Divide et Impera 1.2.7 Released!

After a few months of beta, we have released our latest update. Thanks to the many folks who helped test the new features! This mod version includes many new and updated units, UI features for Supply and Population, new Baggage train changes, new buildings, many new faction icons, fixes for some major long-standing bugs, and a lot of smaller features and changes. You can find the standalone at our Download link above and Steam will be automatically updated.

Patch Notes

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 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, Spartan 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.
– Added elephant units to Numidian rosters.
– 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

– 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 Pavlišta 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

1.2.7 Campaign Features Preview

Many new features and UI changes have creeped their way in to our latest mod effort. Although this won’t cover them all, this preview is an attempt to highlight and explain the great new changes coming to DeI campaigns.

Population & Supply Systems

New UI Updates
– The Settlement panel has been restructured so that it now displays more information properly, doesn’t bug the growth bar and shows the original settlement building slot points. The population total number has been moved to the right top of the panel and there are updated supply and population hover buttons for their relevant summaries.

– Units now show their population class, unit type and manpower size when you hover over them in an army. This can be useful for disbanding and replenishment information.

Baggage Trains
One major request over the past 5 or more years has been to make baggage trains more useful, these changes aim to do that.
– Baggage trains now lower the population requirement for an army to begin replenishment. This means that less available troops will be required in a region in order for replenishment to be allowed. For example, if normally 20 troops were needed to replenish in a region, 10 would only be needed instead. Also, this is the first time that these units have interacted with a system other than supply.
– Baggage trains now give missile and artillery units 15% more ammunition in an army.

– Armies with a baggage train unit now use less supplies in foreign territories for longer periods of time.
– Nomad baggage trains now provide food to your faction when in foreign lands and have cavalry campaign movement.
– Roman Marian and Imperial baggage trains now have infantry campaign movement.

Disbanding & Population System Bugs
– Fixed a major, old disbanding bug that would cause massive decreases in population levels. This especially affected first and second class population when disbanding whole armies or generals.
– You can now disband a whole army or multiple units at once and get back the proper population amount without having to do each unit one at a time.
– Population levels should also report correctly the same turn you disband.

New Belgic Dual Culture & Temples

– Belgic cultures now have a dual culture system that spreads both Celtic and Germanic cultures. They have a primary culture (Celtic) but also have to deal with the presence of Germanic culture as well.
– New temples that give both Celtic and Germanic culture to go with their new dual culture system have been added. These temples are based on historical research and local cultural gods.

Faction Flags & Emergent Factions
– New & Reworked flags for most factions and emergent factions to better fit with the overall aesthetic. Most flags should now match and have their own unique look that relates to that faction. Also changed many emergent faction names to have more historical and less generic names.

– Jake for all the great flag work and UI work!
– Jake and Augustus for the work on emergent factions
– Thanks to DMW and great research from the folks over at https://senobessusbolgon.wordpress.com/ for the new belgian temples!

1.2.7 Unit & Battle Preview

This patch is unusual as it did not bring full factional or combat overhauls but had lots of hours put into updating, polishing or filling lackluster areas of the mod.
In Total 160+ units, generals and officers got their visuals updated, including new models added to DeI!

Below are certain key points:

1. Two handed and axe units
Their role as shock troops is more prominent, especially two handed units should move faster around the field, making them a threat if spotted on the flank!
One handed axe units got their stats adjusted, while their defence is still rather low, their charge more lethal than it used to be.

2. Thorakitai & Late Hellenic heavy sword infantry
Late Hellenic sword units got their stats overhauled, exchanging defence for higher attack. Thanks to that, spear and sword thorakitai are more distinct units with one being better at holding ground while the other is better at offence.

3. Syracuse units and city features overhauled
Syracuse melee units had an issue of having rather bland and similar stats. All of it has changed and their units not only stand out more from the other but also help this faction differ more from other Greeks.

Main building chain of Syracuse now also functions as workshop, allowing you to recruit siege weapons and crossbows without a need to build anything in other slots. If other Greeks conqer the city, they also have access to this benefit.

4. AOR unit cap overhauled
Area of recruitment units got their campaign caps changed so to be better aligned with their actual quality.

5. Dismounted cavalry stats
Now while fighting on foot, cavalry units should have more appropriate stats, some of them might even perform well as heavy shock troops if situation is dire.

6. Animation updates
Spear cavalry has new overhand charge animation added for more variety! Hoplites in back ranks will no longer stand idle but now they also stay braced. Bug with hoplites in back ranks “dancing” due to changing position constantly should be gone or less noticeable thanks to tweaks to transition times. After this patch will be out, we will also start new submod to check hoplite overhand animation to check if it can be added to main mod

7. Artillery ships have their range reduced and projectile size decreased. While they will be still extremly useful in naval battles and city sieges, they should be more balanced and won’t be able to snipe enemy units standing behind buildings on the other side of the city

8. Scythia updates
Scythian units got their stats updated, certain units were overhauled to different function, with some being specialized in certain roles.

9. “Two” Tarantines
Tarantine cavalry got overhauled to be more in line with historical records. Their role is still debated but it seems there were two version of this famed cavalrymen. “Original” Tarantines fought as light cavalry, that relied on their shield for protection and deadly skills with javelins for the kill but were unable to put up a fight in melee, often not even bringing melee weapons for smaller skirmishes as they were expected to just fall back to the camp. Later “national” Tarantines seem to be different type of units, probably just bearing “Tarantine” name as style of combat than ethnicity of the soldiers. While still rather light, they were more of a shock units, famed for being able to throw javelins during charge and switch to spears before going into gaps created by their projectiles. Both styles are now reflected in DeI, “original” Tarantines can be recruited as AoR or Mercenary troops, performing a role of elite, light skirmishers while ‘national” Tarantines are deadly, light shock cavalry with javelins that have ability to disrupt enemy formation for short time.

Original Tarantines (Left) and National Tarantines (Right) side by side:

10. Numidian elephants
Numidia finally gets very own elephant corps, rather than just having AoR/Merc ones. Their unique feature is their reformed elephants unit, while not heavily armoured, they have 25% more elephants per unit.

11. Bactria and Indian units
Bactria now is able to recruit Indian Longbowmen and Indian Guild Warriors from Thorax reform to represent their conquests which led to creation of Indo-Greeks.

12. Illyrian Sica Bearers
Illyria got two of their sword units changed into sica bearers as they were the ones who invented it. This also makes them a bit better against armoured enemies.

13. Full list of combat changes and tweaks can be found under detailed patch notes of Beta patch.

Unit and visual updates

1. New, highly detailed helmet for Bactria

2. New Macedonian and Ptolemaic units
Sacred Squadron regiments can now be recruited, instead of being just general bodyguard.
Late Sacred Squadrons are brand new units, that fight as heavy shielded lancers. While their charge is not as strong as dedicated lancers, it is still very high and their equipment allows them to be better in melee or if harassed by missiles.
Their Agema pikes also got brand new models and textures!

Late Antigonid Sacred Squadron:

Late Ptolemaic Sacred Squadron:

Antigonid Agema

Ptolemaic Kleruchoi Agema

3. Scythian Medium Infantry and updated visuals
Scythia received new medium infantry unit, while no match for Western heavy infantry, they are still solid shock troops, especially seeked out during sieges. Many other Scythian units got their roles changed to make their army more varied and others got visuals updates.

Medium Infantry:

Examples of other changes:

4. Pontic units
Pontus got 2 new units, Late Pontic Infantry, based on Mithridratic troops assembled and trained to resemble Roman fashion, placing them between thureophoroi and thorakitai in terms of performance. Another one is Bosphoran Horse Archer, coming from later state of Mithridratic kingdom where both Pontus and Bosphorus were under his rule. In addition, their early and late lancers got new look!

Late Pontic Infantry:

Bosphoran Horse Archers

Early & Late Lancers

6. New Spartan Cavalry
Picked Ionian Lancers are new unique unit of Sparta, they represent specific way of how Sparta used to recruit cavalry starting from Agesilaos. Initially made of Ionians, these soldiers had to go through strict recruitment process before being admitted to the unit. Due to that their regiments were small but of very high quality, at one point even beating Thessalian cavalry at their peak.

7. Kartli and their new ranged cavalry

Light Cavalry

Medium Skirmishers, they are expert at ambushing enemies and their horses, while light, allow them to ignore ground penalties.

8. Athenian cavalry bodyguard

9. Saka, new units and visual updates

Saka Assault Infantry is using short spears in two handed fashion and is equipped with heavy armour and bucklers. Despite using spears, they are more of a melee infantry but great if city needs to be taken!

Yuezhi Heavy Infantry, elite and heavily armoured heavy archers of Yuezhi tribes, also able to deal good amount of damage in melee.

Yuezhi Noble Cavalry, heavy horse archers, while not the deadliest when it comes to charge, they are very fast for such heavily armoured unit and their skills with bow are superb.

Updated late Cataphracts

10. Roxolani, new units and visual updates

Sarmatian Warriors, these medium infantry unit is solid but not exceptional melee unit. They come from more settled Sarmatian tribes.

Elite Sarmatian Archers, another unit coming from more settled Sarmatian tribes, these skilled archers can also fight as infantry if required.

Sarmatian Armoured Lancers

Sarmatian Noble Lancers

11. AoR & Mercenaries
Due to amount of changes, here are just selected few that got updated.

Mercenary Veteran Hoplites

Egyptian Infantry, Levies and Cavalry

Germanic Axemen

Assyrian Infantry (Previously Akkadian Infantry)

Babylonian Heavy Spearmen

Mesopotamian Spearmen

12. Parthian Noble Horse Archers, Heavy Infantry & Alan Noble Cavalry

Heavy Infantry

Noble Horse Archers

Alan Cavalry

13. Dii Sword Masters, one if not the most warlike of all Thracian tribes, now joining ranks of Odryssian Kingdom

14. Syracuse melee units

Samnite Medium Infantry

Sicillian Footmen

15. Seleucid Royal Peltasts & Late Companions

16. Arverni Veteran Freemen and Heavy Axemen

17. Dozens of officers recieved new look, with new textures, models and details, here are some examples.





18. Parthian, Spartan, Persian and Pontic generals updated.