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!

Divide et Impera 1.2.8 Released!

1.2.8 Release

The latest release for Divide et Impera has arrived! This version features many new changes such as the Greek Colonies overhaul, performance improvements, new Victory Conditions, updated visuals for many factions such as the British, new units for various factions, resource/AOR changes, and much more. Please enjoy the newest features and changes to the mod and feel free to give feedback on our Discord, thanks!

Download Page

Save game compatible. Both Part 1 & 2 have been updated for the standalone. Please note that various submods will need to be updated in order to be compatible. 

_________________________________________________________________________

Patch Notes

Major Changes

Battle Changes

– Removed “Disciplined” attribute from most units, it was too common and often even applied to untrained units
– Removed knockback from slings and bows
– Lowered hidden bonus vs infantry of bows
– Tweaked pike and hoplite spacing
– Slight increase to damage for charging phalanx
– Lowered falx bonus vs infantry by 1
– Added fatigue resistance and expert charge defence to disciplined formation
– Added fatigue resistance and mighty knocback to diamond formation
– Diamond formation added to Companion cavalry
– Increased AP damage of lance and sword cavalry, lowered base damage of lance and sword cavalry
– Small increase to infantry charging speed
– Small increase to hoplite walking speed
– Lowered wardog stats
– Slightly lowered hoplite defense
– Added bonus vs infantry for sickles
– Barbarian shieldwall units got their mass and HP slightly lowered
– Fixed Short Pike Phalanx ability name and description
– Changed Disciplined Formation to Defensive Formation

Battle Performance Changes

– Stamina Abilities for units have been removed. They were not functioning properly and were the cause of battle lag.
– Due to these changes, battle lag should be significantly improved, especially on lower end systems. Big thanks to Benjin for figuring this out!
– In the future, we may have them back or a submod version, if they can be implemented properly.

Greek Colony Overhauls

– Massalia, Colchis and Bosporus have had their rosters changed and updated.
– These three factions now have special colony barracks building types that have unique features and functions such as local vs Greek units, culture/diplomacy effects, etc.
– Colchis is now Caucasian and has Caucasian temples (new campaign only)
– New Faction trait: Colony population techs in the military training tree.
– Current campaigns with these factions may have some issues with incorrect building types.

Other New Units

– New Nabatean camel unit, New Athenian peltast units, new Iberian reform unit, new Saba heavy infantry, and new Kartli heavy swordsmen.
– Updated visuals to Epirote elite hoplites, elite pikes, thorax cavalry, citizen cavalry and hoplites

New Barbarian AI Roster Units

– Added 90 new AI only Grand Campaign units for various germanic, gallic, celtiberian, thracian and british AI factions from Ritter-Floh to create more unique and varied rosters.
– These will replace or augment existing rosters based the tribe. The goal is to add more variety and unique units for the various factions a player may face.

British Units & Generals Visual Updates

– Added new and greater variations for many units and updated their appearance. These included older shared units, officers, standard bearers and faction exclusive units.
– British generals updated with new visuals and proper politician outfits for when they are not leading troops.
– Big thanks to CEMN on all the hard work for these changes!

Area of Recruitment Changes

– Various higher tier AOR units have been moved to the immigration/foreign quarter line of buildings in many regions.
– These units now require either tier 2 or tier 3 of the immigration building to be recruited, depending on the unit quality.
– Depending on the culture, some of these units may still be available in the main city line because cultures cannot build immigration buildings of their own culture type.
– Removed copy units of Galatian AOR levies, swords and cavalry. These units are now available in the traditional Galatia area only.

Resource Changes (New Campaigns only)

– Iron has been moved from Sicily to Corsica and fish from Corsica to Sicily.
– Silver has been added in the Edetani’s city and olive oil has been moved in land.
– Added new amber and spice main city buildings rather than having the resource come from the region effect alone.
– Moved the amber resource in Germany to be on the coast with a port
– Region effects still produce 1 of each resource to allow saves to retain that feature. Save games will have amber production in a different region than the resource buildings in Germany due to the move.
– Carthage’s mercenary barracks now requires silver rather than gold to upgrade.

Squalor Changes

– Squalor (sanitation) effects now begin at tier 1 for all cities and gradually increase to tier 4.
– Lowered unrest (public order) negatives on all tier 4 cities.
– Slightly increased squalor (sanitation) from major cities.
– Added small sanitation bonus to first civil technology.
– Removed random disaster plague events.

Population Changes

– Replaced most upkeep bonuses in the Military Management technology tree with population bonuses.
– Population system economic effects are now properly working. This will have an impact on save game economies.

New Victory Conditions

– Revised all Victory conditions to be generally shorter, more consistent and varied between the types of victories. Big thanks to Q_Sertorius for all the work on this new feature! (new campaign only)

Naval Changes

– Increased costs of Trihemolia, Quadremes, Hepteres and Octeres ships
– Slight buff to barbarian ship hp, turn rate and acceleration.
– Improved most Greek naval garrisons, especially for Carthage and Rhodes.
– Special ports now have improved garrisons at higher tiers.
– Fixed Illyrian raiding hemolia missing from military ports, added Quadreme to military tier 4 port recruitment.
– Moved Quinquiremes to level 2 military port recruitment.
– Greek Trihemolias moved to tier 3 for most factions. Athens, Egypt, and Knossos have it at tier 2 and Rhodes at tier 1.
– Alexandria has access to Octeres at tier 4 for garrison and recruitment and some heavier ships earlier.
– Carthage has access to Triremes and Tetreres earlier than other ports.

General Changes

– Reduced AI agent amount (reduced cap) at higher imperium levels.
– Removed Governor (dignitary) agent active actions, they are now passive only.
– Many Mercenaries now start at 0 availability to begin a campaign and have to replenish. Most provinces start with 1 unit available at start, some with 2. (new campaign only)
– Changed all Mercenaries to have the same replenishment rate chance (15% as most had already) – new campaign only
– Increased recruitment cost based on imperium level, especially for highest imperiums.
– Reduced AI Bonuses for smaller imperium size AI factions.
– Lowered gravitas per turn effects for skills, ancillaries and traits.
– Updated visuals for 14 units that had older or vanilla assets from skillfultree’s submod. Big thanks to him!
– Tier 4 barracks now give 1 extra recruitment slot.
– AI Carthage now starts friendly toward the Nasamones, Garamantia, Cyrenaica and the Gaetuli.
– Added autoresolve bonus for Carthage and Seleucids when attacking vs non player allied minor factions.
– Fixed the Fleet ready to leave port supply effect not properly being removed.
– Fixed skills, ancillaries and traditions that affect enemy morale not properly working. They will now affect all enemy armies in a region.
– Fixed many factions having incorrect rebellion units and general units.
– Lowered fame threshhold for Imperium 6-8, so they will be reached sooner.
– All units now have campaign stealth and will have to be seen in order to be identified on the campaign map.
– Added new strategic port for Athens (Piraeus) in new campaigns, changed previous special tier 5 port to a different name.
– Added supply ships to Thracian factions.
– Fixed many AI recruitment templates missing proper cavalry settings, thanks to Swaraj for the find!
– Updated hardcoded political traits for various political parties, thanks to Q!
– Added some events from other DLCs to various factions or geographical areas. These include new events for Egypt and Rome as well as the areas around Massalia and Carthage.

Other Fixes

General Fixes
– Fixed various dilemmas/incidents that were bugged in vanilla.
– Fixed Battle of Cannae crashing, thanks to Swaraj!
– Changed some names & effects for Egyptian temples to add variance to the culture types given
– Fixed the “white screen” map bug when starting a multiplayer campaign.
– Changed political party names for some Bactria, Cimbri, Syracuse and Sparta auxiliary parties
– Changed Carthage/Rome escalation scripts to take into account if Syracuse takes Sicily or if the Masaesyli take Syracuse.
– Fixed 2 incorrect units in Baktrian chapter missions.
– Fixed Germanic army tradition missing effect text, name and icon
– Removed quotation marks (many errant) from unit descriptions
– Changed some political party colors to better stand out.
– Fixed missing trait effects for some female traits.
– Lowered starting Hellenic culture in Caucasia.
– Fixed Athenian faction trait bonus not properly applying to a few ships types.
– Fixed some RoR general & factional events not working properly.
– Changed Galatia to celtic subculture group to better confederate with other celtic neighbors.
– Changed building required for Bosporan chapter 3 mission
– Lowered some deployable amounts received for garrisoned forces.
– Fixed Saka reform countdown message being incorrect.
– Removed duplicate level 5 temple for Massalia

Units

– Added new strength/weakness unit description texts for all units based on unit class/weapon.
– Added guerilla deployment to Germanic and Iberian missile units.
– Changed Germanic axe raider ships to population class 3 to match land counterparts.
– Fixed Mercenary Belgic Lancers missing secondary weapons.
– Fixed Bactrian Heroic cavalry having wrong attribute group
– Changed Scythian armored lancers to have proper ammo amount.
– Fixed Media starting archer unit size. (new campaign only)
– Fixed bad texture on an Indian 2h axe model.
– Light Peltasts now use 2h spears and have them in offhand with javelins.
– Removed horse armour on certain non heavy hellenic horses
– Changed Arevaci guerilla warriors to third class
– Added guerilla deployment to Cimbri spearmen, berserkers and sword unit.
– Changed unit card for Numidian slingers.
– Changed Greek ballista to 2nd class to match other factions and siege units.
– Fixed garrison Armenian cavalry missing javelin models in battle.
– Changed Caledonian medium archers to pop 3, light cav to pop 2
– Added stealth/guerilla attributes to skirmisher and levy Irish and Caledonian units.
– Fixed bugged textures on Egyptian traitor legionary and Scipio Praetorian unit shields.
– Changed Dacian Cataphract cav to pop class 1.
– Changed Pergamon Elite Thureos spears to 2nd class
– Fixed composite bow cavalry shield animations.
– Fixed various incorrect voice entries for units.
– Removed javelins from some AOR and garrison British units.
– Changed Greek raiding hemolias to be third class pop.
– Fixed name for Helot hoplite unit.
– Fixed some Boii and other units having double skins
– Changed Saka Indo-Greek units to second class.
– Changed 2 Belgic heavy spearmen shield wall units to 200 size.
– Updated Sardinian archer stats/look and added them to Carthage custom battle roster.
– Added concentrated fire to Rhodian Light Hoplites and gave them 8 ammo.

Recruitment/Rosters

– Changed Rugoz roster units to match Cimbri units.
– Fixed some Iberian factions have a Celtic rather than Iberian piece of artillery.
– Removed normal thorax spears from Pergamon roster due to having their own version.
– Moved Edetani Guard and Heavy Infantry to barracks, Light Swords and Skirmishers to main city line.
– Moved Cimbri slingers to main city line and elite skirmishers to tier 3 cities.
– Added Cimbri Noble cav and Ardaiei noble hoplites to recruitable units.
– Removed Galatian and Iberian mercenary units from African provinces (new campaign only)
– Removed shared heavy cavalry commander unit from celtiberian factions.
– Increased Carthaginian maximum available limit for Galatian and Iberian factional mercenaries (new campaign only)
– Added Iberian light cavalry units to all barracks types.
– Kartli foot guard moved up to tier 3 barracks recruitment.
– Moved Gastraphetes unit to Sicily only.
– Added bireme/trireme recruitment for Rhodes tier 1 special port.
– Moved Armenian/Kartli Georgian sword unit to main city recruitment.
– Added Loricati reform unit to Lusitani roster.
– Lusitani Heavy spear and sword also now recruitable from tier 3 barracks along with tier 3 cities. Callaeci Medium infantry moved to tier 2 cities.
– Removed Syrian mercenary elephants, increased AOR syrian elephants campaign cap.
– Increased cavalry ratio for Iberian AI army templates.
– Moved Thracian footmen to tier 1 cities, Thracian Rhomphaia to tier 2.
– Added Molossian Royal Guard to tier 3 barracks recruitment.
– Moved Caledonian archers to city recruitment, militia to barracks recruitment
– Fixed Pergamon Galatian infantry not being recruitable, moved to a pre-Thureos unit (new campaign only)
– Removed lowest tier townsfolk units from rebellion rosters.
– Fixed various civil war factions missing garrison units.
– Moved a few different barbarian units from the slave market buildings to the Loremaster’s Hut in major cities.
– Removed artillery Quinquiremes for most eastern factions.
– Moved Meroe skirmishers and archers to main city line, medium spearmen and pikes to barracks. Moved light cav to tier 1 stables.
– Moved Median Persian Kinsmen Lancers to Iranian reforms
– Removed Median pikes from roster.
– Fixed Parthian camel cataphracts not being properly recruitable.
– Fixed Late Triarii and Allied Pedites missing weapons in hollow square.
– Fixed 3 units missing from Nervii custom battle roster and 1 from Scordisci roster
– Changed Seleucids to use Greek supply units so they will be properly recruited.
– Moved AOR Britannic ambushers to tier 2 city recruitment, lowered their campaign cap a little.
– Moved factional British ambushers to tier 2 barracks and Caledonian heavy infantry to tier 3.
– Removed errant Scythian archer unit from Saka/Roxolani campaign rosters.
– Replaced druidic nobles in Iceni factional mercenary pool with bodyguard unit (new campaign only).
– Moved Illyrian Spearmen, Thureos Spearmen and Taulantian Light Infantry to 3rd class.
– Moved Ardiaei Sica Bearers, Axemen and Spearmen to barracks, Light Spearmen and Clubmen to cities.
– Moved Parthian horse archers to tier 1 stables.

Campaign/Buildings

– Small increase to some tier 4 minor city food consumption.
– Fixed Macedon grain pits missing baggage train recruitment.
– Removed 3rd class pop bonus from Colony buildings.
– Increased 1st/2nd class pop from public guard tower buildings.
– Fixed Bibracte having reversed descriptions for trade/fort variants
– Changed barbarian research buildings to increase pop 1 and 2 instead of 1 and 3.
– Added sanitation effects to Germanic Austro temple line.
– Removed pop 3 bonus from Barbarian barracks and Eastern sanitation buildings to help with overcrowding.
– Changed tier 4 cattle/grain alternative buildings to provide pop 2.
– Added provincial cavalry morale bonuses for Epona temples.
– Removed upkeep effect from barbarian ports.

Technologies

– Replaced chariot techs Baktria and Caledones. Changed Seleucid chariot tech to include elephant effects.
– Fixed Seleucids and Baktria missing required technologies for granaries and main city storage buildings.
– Moved Chieftain’s hold and Tavern buildings in Nomad and German tech trees.

Credits

– KAM for the insane amount of work he puts in on everything
– Ritter for so many great units
– Q_Sertorius for the new victory conditions and much more!
– Benjin for helping to identify the battle lag issue
– CEMN for his british units update and much more!
– Thanks to Jake, CEMN, skillfultree and Swaraj for help with unit card work and other bug identifications.
– skillfultree for his updated texture submod
– Litharion for various script fixes
– Agrez for help with the Epirote unit updates
– Demosthenes for the naval update

Divide et Impera 1.2.8 Open Beta Released!

Beta Release

The latest release for Divide et Impera has been opened up to the public as a beta. Please enjoy the newest features and changes to the mod and feel free to give feedback on our Discord, thanks!

Download Links: SteamStandalone (Mirror)

Installation

  1. ) Download the beta from the above links. If you use the standalone, place the mod pack in your Rome 2 data folder. If you use Steam, simply subscribe to the beta on the Steam workshop. Both versions require the main DeI mod.
  2. ) When you run Rome 2, make sure the beta pack is above the main mod in the Mod Manager load order. Click Play.

*Please note that most submods will not be compatible with this beta for now.

Patch Notes

Battle Changes

– Removed “Disciplined” attribute from most units, it was too common and often even applied to untrained units
– Removed knockback from slings and bows
– Lowered hidden bonus vs infantry of bows
– Tweaked pike and hoplite spacing
– Slight increase to damage for charging phalanx
– Lowered falx bonus vs infantry by 1
– Added fatigue resistance and expert charge defence to disciplined formation
– Added fatigue resistance and mighty knocback to diamond formation
– Diamond formation added to Companion cavalry
– Increased AP damage of lance and sword cavalry, lowered base damage of lance and sword cavalry
– Small increase to infantry charging speed
– Small increase to hoplite walking speed
– Lowered wardog stats
– Slightly lowered hoplite defense

Battle Performance Changes

– Stamina Abilities for units have been removed. They were not functioning properly and were the cause of battle lag.
– Due to these changes, battle lag should be significantly improved, especially on lower end systems. Big thanks to Benjin for figuring this out!
– In the future, we may have them back or a submod version, if they can be implemented properly.

Greek Colony Overhauls

– Massalia, Colchis and Bosporus have had their rosters changed and updated.
– These three factions now have special colony barracks building types that have unique features and functions such as local vs Greek units, culture/diplomacy effects, etc.
– Colchis is now Caucasian and has Caucasian temples (new campaign only)
– New Faction trait: Colony population techs in the military training tree.
– Current campaigns with these factions may have some issues with incorrect building types.

Other New Units

– New Nabatean camel unit, New Athenian peltast units, new Iberian reform unit, new Saba heavy infantry, and new Kartli heavy swordsmen.

New Barbarian AI Roster Units

– Added 90 new AI only Grand Campaign units for various germanic, gallic, celtiberian, thracian and british AI factions from Ritter-Floh to create more unique and varied rosters.
– These will replace or augment existing rosters based the tribe. The goal is to add more variety and unique units for the various factions a player may face.

British Units & Generals Visual Updates

– Added new and greater variations for many units and updated their appearance. These included older shared units, officers, standard bearers and faction exclusive units.
– British generals updated with new visuals and proper politician outfits for when they are not leading troops.
– Big thanks to CEMN on all the hard work for these changes!

Area of Recruitment Changes

– Various higher tier AOR units have been moved to the immigration/foreign quarter line of buildings in many regions.
– These units now require either tier 2 or tier 3 of the immigration building to be recruited, depending on the unit quality.
– Depending on the culture, some of these units may still be available in the main city line because cultures cannot build immigration buildings of their own culture type.
– Removed copy units of Galatian AOR levies, swords and cavalry. These units are now available in the traditional Galatia area only.

Resource Changes (New Campaigns only)

– Iron has been moved from Sicily to Corsica and fish from Corsica to Sicily.
– Silver has been added in the Edetani’s city and olive oil has been moved in land.
– Added new amber and spice main city buildings rather than having the resource come from the region effect alone.
– Moved the amber resource in Germany to be on the coast with a port
– Region effects still produce 1 of each resource to allow saves to retain that feature. Save games will have amber production in a different region than the resource buildings in Germany due to the move.
– Carthage’s mercenary barracks now requires silver rather than gold to upgrade.

Squalor Changes

– Squalor (sanitation) effects now begin at tier 1 for all cities and gradually increase to tier 4.
– Lowered squalor (public order) negatives on all tier 4 cities.
– Slightly increased squalor (sanitation) from major cities.
– Removed random disaster plague events.

Population Changes

– Replaced most upkeep bonuses in the Military Management technology tree with population bonuses.
– Population system economic effects are now properly working. This will have an impact on save game economies.

New Victory Conditions

– Revised all Victory conditions to be generally shorter, more consistent and varied between the types of victories. Big thanks to Q_Sertorius for all the work on this new feature! (new campaign only)

Major Changes

– Reduced AI agent amount (reduced cap) at higher imperium levels.
– Removed Governor (dignitary) agent active actions, they are now passive only.
– Many Mercenaries now start at 0 availability to begin a campaign and have to replenish. Most provinces start with 1 unit available at start, some with 2. (new campaign only)
– Changed all Mercenaries to have the same replenishment rate chance (15% as most had already) – new campaign only
– Increased recruitment cost based on imperium level, especially for highest imperiums.
– Reduced AI Bonuses for smaller imperium size AI factions.
– Lowered gravitas per turn effects for skills, ancillaries and traits.
– Updated visuals for 14 units that had older or vanilla assets from skillfultree’s submod. Big thanks to him!
– Tier 4 barracks now give 1 extra recruitment slot.
– AI Carthage now starts friendly toward the Nasamones, Garamantia, Cyrenaica and the Gaetuli.
– Added autoresolve bonus for Carthage and Seleucids when attacking vs non player allied minor factions.
– Fixed the Fleet ready to leave port supply effect not properly being removed.
– Fixed skills, ancillaries and traditions that affect enemy morale not properly working. They will now affect all enemy armies in a region.
– Fixed many factions having incorrect rebellion units and general units.
– Lowered fame threshhold for Imperium 6-8, so they will be reached sooner.
– All units now have campaign stealth and will have to be seen in order to be identified on the campaign map.
– Added new strategic port for Athens (Piraeus) in new campaigns, changed previous special tier 5 port to a different name.

Other Changes

– Fixed Battle of Cannae crashing, thanks to Swaraj!
– Fixed the “white screen” map bug when starting a multiplayer campaign.
– Replaced chariot techs Baktria and Caledones. Changed Seleucid chariot tech to include elephant effects.
– Changed political party names for some Bactria, Cimbri, Syracuse and Sparta auxiliary parties
– Added new strength/weakness unit description texts for all units based on unit class/weapon.
– Changed Rugoz roster units to match Cimbri units.
– Added guerilla deployment to Germanic and Iberian missile units.
– Changed Germanic axe raider ships to population class 3 to match land counterparts.
– Small increase to some tier 4 minor city food consumption.
– Fixed Macedon grain pits missing baggage train recruitment.
– Removed shared heavy cavalry commander unit from celtiberian factions.
– Fixed Mercenary Belgic Lancers missing secondary weapons.
– Fixed some Iberian factions have a Celtic rather than Iberian piece of artillery.
– Removed normal thorax spears from Pergamon roster due to having their own version.
– Moved Edetani Guard and Heavy Infantry to barracks, Light Swords and Skirmishers to main city line.
– Moved Cimbri slingers to main city line and elite skirmishers to tier 3 cities.
– Added Cimbri Noble cav and Ardaiei noble hoplites to recruitable units.
– Removed Galatian and Iberian mercenary units from African provinces (new campaign only)
– Increased Carthaginian maximum available limit for Galatian and Iberian factional mercenaries (new campaign only)
– Removed 3rd class pop bonus to Colony buildings.
– Increased 1st/2nd class pop from public guard tower buildings.
– Fixed 2 incorrect units in Baktrian chapter missions.
– Fixed Seleucids and Baktria missing required technologies for granaries and main city storage buildings.
– Fixed Germanic army tradition missing effect text, name and icon
– Fixed Bibracte having reversed descriptions for trade/fort variants
– Changed barbarian research buildings to increase pop 1 and 2 instead of 1 and 3.
– Added Iberian light cavalry units to all barracks types.
– Increased cavalry ratio for Iberian AI army templates.
– Added sanitation effects to Germanic Austro temple line.
– Kartli foot guard moved up to tier 3 barracks recruitment.
– Fixed Bactrian Heroic cavalry having wrong attribute group
– Changed Scythian armored lancers to have proper ammo amount.
– Fixed Media starting archer unit size. (new campaign only)
– Moved Gastraphetes unit to Sicily only.
– Fixed bad texture on an Indian 2h axe model.
– Added bireme/trireme recruitment for Rhodes tier 1 special port.
– Moved Armenian/Kartli Georgian sword unit to main city recruitment.
– Added Loricati reform unit to Lusitani roster.
– Light Peltasts now use 2h spears and have them in offhand with javelins.
– Removed horse armour on certain non heavy hellenic horses
– Changed Arevaci guerilla warriors to third class
– Added guerilla deployment to Cimbri spearmen, berserkers and sword unit.
– Changed unit card for Numidian slingers.
– Changed Greek ballista to 2nd class to match other factions and siege units.
– Lusitani Heavy spear and sword also now recruitable from tier 3 barracks along with tier 3 cities. Callaeci Medium infantry moved to tier 2 cities.
– Removed Syrian mercenary elephants, increased AOR syrian elephants campaign cap.
– Removed quotation marks (many errant) from unit descriptions
– Fixed garrison Armenian cavalry missing javelin models in battle.
– Moved Thracian footmen to tier 1 cities, Thracian Rhomphaia to tier 2.
– Added Molossian Royal Guard to tier 3 barracks recruitment.
– Moved Caledonian archers to city recruitment, militia to barracks recruitment
– Changed Caledonian medium archers to pop 3, light cav to pop 2
– Added stealth/guerilla attributes to skirmisher and levy Irish and Caledonian units.
– Removed pop 3 bonus from Barbarian barracks and Eastern sanitation buildings to help with overcrowding.
– Changed tier 4 cattle/grain alternative buildings to provide pop 2.
– Changed some political party colors to better stand out.
– Fixed bugged textures on Egyptian traitor legionary and Scipio Praetorian unit shields.
– Added provincial cavalry morale bonuses for Epona temples.
– Changed Dacian Cataphract cav to pop class 1.
– Fixed missing trait effects for some female traits.
– Fixed Pergamon Galatian infantry not being recruitable, moved to a pre-Thureos unit (new campaign only)
– Removed lowest tier townsfolk units from rebellion rosters.
– Lowered starting Hellenic culture in Caucasia.
– Changed Pergamon Elite Thureos spears to 2nd class
– Fixed Pergamon civil war faction missing garrison units.
– Moved a few different barbarian units from the slave market buildings to the Loremaster’s Hut in major cities.
– Fixed Armenian civil war faction missing garrison units
– Removed artillery Quinquiremes for most eastern factions.
– Fixed composite bow cavalry shield animations.
– Fixed various incorrect voice entries for units.
– Removed javelins from some AOR and garrison British units.
– Moved Meroe skirmishers and archers to main city line, medium spearmen and pikes to barracks. Moved light cav to tier 1 stables.
– Moved Median Persian Kinsmen Lancers to Iranian reforms
– Removed Median pikes from roster.
– Fixed Parthian camel cataphracts not being properly recruitable.
– Fixed Late Triarii and Allied Pedites missing weapons in hollow square.
– Fixed 3 units missing from Nervii custom battle roster
– Changed Greek raiding hemolias to be third class pop.

Credits

– KAM for the insane amount of work he puts in on everything
– Ritter for so many great units
– Q_Sertorius for the new victory conditions
– Benjin for helping to identify the battle lag issue
– CEMN for his british units update
– Thanks to Jake, CEMN, skillfultree and Swaraj for help with unit card work
– skillfultree for his updated texture submod
– Litharion for various script fixes

Divide et Impera 1.2.7b Fix Update

Greetings everyone! This post is just a small overview of two of the newest fix updates to be released after our last major update recently. The response has been great to 1.2.7 and we have added various fixes to address the remaining issues with any bugs or problems. We also plan on working on many new ideas in the future for 1.2.8, so stay tuned!

1.2.7b Hotfix
*Only Part 1 Updated
*Save game compatible


Major Changes
– Changed Mauryan reforms to require battles with any Greek factions rather than just Baktria
– Fixed some general stat effects not working at some higher levels
– Added some updated unit cards from Jake
– Changed Saka faction trait to armor bonus instead of accuracy due to accuracy not having much effect in game.
– Nomadic factions no longer suffer attrition when losing their last settlement.

Smaller Changes/Fixes
– Pikes and hoplites are weaker vs rear cavalry charges
– Lowered knockback from archers and slingers
– Lowered regional tax bonuses for some Latium regions
– Changed incorrect starting unit for Parthava (new campaign only)
– Fixed starting unit size of Ptolemaic archers (new campaign only)
– Fixed missing name for thracian tier 4 medicus building
– Changed Yuezhi lighter cav unit to pop class 2 and moved both Yuezhi cavalry units to same building type.
– Fixed Kartli chapter 1 mission requirement having wrong unit
– Fixed new Bactrian unit barracks type
– Fixed various ancillaries not triggering properly for Egypt.
– Fixed some Pontic unit stats
– Fixed various unit description errors
– Added siege weapon equipment bonuses to civilized Syracuse main city line
– Changed elite Mauryan mace unit to tier 1 pop
– Added 2 arverni units missing from special capital recruitment
– Added baggage train recruitment to special capitals for barbarians and african/arabian tribes
– Fixed baggage train mounts causing floating riders bug
– Changed grain cities to also modify livestock income
– Fixed Saka having some wrong starting units (new campaign only)
– Added stamina ability to Baggage train and supply ship units
– Fixed name, stats and description of AOR Germanic axe unit.
– Moved Kartli Highlanders to city settlement recruitment chain
– Changed pop class for Saka Lancers, Alan Noble Cav and Mercenary Scythian Horse Archers/Armored versions
– Fixed Dacian and Saka reform advice text.
– Fixed wrong pop size of Boii sword unit.
– Fixed egyptian emergent faction emblem bug
– Fixed commander options for Sparta rebel and emergent factions
– Fixed amber and spice resource buildings having wrong build time/cost for certain levels
– Changed Lugii unit’s phalanx ability to shield wall instead
– Fixed Edetani medium cavalry unit having wrong campaign movement value
– Added some new loading images
– Updated look of Parthian Men At Arms
– Fixed Stats and cost of AoR Sogdian Axemen
– Updated hidden bonus vs infantry damage of Cretan archers
– Fixed bugged Arabian tunic texture
– Removed mistaken shield entry for Scytho-Sarmatian and Dacian early bow/lance cav units.
– Fixed Edetani scutarii cavarly unit having less armor than intended and changed their stats
– Fixed missing weapons for Armenian garrison cavalry
– Fixed emergent Armenian factions’ commander options
– Moved basic Numidian jav cavalry to main city recruitment
– Fixed spacing on mercenary sicilian veterans
– Improved horse entry of Germanic Medium cavalry to from very light to medium horse
– Improved stats for tier 5 Gallic and British garrison units

1.2.7a Hotfix

Fixes
– Fixed new baggage train ammo effect not being properly applied all the time
– Fixed Kartli Skirmisher cav having invisible riders
– Fixed typo in Baktrian longbow description and a mistake in Saka general cav’s description.
– Added missing Suebi cavalry unit to campaign recruitment.
– Changed new athenian cavalry commander to commander type unit.
– Fixed Median archer unit missing arms
– Fixed Tarantine cav unit missing spears
– Fixed Thracian garrison unit missing weapons
– Fixed some bugged armor textures for Saka cavalry units
– Added missing reform cavalry commander unit for celtiberian factions to custom battle
– Fixed Yuezhi cav unit missing legs
– Fixed Aorsi noble cav unit having wrong accuracy/ammo
– Fixed Scythian armored lancers having old appearances

 

Divide et Impera 1.2.7 Public Beta

Information
After many months of work we are happy to announce our latest public beta is ready for play. If you are interested in trying it out, please feel free to download it from the link below. Many new features and changes are in this update that are detailed in the notes. Although this update is stable and ready for play, we felt a wider test audience would benefit the mod due to the various types of changes included. There are also more changes and some future work to be added as we go through the beta. We appreciate the support!

Download Beta Fix Pack (Mirror)

Installation
1. Download the Beta fix pack and place it in your Rome 2/data folder. This is usually found in \steamapps\common\Total War Rome II\data
2. Run the game, select Mod Manager. Put the fix pack above the other parts of the mod in the load order (load it first). Play the game.

Battle/Unit Changes & New Units
– New units or updated appearances added for Egyptian, Macedonian, Syracusean, Athenian, Kartli, Scythian, Pontic, Baktrian, Saka, Roxolani and Spartan rosters.
– Various older units and officers in multiple rosters and AOR/Merc redone with newer assets.
– Added new spear cavalry charge animation
– Cavalry melee damage increased by 5%-10%
– Overhauled stats of sword thorakitai units to be more offensive based.
– Slightly lowered missile knockback (not including pilum)
– Lowered melee stats of wardogs
– Lowered spacing variation for some units that caused some spacing bugs
– Slightly increase morale penalty for exposed flanks and rear attacks
– Reworked campaign cap of AOR units to be more in line with their cost/quality as certain elite units had higher campaign cap than levy units
– Fixed dismounted stats of cavalry
– Buffed stats of two handed units and axe infantry
– Lowered melee/morale stats of artillery crews
– Buffed stats and appearance of Arverni Veteran Spearmen, Heavy axemen and Pontic garrison spearmen
– Buffed Numidian archers, nerfed Numidian slingers and lowered elite Numidian peltast melee slightly.
– Thracian javelin infantry has +1 ammo, skirmishers and peltasts melee slightly increased.

New Belgic Dual Culture Temples & Other New Buildings
– Belgic cultures now have new temples that give both Celtic and Germanic culture to go with their new dual culture system. These temples are based on historical research and local cultural gods.
– Added new unique Getae tier 5 commons (forum) building.
– Added new unique Massalia tier 5 temple building.
– Fixed Nuragic cultures in RoR having the wrong temple types.

New UI Supply & Population UI Changes
– The Settlement panel has been restructured so that the original vanilla growth points and bar are shown properly again.
– The population total number has been moved to the right top of the panel.
– New and/or updated buttons have been added for the supply and population summaries.
– Units now show their population class, unit type and manpower size when you hover over them in an army.
– Fixed a bug where Mercenary unit classes were being reported as the local region owner’s classes instead of the player’s classes.
– Capital change button has been updated and improved with changing icons as well.
– The summary texts for population and supply have been updated and improved.
– Changed building supply production effect texts to be a bit more clear.
– Added new link button to DeI website on in game menu.

Baggage Trains
– Baggage trains now lower the population requirement for an army to begin replenishment.
– Armies with a baggage train unit now use less supplies in foreign territories for a longer period of time.
– Baggage trains now give missile and artillery units 15% more ammunition in an army.
– Nomad baggage trains now have the same campaign movement as cavalry and provide food to your faction when in foreign lands.
– Roman Marian and Imperial baggage trains now have the same campaign movement as infantry.
– Updated Baggage train descriptions to better explain their benefits.

Disbanding & Population System Bugs
– Fixed a disbanding bug that would cause population levels to massively decrease on the next turn, especially when disbanding whole armies/generals.
– You can now disband a whole army or multiple units at once and get back the proper population amount.
– Population levels should also report correctly the same turn you disband, although you have to click away to a different region and back to see the updated results.

Faction Flags & Emergent Factions

– New & Reworked flags for most factions and emergent factions to better fit with the overall aesthetic.
– Changed many emergent faction names to have more historical and less generic names.
– Fixed many inconsistencies with emergent faction cultures and subcultures.
– Fixed various bugs with incorrect or missing entries for emergent factions.
– Fixed various uniform color errors.

Major Changes
– Changed Getae reform requirements to include battles with nomadic factions or Roman factions rather than just Rome.
– Further lowered autoresolve impact of missile units including skirmish time, ammo used and maximum kills per second.
– Fixed the crash issue in the Empire Divided campaign associated with the Palmyra faction. May also fix some other campaigns that have Roman female leaders (using the female leader submod)
– Added subjugation occupation option for Arverni to fit with their faction trait.
– Fixed various Armenian temples missing cultural conversion bonuses.
– Added experience bonus for AI generals based on imperium level.
– Fixed population system not properly identifying enemy vs allied armies in some situations.

Other Changes & Fixes
– Increased positive diplomacy from marriages.
– Updated looks for Parthian and Media Atropatene generals.
– Added new loading screens.
– Greek factions can now recruit siege building units from the Syracuse capital building.
– Fixed a lot of issues with Irish unit skins and missing or buggy textures.
– Improved trade region effect for Petra and added a special regional bonus.
– Fixed public land buildings sharing a building instance with other building types, sometimes causing them not to be available to build or convert. This mostly affected the public medicus buildings.
– Fixed Alpine regions missing auxiliary units in IA campaign (new campaign only)
– Fixed AI Libyan roster missing early recruitment for basic javelin and spear units.
– Fixed chapter 1 mission unit requirements for Roxolani.
– Added population effects for Roman/Hellenic brick industry buildings
– Moved Getae horse archer unit to be recruitable from temples 3 and 4.
– Moved various AI Celtic and Dacian sword units to higher building recruitment tiers.
– Moved Lusitani elite shock infantry to tier 3 barracks.
– Changed Italia province name to Magna Graecia
– Changed some region names to better match historically.
– Fixed Getae chapter 7 missions requiring wrong unit types.
– Fixed Syrian archers disappearing when zoomed out.
– Increased bonuses and decreased negatives from empire goverment type.
– Moved Dacian late swordsmen to pop class 2 and Arverni veteran freeman to pop class 3.
– Fixed new Spartan units not being recruitable from special tier 5 barracks.
– Fixed barbarian tier 1 sieger army tradition giving wrong type of attrition bonus
– Fixed Armenia having wrong marine types assigned.
– Changed Armenian thureos unit to pop class 3.
– Fixed lots of text errors thanks to Augustus
– Fixed many elephant units having wrong population size.
– Fixed triballi emergent faction commander options.
– Moved Media Sparabara and Elite Sparabara to barracks recruitment and Persian Archers to city recruitment.
– Moved Arverni late oathsworn to tier 3 barracks to match early version.
– Fixed tier 4 egyptian temple missing pop texts.
– Fixed all AI recruitment templates still having melee cavalry options.
– Fixed slave income effect on special tier 4 Illyrian port.
– Changed 2 Indian temple icons to be more in line with building icon style.
– Renamed Mauryan empire to Maurya Samrajya.
– Fixed Hellenic barracks tier 1 having wrong pop effect
– Fixed wrong speed entries on some Scordisci units
– Fixed Massalian veteran hoplite stats
– Fixed Pergamon thorax sword unit not properly being locked to thorax (new campaign only)
– Fixed pop class of AOR Corinthian unit.
– Fixed various Roman ancillaries shared by other cultures not properly being added when assigned.
– Fixed Getae unit recruitment missing from special capitals.
– Fixed wrong stats of 2 Massalian units
– Fixed wrong animation for Dardanian Aux cavalry
– Fixed ancillaries with attacker siege holdout time effects doing the opposite.
– Fixed severed head ancillary triggering for non barbarian factions and celtic turncoat being bugged for others
– Removed Dii Rhomphaiaphoroi infantry from Dacian AI recruitment
– Fixed Mauryan medicus and trader buildings missing names
– Switched Galatian Thureos spear and Naked warriors unit cards
– Moved Numidian javelins to city recruitment and slingers to barracks recruitment
– Fixed bugged lamellar armor on many media/nomad units.
– Fixed bugged helmet/hair textures on Iberian Vasci unit and Suebi heavy cavalry.
– Changed pop classes for some Syracuse units and removed some AOR units from their cultural group so they will be foreign (Italian, Corsican, Sardinian).
– Changed Mauryan armored elephants to pop class 2.
– Fixed various Iberian units having oathsworn/Gallic audio.
– Fixed 2 parthian cataphract units having bugged armor skirts.
– Added 3c cult/admin buidlings back in, were missing when startpos was redone
– Removed an incorrect unit from the Scordisci roster
– Fixed Galatian faction effect text at campaign selection being bugged.
– Fixed Iolei shield wall unit missing swords in formation.
– Fixed Medewi having wrong temple requirements for cultural victory (new campaign only)
– Moved AI Dacian Dii Rhomphaia unit to barracks tier 3.
– Changed Medewi 2h axemen to 2nd class pop.
– Fixed Iberian and Eastern AI commander units having wrong unit cards.
– Removed javelin references in some unit descriptions for units that no longer have them
– Fixed Mauryan heavy sword unit missing from custom battle and being improperly assigned to tier 4 cities instead of just barracks
– Fixed warhorse forum and special building missing flavor texts

Credits
– Augustusng and Jake for all the great work on the emergent factions and other research.
– Big thanks to Jake for the crazy hard work on all the flags and the UI!
– Huge thanks to great research from the folks over at https://senobessusbolgon.wordpress.com/ for the new belgian temples!
– Thanks to Davicolt for the unit card work!
– Benjin & Rome 2 HD team – new models and fixes
– AveMetal from Para Bellum mod for animation editing advice
– Michal Magnachar PavliÅ¡ta of the Kmen Hardrubů for sources on Germanic equipment
– Vandamsel/Falco – countless unit visual tweaks and fixes
– Elon Rodney – idea about better AI generals spawn based on AI imperium level and Jake for the implementation
– KLA for the great new helmet textures!
– Thanks to Steve_Raptor and Q_Sertorius for helping report the disband pop issue.
– Thanks to TheCzarsHussar for updated Alan cavalry visuals

1.2.6a Released!

 1.2.6a Patch Notes

*Only Part 1 Updated!
*Save compatible

Battle & Unit Changes
– Fixed weight values across all units so that their description now better matches the unit type (ie light, heavy etc)
– Added new Late Ptolemaic Cavalry unit to thorax reforms (will be unlocked early in saves)
– Added Celtic and Iberian cavalry standard bearers
– Changed Partian AOR unit to Nisean Cavalry unit
– Changed many unit settings for resistance to cold/heat to be more consistent and realistic.
– Lowered tower arrow damage
– Heavily nerfed bolt tower damage
– Small rebalance of Greek sword units (less base damage, more AP)
– Small base damage increase to elite foot archers
– Small AP damage increase to lance/sword cavalry units
– Increased lance cavalry and falx infantry charge bonus by 15%
– Getae units rebalanced, mostly a bit better and more differentiation
– Added flaming arrows to Cretan archers
– Fixed stats/armor of some Armenian and Cappadocian units
– Lowered camel bonus vs cavalry
– Increased bonus vs infantry of Greek swords
– Slightly increased pike phalanx and hoplite phalanx bonus vs elephants
– Small decrease to elephant HP
– Fixed wrong horse entry of early Pontic lancers
– Small increase to mass of hoplites and pikes
– Fixed missing Unique Mount entry for AoR Thessalian cavalry
– Slightly nerfed damage and speed of camel cataphracts
– Fixed incorrect speed entries of few militia hoplite units
– Slightly buffed Illyrian Heavy Infantry
– Fixed missing Charge Defence of Illyrian Heavy Spearmen
– Illyrian Pirates speed increased
– Increase unit size to 200 for basic Medewi archers
– Fixed wrong mass entry for elite chariots
– Small tweaks to melee weapon damage
– Lowered damage of chariot javelins
– Changed stats/appearance of some Cappadocian cavalry units

New UI Features
– New Population and Supply information hover text buttons on the top right of the region panel.
– Province/Region effects are now limited to 12 rather than 6 slots, so they should show up properly in the UI. 
– Aqueducts now will show up on the Grand Campaign, Augustus and Empire Divided maps.

Faction Traits
– Added new faction traits for Nomadic, Irish, African, Cimbri, Arabian, Illyrian, Dacian and Thracian factions. 

New Buildings
– Added new buildings for spice and amber regions. Will only show up in new games.
– Added new special Getae fortification building (one of their new faction traits)

Region Effect Changes & Edict Interaction
– Fixed Regional effects that were not properly working. These include growth, public order and tax effects. This will impact save game values.
– Changed regional tax, public order and growth effects to better fit various regions and for balancing purposes.
– Changed regional livestock effect to also affect agriculture income.
– Different regions now affect edicts in different ways, adding to variance for certain edicts across various provinces.
– Barbarian Tax Tribute – Lower Public Order in foreign areas, Higher taxes in home areas.
– Barbarian Migration – Lower Public Order in foreign areas
– Export Food – Higher Income in fertile regions, more food used
– Civilized Tax Harvesting – Lower Public Order & Tax Rate in Barbarian Lands
– Party Loyalty – Increased to 15, added Public Order Negative
– Commercial Stimulation – Lowered to 12% base, added Public Order Negative. Trade income increased based on region.

Agricultural & Food Edict Economic Changes
– Overall changes aimed at making agriculture income more viable while tax and trade will be slightly less dominant for some regions.
– Increase to agriculture income from farms/livestock buildings and granaries, added agriculture income % increase to granaries.
– Added base level food, growth and income effects for Export/Import Food edicts.
– Changed Olive, Fish and Wine resource trade buildings and Fish ports to produce agriculture rather than trade income. Changed Horse resource trade building to produce animal husbandry rather than trade.
– Timber, Copper and Iron resource buildings now give industrial income rather than trade.
– Various food/tavern forum buildings now split income between trade and agriculture/livestock and interact with the food edicts.
– Tier 3 and 4 of buildings that interact with export and import food edicts also help the reverse edict. For example, trade ports that normally import food will also reduce the food and growth cost of the export edict at tier 3/4.
– Slight increase to Export food edict income from various buildings.

Autoresolve Changes
– Reduced infantry missile unit autoresolve effectiveness.
– Fixed many autoresolve settings that were missing proper assignments based on battle types. Made the autoresolve tables more clear for modding purposes.
– Fixed ambush autoresolve giving a bonus to defenders.
– Fixed various autoresolve situations having the wrong settings and some vanilla bugs/mistakes.

Other Fixes/Changes
– All Barbarian factions now have increased income from looting/sacking/razing.
– Fixed incorrect population size entries for around 45 units, fixed new Cretan Mercenary unit missing population entry.
– Added a custom battle cap of 2 for all Mercenary, AOR and Auxiliary troops. Also cap of 1 for Macedonian general unit.
– Fixed various factions having the wrong personality settings (new campaign only)
– Fixed new Iberian horses not showing up properly.
– Moved Night attack ability from level 1 to level 2 of Night Commander skill which is now unlocked at character rank 3. Added some extra effects to the skill overall.
– Added new effects for regions with higher political loyalty.
– Fixed Mauryans using the wrong AOR population settings. They will no longer recruit Persian units with their population.
– Added 37 new Mauryan female names
– Gave eastern Germanic factions access to Scanadanivan local units (Western Germanic already had this)
– Added camel officer variants for new Parthian and Nabatea units
– Fixed HatG Arevaci having vanilla unit colors.
– Fixed Rhodian hoplite slinger unit not properly getting slinger bonuses.
– Fixed typo in Cappadocian swordsmen description.
– Changed RoR Hellenic generals to use new custom Greek general models.
– Fixed spelling of Maurya faction name.
– Added Late Dacian foot nobles to Getae recruitable roster (previously commander only unit)
– Fixed 2 Media units not properly being classified in the missile unit set (and therefore not receiving some effects)
– Removed concentrated fire ability from early and late Bactrian cataphracts.
– Fixed incorrect reform information text for Saka.
– Fixed AI recruitment profile for a Mauryan sword unit.
– Fixed ancillary portrait for barbarian bard retinue.
– Changed Belgic cav unit name to distinguish from another unit.
– Fixed Egyptian Cilician peltasts missing from campaign recruitment.
– Moved Egyptian archers and Judean archers/slingers to different recruitment buildings.
– Fixed tier 4 Zarmizegetusa special capital fort variant missing garrisons when owned by Barbarians.
– Fixed crocodile wrestler ancillary missing subculture assignments.
– Fixed special garrison units having too low of a priority.
– Changed egypt/pontus chariot army tradition to affect cavalry in general instead.
– Fixed 2 Armenian generals with bugged shields
– Fixed bugged Medewi general variant
– Moved AOR Scordisci unit from Thrace to Pannonia

Credits
– Huge thanks to DETrooper for the Region effect UI change!
– Thanks to yaxl3y for finding the issue with regional tax effects.
– Big thanks to Daruwind, DETrooper and Jake for the new UI buttons to use!
– Thanks to DMW for the research for faction traits yet again!
– Thanks to Vandamsel for helping with testing so many smaller details! 

Divide et Impera 1.2.6 Released!

Downloads

Save Compatible
Both Part 1 & 2 Updated
 
Part 1: Download (Mirror)
Part 2: Download (Mirror)
 
OR
 
 
Please consider supporting the mod and this website, thanks!
_____________________________________________________________________

Overview
After many months of our public beta, we are happy to announce the new mod update has been released. Thanks to so many people who helped to test the beta and give feedback! This new 1.2.6 update includes a lot of major battle changes, various new units and reforms, new faction traits and many new campaign features and fixes. You can find the details of the patch in the notes below and also the credits for so many wonderful contributors. Everyone please make sure to thank KAM, who has worked long and hard on large parts of this update!

Patch Notes

Battle Changes

Balance and other changes:
– Ranged attack and reloading now properly apply fatigue to units.
– Fatigue penalty increased but it takes longer to reach the various tiers.
– Slightly increased unit spotting range.
– Reworked unit experience threshholds.
– Reworked morale values to make them more balanced throughout a campaign.
– Reduce killing power of infantry charge, units with expert charge defense can effectively counter charges.
– Melee intervals (cooldown between attack animations) lowered from 3 to 1.5 seconds.
– Spear units are now tougher to kill in melee, Sword units have a bonus vs infantry.
– Unit hitpoints and weapon damage reworked, hopefully cavalry and elephants will take less casualties from autoresolve
– Various specific units like agrianian infantry, Socii units and war dogs reworked.

Ranged Combat Changes:
– Artillery ammo reduced, slightly increased damage to siege equipment from fire.
– Iberians now have access to their historical flaming javelins.
– Fixed trajectory of horse archer attacks sometimes preventing AI from fully using them.
– Added small knockback chance to all ranged weapons when soldiers are wounded by projectiles.
– Cavalry harder to decimate by precursor javelins of infantry but those javelins can now disrupt charges with knockback.

Battle AI Behavior:
– AI should now use disciplined formation in defensive battles.
– Both Shock and Melee cavalry are classified as shock cavalry now to improve AI use of those units.
– Infantry without ranged weapons will now properly brace vs cavalry and will use non phalanx formations properly.

Unit Movement and Combat Animations:
– All Thureophoroi and 2handed non heavy units now have 3 speed.
– Pikes and Hoplites have a harder time passing through enemy units.
– More rare kill animations should play out.
– Slight increase to medium and heavy infantry speed.
– Increased unit acceleration and deceleration speed to improve unit spacing after charge.
– Improved unit spacing for many units and fixed issues of unit overlap.
– Increased variety between soldier heights for various units.

UI Changes
– Fatigue penalties are now added to the unit status (i.e. Fresh 100% strength, Tired 70% strength)
– Morale % is now displayed on the unit UI status when you hover over your unit (i.e. Eager Morale 85-100%)
– Added ranged stats to elephant UI display

New Special Horses & Cavalry Changes

– Various units now have special horse types that give them specific bonuses.
– New Thessalian horse entry that combines both speed and charge power.
– Numidian horse that lacks charge but has great speed/acceleration, guerilla deployment and ignores ground penalties.
– Celtic Mairepos warhose that has speed and a greater charge power due to size.
– New Parthian Nisean horses as well.
– Camels now have custom weapon entries with a combat advantage over horses and a larger morale hit against cavalry.
– Reduced and added more variety to cavalry running speeds.
– Elephants have been reworked – they are more resilient against ranged and a bit easier to kill in prolonged melee. Fixed an issue where some tower elephants had double the hitpoints intended.
– Reduced strength of frontal cavalry charge on fresh units but increased ratio of AI cycle charging. AI will cycle charge less if they are doing well in melee.
– Cavalry takes larger casualties when pulling out of combat.
– Iberian horses once again have their unique look and changed look of Iberian armored horse.

Campaign\Unit Changes

New Median Overhaul and Reforms (Preview)
– New reform units added for Atropatkan. Around 9 new units, added at 2 reform levels.
– 2 new custom reforms: Iranian (65 turns) and Imperial (211 turns and certain regions).
– Media can now confederate with other Persian factions.
– New faction emblem and unit cards.
– New Persian culture emblem.

New Units For Other Factions
– 3 new Spartan units, new Parthian unit, new Nabatean unit, updated Rhodian unit, new Cretan Mercenary unit, new Sarmatian unit and new Hellenic AOR Galatian unit.
– Changed visuals and stats for Camillan Equites and Campanian Cavalry.
– Changed visual for Syrian elephants.
– Updated visuals for three Parthian Cataphracts units and Dahae Nobles.

New Barbarian Faction Traits from DMW
– Updated traits for Gallic, Germanic, British and Iberian factions to make them much more unique.
– Highlights include the Arverni’s new ability to form client states, new population system interaction for various factions, and more.

Naval Overhaul Summary from Demosthenes26
– Ramming speeds, acceleration, and base ramming damage have been increased to make ramming more effective. Most ships can sink a ship of the same type in two rams. This makes double-teaming a great tactic, as a follow-up ram from a short distance has reduced force.
– Updated the recruitment templates for all AI Hellenic factions, reflecting battle fleets and patrol fleets with historical faction considerations. Generally an “early” and a “late” version of each, with the late version given preference once those ships are available.
– More Scorpions added on Tetreres level ships and up.
– Lighter vessels now have further campaign movement range than heavier vessels, allowing for patrol vs battle fleets.
– More Hellenic factions can recruit Hexaremes and Hepteres, with variation depending on the faction.

New Capital Change Button
– The button has been moved to a new location in the top right of the settlement panel. Thanks to DETrooper for the UI wizardry!
– The button will no longer have the overlay problem for some players after battles and will no longer open the encyclopedia when clicked.
– Some text issues fixed.

Major Campaign Changes
– Barbarian transport ships will now be immune to attrition when near one of their cities.
– Fixed AI Carthage’s defense script and made it more robust.
– Women generals for factions that have them now receive the Commander/Brawler/Scholar traits.
– Women politician-only characters now have special personality and background traits. Existing women in save games will retain older versions of these traits.
– Agents now have new background traits with effects better suited for them. Existing agents retain older traits.
– Fixed various ancillaries that were triggering but not being assigned (thanks MrTimbe!) and lowered some chances for ancillaries that were happening too frequently.
– Slight reduction to overcrowding effect on 1st class population.
– Commander trait will no longer decrease from “close victories”.
– Intellectual trait has a slightly higher chance to increase and slightly lower chance to decrease.
– New faction emblems for various factions to make them more in line with other emblems. Thanks to Jake!
– Unit costs and upkeep have been recalculated based on new stats and battle changes. Also, various core mercenaries have had their costs properly increased.

All Factions Playable Submod

– Victory conditions have been added for all factions.
– New frontend map images for all factions from Lugos. Huge thanks!
– Fixed issue where autosaving wasn’t working properly.

Smaller Changes/Fixes
– New Persian culture emblem added.
– Fixed various units not being properly designated as bodyguard units and missing out on commander effects.
– Changed supply system region names to match our city names rather than the now defunct region name system.
– Fixed Seleucid Companion cavalry unit not properly locking when late version is made available through reforms (new campaign only).
– Replaced Companion Cavalry unit card with older version.
– Fixed typo in intellectual trait description.
– Fixed missing ancillary image.
– Increased food, agriculture income and sell food edict income effect from livestock farm buildings.
– Increased income and income modification effect from livestock forum main city building.
– Fixed Athenian AOR hoplite description text
– Fixed bugged Illyrian general skin
– Changed Libyan Hoplites for Carthage to 3rd class.
– Fixed light cavalry masters army tradition having inverted effects for tier 2/3.
– Reverted Apulian and Lucanian unit hoplon patterns to older versions.
– Fixed starting RoR Roman family leader traits
– Added new unit cards for Egypt Thorax swords and 2 Macedonian bodyguard units.
– Fixed population size for a Meroe unit.
– Fixed a Barbarian ancillary image.
– Added missing effects to Syracuse HatG special temple.
– Fixed flavor text for Military Academy buildings.
– Fixed Galatian Noble cav missing legs.
– Fixed incorrect upgrade chains for Hellenic iron main city buildings.

Credits
– KAM for all the crazy hard work on so much of this update – from the battle changes to the Media overhaul!
– Mr Timbe for the hard work helping to fix the ancillary issue and the great help with the barbarian supply transports. Big thanks!
– Lugos for all the great work on the AFP submod art
– DMW for the hard work on the faction trait ideas
– Big thanks to DETrooper for the UI work on the change capital button!
– Thanks to Jake for the new Media emblem and many faction emblems.
– Thanks to Paladin94610 for the help with various fixes!
– Once again big thanks to sourav for the Media unit cards.
– Major thanks to Demosthenes for all the work on the naval changes
– Thanks to Celticus for the new sword model and helmet texture.
– Thanks to Shapur e Sassani for help with Median names.

 1.2.6a Patch Notes

Battle & Unit Changes
– Fixed weight values across all units so that their description now better matches the unit type (ie light, heavy etc)
– Added new Late Ptolemaic Cavalry unit to thorax reforms (will be unlocked early in saves)
– Added Celtic and Iberian cavalry standard bearers
– Changed Partian AOR unit to Nisean Cavalry unit
– Changed many unit settings for resistance to cold/heat to be more consistent and realistic.
– Lowered tower arrow damage
– Heavily nerfed bolt tower damage
– Small rebalance of Greek sword units (less base damage, more AP)
– Small base damage increase to elite foot archers
– Small AP damage increase to lance/sword cavalry units
– Increased lance cavalry and falx infantry charge bonus by 15%
– Getae units rebalanced, mostly a bit better and more differentiation
– Added flaming arrows to Cretan archers
– Fixed stats/armor of some Armenian and Cappadocian units
– Lowered camel bonus vs cavalry
– Increased bonus vs infantry of Greek swords
– Slightly increased pike phalanx and hoplite phalanx bonus vs elephants
– Small decrease to elephant HP
– Fixed wrong horse entry of early Pontic lancers
– Small increase to mass of hoplites and pikes
– Fixed missing Unique Mount entry for AoR Thessalian cavalry
– Slightly nerfed damage and speed of camel cataphracts
– Fixed incorrect speed entries of few militia hoplite units
– Slightly buffed Illyrian Heavy Infantry
– Fixed missing Charge Defence of Illyrian Heavy Spearmen
– Illyrian Pirates speed increased
– Increase unit size to 200 for basic Medewi archers
– Fixed wrong mass entry for elite chariots
– Small tweaks to melee weapon damage
– Lowered damage of chariot javelins
– Changed stats/appearance of some Cappadocian cavalry units

New UI Features
– New Population and Supply information hover text buttons on the top right of the region panel.
– Province/Region effects are now limited to 12 rather than 6 slots, so they should show up properly in the UI. 
– Aqueducts now will show up on the Grand Campaign, Augustus and Empire Divided maps.

Faction Traits
– Added new faction traits for Nomadic, Irish, African, Cimbri, Arabian, Illyrian, Dacian and Thracian factions. 

New Buildings
– Added new buildings for spice and amber regions. Will only show up in new games.
– Added new special Getae fortification building (one of their new faction traits)

Region Effect Changes & Edict Interaction
– Fixed Regional effects that were not properly working. These include growth, public order and tax effects. This will impact save game values.
– Changed regional tax, public order and growth effects to better fit various regions and for balancing purposes.
– Changed regional livestock effect to also affect agriculture income.
– Different regions now affect edicts in different ways, adding to variance for certain edicts across various provinces.
– Barbarian Tax Tribute – Lower Public Order in foreign areas, Higher taxes in home areas.
– Barbarian Migration – Lower Public Order in foreign areas
– Export Food – Higher Income in fertile regions, more food used
– Civilized Tax Harvesting – Lower Public Order & Tax Rate in Barbarian Lands
– Party Loyalty – Increased to 15, added Public Order Negative
– Commercial Stimulation – Lowered to 12% base, added Public Order Negative. Trade income increased based on region.

Agricultural & Food Edict Economic Changes
– Overall changes aimed at making agriculture income more viable while tax and trade will be slightly less dominant for some regions.
– Increase to agriculture income from farms/livestock buildings and granaries, added agriculture income % increase to granaries.
– Added base level food, growth and income effects for Export/Import Food edicts.
– Changed Olive, Fish and Wine resource trade buildings and Fish ports to produce agriculture rather than trade income. Changed Horse resource trade building to produce animal husbandry rather than trade.
– Timber, Copper and Iron resource buildings now give industrial income rather than trade.
– Various food/tavern forum buildings now split income between trade and agriculture/livestock and interact with the food edicts.
– Tier 3 and 4 of buildings that interact with export and import food edicts also help the reverse edict. For example, trade ports that normally import food will also reduce the food and growth cost of the export edict at tier 3/4.
– Slight increase to Export food edict income from various buildings.

Autoresolve Changes
– Reduced infantry missile unit autoresolve effectiveness.
– Fixed many autoresolve settings that were missing proper assignments based on battle types. Made the autoresolve tables more clear for modding purposes.
– Fixed ambush autoresolve giving a bonus to defenders.
– Fixed various autoresolve situations having the wrong settings and some vanilla bugs/mistakes.

Other Fixes/Changes
– All Barbarian factions now have increased income from looting/sacking/razing.
– Fixed incorrect population size entries for around 45 units, fixed new Cretan Mercenary unit missing population entry.
– Added a custom battle cap of 2 for all Mercenary, AOR and Auxiliary troops. Also cap of 1 for Macedonian general unit.
– Fixed various factions having the wrong personality settings (new campaign only)
– Fixed new Iberian horses not showing up properly.
– Moved Night attack ability from level 1 to level 2 of Night Commander skill which is now unlocked at character rank 3. Added some extra effects to the skill overall.
– Added new effects for regions with higher political loyalty.
– Fixed Mauryans using the wrong AOR population settings. They will no longer recruit Persian units with their population.
– Added 37 new Mauryan female names
– Gave eastern Germanic factions access to Scanadanivan local units (Western Germanic already had this)
– Added camel officer variants for new Parthian and Nabatea units
– Fixed HatG Arevaci having vanilla unit colors.
– Fixed Rhodian hoplite slinger unit not properly getting slinger bonuses.
– Fixed typo in Cappadocian swordsmen description.
– Changed RoR Hellenic generals to use new custom Greek general models.
– Fixed spelling of Maurya faction name.
– Added Late Dacian foot nobles to Getae recruitable roster (previously commander only unit)
– Fixed 2 Media units not properly being classified in the missile unit set (and therefore not receiving some effects)
– Removed concentrated fire ability from early and late Bactrian cataphracts.
– Fixed incorrect reform information text for Saka.
– Fixed AI recruitment profile for a Mauryan sword unit.
– Fixed ancillary portrait for barbarian bard retinue.
– Changed Belgic cav unit name to distinguish from another unit.
– Fixed Egyptian Cilician peltasts missing from campaign recruitment.
– Moved Egyptian archers and Judean archers/slingers to different recruitment buildings.
– Fixed tier 4 Zarmizegetusa special capital fort variant missing garrisons when owned by Barbarians.
– Fixed crocodile wrestler ancillary missing subculture assignments.
– Fixed special garrison units having too low of a priority.
– Changed egypt/pontus chariot army tradition to affect cavalry in general instead.
– Fixed 2 Armenian generals with bugged shields
– Fixed bugged Medewi general variant
– Moved AOR Scordisci unit from Thrace to Pannonia

Credits
– Huge thanks to DETrooper for the Region effect UI change!
– Thanks to yaxl3y for finding the issue with regional tax effects.
– Big thanks to Daruwind, DETrooper and Jake for the new UI buttons to use!
– Thanks to DMW for the research for faction traits yet again!
– Thanks to Vandamsel for helping with testing so many smaller details! 

Public Beta 1.2.5c Released!


Divide et Impera 1.2.5c Public Beta
 
–> Download (Mirror) <– 

*Many submods will not be compatible until they are updated!*

General Information

After many months of hard work, we are happy to present the latest update for DeI in a public beta format. This update includes a ton of battle changes from KAM’s latest experimental pack, new Media reforms and units from KAM, a new capital change button thanks to DETrooper, new faction traits for most Barbarian factions from DMW, and a lot of other fixes and changes. The reason we have decided on a beta is due to the new scripting and other major changes that would be best helped by a more public test setting. See below for all the details and download the pack from the above link. 

Installation Instructions
1. Download the pack from one of the links above. Place that pack in your Rome 2 data folder.
2. When you load the game, click Mod Manager. Make sure the fix pack is listed above the main mod files and that the fix pack loads first. For now this is not available on Steam. 

Save Compatibility
Saves should be compatible with this update, but I would back them up just to be on the safe side. Also, new units that are reform locked will not be locked in save games.

_______________________________________________________________________

New All Factions Playable Submod
Can be downloaded here for testing and is installed in the same way as the fix pack. It can be loaded before or after the fix pack but must be loaded before the main mod. Only a 4TPY version for now.

______________________________________________________________________

Patch Notes

Battle Changes

Balance and other changes:
– Ranged attack and reloading now properly apply fatigue to units.
– Fatigue penalty increased but it takes longer to reach the various tiers.
– Slightly increased unit spotting range.
– Reworked unit experience threshholds.
– Reworked morale values to make them more balanced throughout a campaign.
– Reduce killing power of infantry charge, units with expert charge defense can effectively counter charges.
– Melee intervals (cooldown between attack animations) lowered from 3 to 1.5 seconds.
– Spear units are now tougher to kill in melee, Sword units have a bonus vs infantry.
– Unit hitpoints and weapon damage reworked, hopefully cavalry and elephants will take less casualties from autoresolve
– Various specific units like agrianian infantry, Socii units and war dogs reworked.

Ranged Combat Changes:
– Artillery ammo reduced, slightly increased damage to siege equipment from fire.
– Iberians now have access to their historical flaming javelins.
– Fixed trajectory of horse archer attacks sometimes preventing AI from fully using them.
– Added small knockback chance to all ranged weapons when soldiers are wounded by projectiles.
– Cavalry harder to decimate by precursor javelins of infantry but those javelins can now disrupt charges with knockback.

Battle AI Behavior:
– AI should now use disciplined formation in defensive battles.
– Both Shock and Melee cavalry are classified as shock cavalry now to improve AI use of those units. 
– Infantry without ranged weapons will now properly brace vs cavalry and will use non phalanx formations properly.

Unit Movement and Combat Animations:
– All Thureophoroi and 2handed non heavy units now have 3 speed.
– Pikes and Hoplites have a harder time passing through enemy units.
– More rare kill animations should play out.
– Slight increase to medium and heavy infantry speed.
– Increased unit acceleration and deceleration speed to improve unit spacing after charge.
– Improved unit spacing for many units and fixed issues of unit overlap.
– Increased variety between soldier heights for various units.

UI Changes
– Fatigue penalties are now added to the unit status (i.e. Fresh 100% strength, Tired 70% strength)
– Morale % is now displayed on the unit UI status when you hover over your unit (i.e. Eager Morale 85-100%)
– Added ranged stats to elephant UI display

New Special Horses & Cavalry Changes

– Various units now have special horse types that give them specific bonuses.
– New Thessalian horse entry that combines both speed and charge power.
– Numidian horse that lacks charge but has great speed/acceleration, guerilla deployment and ignores ground penalties.
– Celtic Mairepos warhose that has speed and a greater charge power due to size, new Parthian Nisean horses as well.
– Camels now have custom weapon entries with a combat advantage over horses and a larger morale hit against cavalry.
– Reduced and added more variety to cavalry running speeds.
– Elephants have been reworked – they are more resilient against ranged and a bit easier to kill in prolonged melee. Fixed an issue where some tower elephants had double the hitpoints intended.
– Reduced strength of frontal cavalry charge on fresh units but increased ratio of AI cycle charging. AI will cycle charge less if they are doing well in melee.
– Cavalry takes larger casualties when pulling out of combat.
– Iberian horses once again have their unique look and changed look of Iberian armored horse.

Campaign Changes

New Median Overhaul and Reforms (Preview)
– New reform units added for Atropatkan. Around 9 new units, added at 2 reform levels.
– 2 new custom reforms: Iranian and Imperial based on turns and specific regions held.
– New faction emblem.

New Barbarian Faction Traits from DMW
– Updated traits for Gallic, Germanic, British and Iberian factions to make them much more unique.
– Highlights include the Arverni’s new ability to form client states, new population system interaction for various factions, and more.

New Capital Change Button
– The button has been moved to a new location in the top right of the settlement panel. Thanks to DETrooper for the UI wizardry!
– The button will no longer have the overlay problem for some players after battles and will no longer open the encyclopedia when clicked.
– Some text issues fixed.

All Factions Playable Submod

– Victory conditions have been added for all factions.
– New frontend map images for all factions from Lugos. Huge thanks!
– Fixed issue where autosaving wasn’t working properly.

Changes/Fixes
– Commander trait will no longer decrease from “close victories”.
– Intellectual trait has a slightly higher chance to increase and slightly lower chance to decrease.
– Fixed some more ancillaries that were causing disappearance problems. Thanks to Mr. Timbe for the help!
– Fixed various units not being properly designated as bodyguard units and missing out on commander effects.
– Changed supply system region names to match our city names rather than the now defunct region name system.
– Fixed Seleucid Companion cavalry unit not properly locking when late version is made available through reforms (new campaign only).
– Replaced Companion Cavalry unit card with older version.
– Fixed typo in intellectual trait description.
– Fixed missing ancillary image.

Credits
– KAM for all the crazy hard work on so much of this update – from the battle changes to the Media overhaul!
– Mr Timbe for the hard work helping to fix the ancillary issue. Big thanks!
– Lugos for all the great work on the AFP submod art
– DMW for the hard work on the faction trait ideas
– Big thanks to DETrooper for the UI work on the change capital button!
– Thanks to Jake for the new Media emblem and help with the unit cards.

1.2.5b & Marshals of Alexander Update Released!

A new version of the mod and a new update for the Alexander submod have been released! This new mod update brings changes to the supply system, battle updates, new units, and lots of fixes. The Alexander update features the Marshals of Alexander, new historical characters that can be recruited as captain units in the submod campaign. Make sure to check out the Alexander campaign if you haven’t yet!

1.2.5b Fix Update December 31
*Only Part 1 Updated
*Save Game Compatible

New Alexander Submod Update (Preview)
– Marshals of Alexander released! Special historical characters now available for recruitment.
– Some additions to Persian roster.
– Alexander should now only be wounded in battles rather than killed (new campaign only)

Battle Changes
– Added AI bracing for infantry without ranged weapons.
– Lowered the power of elephant and cavalry charge
– Shield melee defence increased by 1, missile block chance increased by 5%
– Lowered overall morale penalties for casualties, increased morale penalty when 75% of starting troops are either routed or dead
– Fixed game bug where elephants without towers have 50% of HP of elephants with towers

Supply System Changes
The changes here are intended to make the supply system a bit more meaningful and impactful during campaigns.
– Slightly lowered the base resupply values and total supply caps for all regions.
– Increased supply consumption, especially when an army is foraging (making supply lines more important).
– Decreased starting supply values in all regions (new campaigns only)

RoR Rosters
– Changed the Nuragic roster in the RoR campaign to use their own units rather than Celtic units.
– Updated various units in Roman, Italian and Greek rosters to use some of the newer assets.

New Belgic Remi Heavy Cavalry Unit
– New unit added to the Nervii roster in CiG and the Grand Campaign.
– Preview of the new unit can be seen here:

Other Changes/Fixes

– Fixed various ancillaries missing proper database entries from vanilla. Hopefully fixes some of the issues where ancillaries get assigned but don’t show up.
– Updated Rome, Ardiaei, Cimbri and various other unit cards.
– Changed various effects for agent background skills to remove old/unused effects.
– Changed Athens AOR unit from Thorax to Thureos to better match the local roster.
– Fixed Caledonian heavy horse unit not being recruitable in campaign.
– Small buff to barbarian war hall and port building effects.
– Added new text tooltips for unit upgrade button to better help explain the system.
– Fixed various bodyguard units missing proper unit sets so that attributes will properly work on them.
– Slightly lowered CAI budget for navies.
– Fixed the commander trait giving ammunition bonuses to non-missile troop types.
– Fixed Numidians being able to recruit Ethiopian Spearmen unit.
– Lowered diplomatic bonus from releasing troops (previously set too high)
– Fixed some starting Seleucid and Ardiaei generals being able to recruit the wrong bodyguard units (new campaign only)
– Fixed Etruscan marines missing javelins and 2 nomad units missing leggings.

Credits
– Thanks yet again to sourav for all the unit card work!
– KAM for all the hard work on battles and generally keeping me sane.
– Seleukos and Jake for the amazing work on the new Marshals update!