation effects.
– Fixed some Roman spear auxiliaries missing from roman unit sets (effects were not being applied to them properly)
– Increased Belgian AI recruitment priorites for cavalry.
– Changed Boii faction trait to be morale against Germans rather than Romans
– Fixed Scythian morale trait not properly working
– Fixed tier 4 Athens port missing squalor effect and supply effects
– Fixed bugged animation entry for Marcomanni unit.
– Higher tier Carthage and Alexandria ports provide extra naval recruitment slots.
– Moved Indian veteran spear unit to tier 2 barracks
– Moved Custom Battle Dart Slingers from Syracuse to Macedon roster
– Fixed incorrect name for Commercial Massalia when occupied by Romans.
– Removed Qunquireme from Sparta custom battle roster.
– Moved champion unlock earlier for Pontus in the tech tree.
– Reduced tax negatives for Raetia et Noricum region effects a bit, previously they would stack to cause 0 income.
– Fixed barbarian tier 4 tribal city building missing squalor effect
– Fixed some agent and barbarian background traits not being applied to characters.
– Changed some chapter mission settings for Arverni, Macedon and Seleucid
– Changed political party names for Lugii to match new barb roster revisions (thanks Q!)
– Fixed IA Petra having wrong city culture type (new campaign only)
– Changed Barbarian great hall to have negative food rather than squalor. Slightly reduced PO negative.
– Added cultural conversion to tier 2 Melqart Carthage temple.
– Added AOR Tarantine cav unit to Epirus custom battle roster.
– Fixed Bosporan Lancers missing shoes.
– Changed Hispania Arse region to have positive industrial region effect
– Changed RoR Veneti to have celtic culture (new campaign only)
– Renamed “Carthage in Syracuse” event
– Fixed “Rome Secures Magana Graecia” message sometimes firing after Rome is destroyed.
– Removed Indian elephants from normal Hellenic barracks.
– Fixed bugged vanilla effect text for marriage loyalty
– Fixed Lugii missing chapter 8 mission description
– Added 3/4 class pop growth to Carthage mercenary barracks.
– Removed snipe/stalk from all non-Numidian cavalry
– Fixed bugged civil wars for various custom playables in DLC campaigns.
– Changed throwing axe graphical impact size.
– Added Greek biremes and triremes to Thracian rosters.
– Fixed Greek colony factions missing permissions for Athens special port.
– New standards for Armenia, thanks skillfultree!
– Fixed merc iberian champ shield entry
– Changed Arabian Levy spear to 300 men
– Switched bow entries for Arabian archer spearmen and Sabaean archers.
– Added seasonal requirements for floods & fires.
– Added factional mercenary for Suebi
– Fixed cappadocian cavalry appearance
– Fixed wrong armour entry on Xystophoroi
– Fixed speed entry of Parthian axemen
– Updated color scheme of Parthian faction

Credits
– Q_Sertorius for all the crazy hard work for months on large portions of this update. Attention to detail and work ethic second to none!
– CEMN for tirelessly working on all the great visual updates and continually addressing all the little issues that pop up there!
– KAM for all his work at all times
– Jake for the great icon and flag work yet again
– Summary for the amazing unit card work and the map, top notch!
– Skillfultree for use of the Armenian flags!
– TheCzarsHussar for lots of model editing work, thanks a ton!