Divide et Impera Public Beta 1.3.6 Now Available!

We are happy to announce a public beta for our upcoming release version 1.3.6! This update includes new Epirus and Hellenic overhauls, Media Atropatene reworks, a pirates system update, lots of Empire Divided improvements and many other fixes and changes. The full patch notes can be found below.

This update is not compatible with the current Rome 2 Pantheon beta. We do plan on updating the mod for the game updates as we are able, but we will be holding off on that until those updates are completed and released. We have no time table for the mod’s compatibility with the upcoming various Pantheon game releases. Our current plan is to implement this 1.3.6 update for the mod and then focus on making the mod compatible with the full release version of the updated game at a later time.

Our mod beta is save compatible but most submods will probably have to be updated for full compatibility.

Download: Link (Mirror)
Steam: Link

Patch Notes

Epirus/Hellenic Overhaul
– Updated units, appearances, stats and roster for Epirus
– Updated looks for generals and other Hellenic generals as well.
– Updated look of Officers and Standard Bearers for Bactria, Armenia, Macedon, Egypt, Seleucids and Sparta.
– New Paeonian AOR cavalry unit in Macedon.

Media Atropatene Overhaul
– Updated the visuals and stats for various Media units. New unit cards also!

Pirates Update
– Pirate spawns can now be prevented by a tier 4 military type port, indicated by a new “Pirates Spotted” event and building effect text.
– Pirates can now spawn for more factions in more places.
– Delayed various pirate spawns by a couple of turns

Major Fixes/Changes
– Visual updates for the Boii, Caledones, Dacians and Illyrians.
– Fixed a bug with the supply system causing barbarian AI to miss some attrition protection.
– Fixed naval supply effect bundles being applied multiple times to AI factions.
– Updates to many different unit cards that had been from older versions.

Battle Fixes/Changes
– Added new spear/shield animation set from Attila for better weapon and standard bearer position.
– Lowered javelin knockback chance.
– Added new shield defense reduction effects for pilum, soliferrum and cavalry javelins
– Adjusted elephant combat stats.
– New balearic sling weapon entry – shorter range but higher base damage
– Reworked fire arrow building damage. They are still viable against towers and gates but require several volleys to set fire.
– Various smaller stat adjustments and fixes.

Empire Divided Fixes/Changes
– Updated many different unit cards.
– New faction icons for various factions – thanks to Lord Nemo!
– Visual updates for British, German, Sarmatian and Roman factions.
– New general appearances for Sarmatians, Franks and other Germans
– Adjusted various rebellion rosters.
– Fixed eastern factions having some wrong bodyguard entries
– Various rebalancing and bug fixes for British and Germanic factions
– Fixed bugged draco standard
– Updated some faction names to better fit the time period.

Smaller Fixes/Changes
– Changed faction leader trait Anxious from Disdained faction buff to Engaged.
– Added new animations for spear officer and axes/clubs for various barbarians.
– Lots of fixes for barbarian entity entries affecting speed and mass.
– Fixed an Iberian unit incorrectly being restricted by reforms
– Increased growth rewards from construction technology milestones
– Fixed some Greek factions missing Assault Quinquiremes
– Reworked Egyptian Machairaphoroi into light elite shock sword unit.
– Adjusted stats of some Equites and Allied Equites units, for more variety between them.
– Redone Pontus Sarmatian bodyguard stats and looks.
– Short sword weapon entries bonus vs infantry increased from +1 to +2
– Adjustments to melee attack penalty from fatigue
– Updated Mercenary Armenian spear and Azat noble appearances
– Fixed Anartes belonging to outdated military group an wrong culture.
– Fixed spy trait increasing rather than decreasing enemy movement base effect from action
– Fixed Saba main capital building missing spice resource.
– Fixed some CiG general visuals appearing for Rome in the Grand Campaign
– Lowered some of the inflated ammo for some peltasts by 1
– Many smaller fixes/changes.

Credits
– Lord Nemo for various Empire Divided faction icons
– Summary for more unit card work, again!
– Litharion for the supply script fixes
– KLA for variety of Hellenic models
– Benjin for help with adjusting animations for standard bearers
– CEMMEN and Goobad for the pirate changes
– Ejmilo for various spear and axe/club animation changes
– Nemo for great unit card work!

Divide et Impera 1.3.5 Released!

It has been a good year of work on the beta and we are happy to announce our new version has been fully released! The mod has been updated to 1.3.5. This update includes the start of our Empire Divided overhaul, our Caesar in Gaul overhaul, many Grand Campaign faction overhauls and much more! Many players will be happy to learn it also includes load time and performance improvements as well.

You can download the mod on our download page. The update is save game compatible, submods will need to be updated.

Patch Notes

Empire Divided Overhaul Phase One
– This is the beginning of the first phase for the overhaul of this campaign. Various aspects will not be up to our normal standards but will be worked on as we go forward.
– All units are now from the mod, even though some are currently anachronistic.
– Fixed many issues and bugs with the campaign that made it mostly “unplayable”
– Updated units for Roman, German, Nomadic, Sassanian and British factions to match the time period.
– New Loyalty system for Roman generals featuring new traits and political interaction
– New cults and cultures that matter a lot more.
– Made various aspects a bit harder (plagues, food)
– New government actions for Roman factions.
 
Mauryan Overhual from Summary
– Updated all units and AOR/Mercenary units with new appearances and various stat changes.
– Updated appearances for generals.
– New army traditions and faction traits.
– Updated various other aspects to match the overhauled roster and theme.
 
Caesar in Gaul Overhaul from Q_Sertorius
– Updated the startpos (starting situation) with army, building, culture and various other changes
– All new rosters and unit overhauls for many factions
– Updated features and fixes for the campaign to better match the historical situation.
 
Numidian Overhaul from KAM
– Updated unit appearances and stats for the Numidians.
– Various roster adjustments.
 
Illyrian Overhaul from CEMMEN
– Reworked roster to move emphasis further toward light infanty, skirmishing and hoplites while removing some redundant units.
– Updated looks of units and generals, including AI factions
 
Colchis Overhaul from KAM
– Overhauled roster with new and updated units.
– New generals and overhauled appearances
– Updated various building effects.
– New reform units and upgrade paths.
 
Armenia Overhaul from KAM
– Unit appearance updates and new reform/upgrade paths.
 
Battle Changes
– Added new speed and mass unit ability icons for all units that will help the player see those attributes.
– Adjusted infantry run speed and some cavalry speed
– Removed snipe from attributes (working incorrectly)
– Adjusted some inconsistencies with ground movement penalties
– Increased Polybolos range and engine number
– Adjusted UI display bar for melee attack value
– Adjustments to infantry and cavalry acceleration and deceleration to fix some issues with troop positioning
 
General Changes \ Fixes
– Improved turn times via supply script changes. Big thanks to Goobad and Litharion!
– Moved Grand campaign Imperial reforms to turn 200 for the AI and 180 for the player (still requires imperium level for player)
– Added updated unit cards for Thracians, Athenians, Syracuse, Carthage, Irish, Caledones, Illyria, Armenia and various others.
– Added new frontend map images for faction selection from Benjin. Big thanks to him!
– Updated agent skill UI and tree structure to better fit, thanks to yaxl3y!
– Added new musician officers to various units including Romans
– Updated Grand Campaign cultural victory conditions to require less regions
– Added new Egyptian late bodyguard unit.
 
Smaller Changes \ Fixes
– Adjusted Roman occupation priorities to increase likelihood of looting
– Fixed some rebellion units entries
– Fixed various unit description mistakes
– Fixed RotR Roman campaign roster missing Velites
– Fixed HatG Carthage missing supply units
– Added Etruscan starting unit to their campaign roster
– Fixed some unit set entries for Merc and AoR units
– Removed clubmen from Arverni custom battle roster
– Fixed nuragic temples missing from marble/build time effects
– Fixed fishing port effects mistakenly affecting all Roman port types
– Fixed Carthage special port having inverted piracy effects at tier 2/3
– Added sanitation effect to dacian technology
– Fixed starting unit size for Armenian unit (new campaign only)
– Changed description, effects and agent type for some ancillaries
– Buffs for Massalia and Bibracte main cities
– Various adjustments to temple and resource building effects
– Fixed lighting issue with certain leather/hide helmets
– Reduced wardog hp and charge bonus
– Small buff to Improved Stamina attribute
– Fixed appearance for Syracuse Tarantine Cav
– Added improved stamina to Sparta hoplites (to be added to other select elites in the future)
– Added cap for Spartan lancers, Trophimoi and Seleucid Agema
– Added chariots to Caledones
– British noble spear and sword units now have cavalry campaign movement to represent chariot use
– Fixed wrong pop names for some RoR cities
– Fixed issue where some population economic effects were not being applied properly 
– Hundreds of smaller fixes.
 
Credits
– yaxl3y for the agent skill UI fix
– Big thanks for various new models from GulagEnabler, Kagarino Kyrie, Davicolt, Summary, and Flourpuss
– Huge thanks to Summary for all the unit card and Mauryan work!
– Thanks to Goobad and Litharion for work on turn time efficiency!
– CEMMEN for all the hard work on tons of units and many other things
– Q Sertorius for many things including CiG rework
– KAM for all the battle updates, constant help and work on various overhauls
– Irishbandito and Flourpuss for all the help with various models and textures
– Thanks to Benjin for the new frontend faction maps
– DnB for all the help on Roman generals and Armenia
– CzarsHussar, Treccboi, KLA and RitterFloh for many models and textures
– Lord Nemo and ShamblesXx for help on the unit cards!
– Magas of Cyrene for help with Colchis

Divide et Impera 1.3.5 Public Beta Released!

Welcome to our latest public beta! Version 1.3.5 of the mod is now available for those who wish to try it out. We will be working on this beta over the next few months. Highlights include the start of our Empire Divided overhaul, our Caesar in Gaul overhaul, overhauls for the Mauryans, Illyrians and Numidians, among many other changes. Full patch notes can be found below. 

Download Links: Public Beta 1.3.5 (Mirror)

Steam Version: Steam Beta 1.3.5

Save game compatible, please load above (before) the main mod. Most submods will not be compatible until updated.

Empire Divided Note: Please be aware this campaign is in its very early stages of redesign. There will be anachronistic units and other elements not up to full mod standards. We will be working on this campaign over time and this is just the beginning. Our main goal right now is to make it playable using mod units with some basic unit changes to match the time period. Along with a few new campaign features, this will be the first phase of our efforts.

Patch Notes

Empire Divided Overhaul Phase One
– Foundation created for future work on this campaign. This is the beginning of the first phase for the overhaul of this campaign. Various aspects will not be up to our normal standards but will be worked on as we go forward.
– All units are now from the mod, even though many are currently anachronistic.
– Fixed many issues and bugs with the campaign that made it mostly “unplayable”
– Updated most units for Roman, German, Sassanid and British factions to match the time period.
– New Loyalty system for Roman generals featuring new traits and political interaction
– New cults and cultures that matter a lot more.
– Made various aspects a bit harder (plagues, food) – will continue work on this as we go.
– New government actions for Roman factions.

Mauryan Overhaul from Summary
– Updated all units and AOR/Mercenary units with new appearances and various stat changes.
– Updated appearances for generals.
– New army traditions and faction traits.
– Updated various other aspects to match the overhauled roster and theme.

Caesar in Gaul Overhaul from Q_Sertorius and CEMMEN
– Updated the starting situation with army, building, culture and various other changes
– All new rosters and unit overhauls for many factions
– Updated features and fixes for the campaign to better match the historical situation.

Numidian Overhaul from KAM
– Updated unit appearances and stats for the Numidians.
– Various roster adjustments.

Illyrian Overhaul from CEMMEN
– Reworked roster to move emphasis further toward light infanty, skirmishing and hoplites while removing some redundant units.
– Updated looks of units and generals, including AI factions

Battle Changes
– Added new speed and mass unit ability icons for all units that will help the player see those attributes.
– Adjusted infantry run speed and some cavalry speed
– Removed snipe from attributes (working incorrectly)
– Adjusted some inconsistencies with ground movement penalties
– Increased Polybolos range and engine number
– Adjusted UI display bar for melee attack value
– Adjustments to infantry and cavalry acceleration and deceleration to fix some issues with troop positioning

General Changes \ Fixes
– Improved turn times via supply script changes. Big thanks to Goobad and Litharion!
– Added updated unit cards for Thracians, Athenians, Syracuse, Carthage, Irish, Caledones, and various others. Thanks Summary as always!
– Added new frontend map images for faction selection from Benjin. Big thanks to him!
– Updated agent skill UI and tree structure to better fit, thanks to yaxl3y!
– Added new musician officers to various units including Romans
– Updated Grand Campaign cultural victory conditions to require less regions

Smaller Changes \ Fixes
– Adjusted Roman occupation priorities to increase likelihood of looting
– Fixed some rebellion units entries
– Fixed various unit description mistakes
– Fixed RotR Roman campaign roster missing Velites
– Fixed HatG Carthage missing supply units
– Added Etruscan starting unit to their campaign roster
– Fixed some unit set entries for Merc and AoR units
– Removed clubmen from Arverni custom battle roster
– Fixed nuragic temples missing from marble/build time effects
– Fixed fishing port effects mistakenly affecting all Roman port types
– Fixed Carthage special port having inverted piracy effects at tier 2/3
– Added sanitation effect to dacian technology
– Fixed starting unit size for Armenian unit (new campaign only)
– Changed description, effects and agent type for some ancillaries
– Buffs for Massalia and Bibracte main cities
– Various adjustments to temple and resource building effects
– Fixed lighting issue with certain leather/hide helmets
– Reduced wardog hp and charge bonus
– Small buff to Improved Stamina attribute
– Fixed appearance for Syracuse Tarantine Cav
– Added improved stamina to Sparta hoplites (to be added to other select elites in the future)
– Added cap for Spartan lancers, Trophimoi and Seleucid Agema
– Added chariots to Caledones
– British noble spear and sword units now have cavalry campaign movement to represent chariot use
– Fixed wrong pop names for some RoR cities
– Fixed issue where some population economic effects were not being applied properly
– Hundreds of smaller fixes.

Credits
– yaxl3y for the agent skill UI fix
– Big thanks for various new models from GulagEnabler, Kagarino Kyrie, Davicolt, Summary, and Flourpuss
– Huge thanks to Summary for all the unit card and Mauryan work!
– Thanks to Goobad and Litharion for work on turn time efficiency!
– CEMMEN for all the hard work on tons of units and many other things in all the campaigns
– Q Sertorius for many things including CiG rework (along with CEMMEN)
– KAM for all the battle updates, constant help and work on various overhauls
– Irishbandito and Flourpuss for all the help with various models and textures
– Thanks to Benjin for the new frontend faction maps
– DnB for all the help on Roman generals
– ShambesXx for all the help with unit cards, thanks so much!
– Ritter for the wonderful new germanic shields and standards

Fix Update 1.3.3c

A small fix update has been released for the mod, please see below for details!

Save game compatible, only Part 1 updated.

Update 1.3.3c

– Fixed bug where Alexander and Julius Caesar would appear as leaders of Celtic tribes (woops!)
– Fixed Cherusci pikemen unit card
– Fixed Seleucid chapter mission requiring wrong elephant type
– Fixed Cappadocian Lancers having wrong unit description
– Updated some Lugii unit descriptions
– Fixed Belgic levy infantry missing from Nervii custom battle roster
– Fixed Carthage having an incorrect siege unit in custom battles
– Fixed Germanic temple missing income reduction effect
– Removed income negative for Eastern small town trader buildings
– Fixed Indian ships missing from special port recruitment
– Added RoR Rome to defensive autoresolve script
– Fixed Cimbri bodyguard unit not receiving proper bodyguard effects

Mithridatic Wars Teaser

Hey everyone, hope your holidays are going well! I just wanted to drop a teaser image for our upcoming new campaign – The Mithridatic Wars! Set in between the first and second war during Sulla’s march on Italy, this campaign will focus on both a Roman civil war and the war with Pontus.
 
We will have more news soon about a public beta that will be coming. Have a Merry Christmas!

Divide et Impera 1.3.1a Fix Update!

This small update brings various post-1.3.1 fixes to the mod. We appreciate the feedback and continued support! You can find the standalone on the Download page, only part 1 has been updated.

Update 1.3.1a

– Fixed imperium loyalty effects not properly working – this will lower loyalty, especially at higher imperiums.
– Fixed a few textures and models that were not properly updated in 1.3.1.
– Updated unit cards for Scythians and a few other units
– Fixed Alexander campaign supply values resetting when after game load. Saved games will get the supply first turn pop up message again.
– Increased industrial income region bonus for Numantia and Ebora
– Fixed Greek Euzonoi factional variants missing javelins
– Updated in flight projectile models for various Iberian units.
– Rhodian naval units now use population class 3
– Polished appearances for many Iberian and Germanic units, generals and officers.
– Replaced Germanic metal crossband helmets and axes with more accurate models
– Added a few new Germanic shield patterns
– Added some new beards for barbarians.
– New axe model for elite Germanic units
– Fixed various minor unit visual issues.
– Fixed Galatian Thorax AOR unit not being recruitable
– Fixed some artillery army tradition effects that were not working
– Increased upkeep reduction from champion background skills
– Changed melee weapon entry for Cimbri sword unit
– Adjusted morale for several Nervii units
– Minor adjustments to morale for Gallic/Celtic AI units
– Fixed Lusitani Skirmishers animation entry
– Fixed indian AOR units being in civil war rosters across the map
– Fixed political ancillary spouses missing effects
– Fixed Egypt Linen Cataphracts not being grayed out
– Removed Athens and Sparta militia hoplites from levy unit sets
– Fixed some Egyptian units missing from some minor township recruitment
– Fixed Roman Quinquiremes missing from tier 3 small port
– Fixed stats for Medewi cavalry
– Added missile block chance to Medewi quilted cataphracts
– Removed repel cavalry formation from several Roman units
– Added unique garrison visuals for Arevaci and Lusitani
– Adjusted faction colors for Iberian non playable factions
– Adjusted visuals for Iberian and Cimbri units
– Fixed visual and stat inconsistencies with various barbarian units
– Added new helmet for Lusitani generals
– Adjusted appearances for Galatian and Libyan/Mauretanian generals
– Adjusted horse equipment for Celtic horses
– Fixed Satrapal Palatial building mispelled name
– Fixed emergent Indian faction and civil war factions missing proper garrison entries
– Fixed Bronze shield pikes having slightly buffed stats after patch
– Moved Macedonian AOR dart slingers to thorax reform and changed population class to match core roster unit
– Removed campaign cap for Egyptian Hepteres ships

New Revised Grand Campaign Beta Submod!

We have a new beta submod available for those interested. This submod updates the Grand campaign in many new and interesting ways. It also provides more moddability for submodders and for the main mod itself going forward.

Steam Version

Standalone Version

Features Include:

New Building Slots
New Starting Buildings
New Wonder Buildings
Return of the Roman Families
New Culture – Numidian
New Starting Characters/Family Trees
New Starting Diplomacy/Situations
New Secession Factions
Better Early AI Recruitment
Extra Moddability
And Much More!
 

Please note most submods will not be compatible with this, especially startpos submods such as TPY/AFP/etc. Also, a new campaign is required.