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

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