Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

508 ratings
More Diplomatic Outcomes - Arms Deliveries, Research Agreements and more
3
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Campaign
File Size
Posted
Updated
135.550 KB
28 May, 2018 @ 3:04pm
1 Nov, 2018 @ 3:06am
15 Change Notes ( view )

Subscribe to download
More Diplomatic Outcomes - Arms Deliveries, Research Agreements and more

In 1 collection by wolphyx
wolphyx's Enhanced Vanilla Experience
32 items
Description
Adds new diplomatic results for more variety in politics. From trade deals to arms shipments to research treaties. Works with the latest patch. Further results will be added in the future.

What exactly does this mod do?
I have added some new diplomatic results that may occur when one of your party members is sent on a diplomatic mission to another faction. See the table above for more information. All effects take four rounds, like the standard effects.

The results depend on the faction with which diplomatic relations are established. Barbarian cultures can offer other diplomatic bonuses than Eastern, Roman, or Hellenic cultures. For example, if you want the best hulls early on, make sure you build friendly relationships with a Hellenic faction. This encourages you to maintain good relationships with other factions and cultures. (To gain power and eventually wipe it out, of course)

For an official translation of the description texts and for them to show up in your game simply get the latest UPC language mod[www.twcenter.net].
If this link doesn't work try this {LINK REMOVED}.


Compatibility
This mod is savegame-compatible and works with all DLC Expansion Packs. Also compatible with DeI and all other mods, since I have not seen any other mod ever changing this specific table.

Popular Discussions View All (3)
7
15 Dec, 2018 @ 7:01pm
Suggest Ideas for additional positive/negative outcomes
wolphyx
5
20 Jan @ 7:24am
Bug reports
wolphyx
3
12 Jul, 2022 @ 11:47pm
I've been looking for a mod that heavily alters the betrayal rate a diplomat would do when doing diplomacy with another faction.
♬♫~Joe Blaze~♫♬
164 Comments
diztortion 27 Jun @ 4:02pm 
Thanks for the reply! I will double check the income through trade next time I get the resource buffs.
wolphyx  [author] 26 Jun @ 1:51pm 
@diztortion: Thanks for the praise! Yeah, I suspect the resource effect bundle doesn't work at all, at least not in a way that's visible. Did you check your income through trade? Maybe it increases a little bit through the resources being available through trade. There is almost for sure a negative modifier for the outcomes in very hard, as I observed a similar thing. I have balanced my game to be challenging enough for me at hard, however, so I don't encounter it very often.
wolphyx  [author] 26 Apr @ 12:37am 
@Techpriest: Ah sorry I misread, you mean the cultural influence debuff. Do you play with mods? In a game close to vanilla I didn't feel that this debuff is too harsh, after all, -6 means that you only slightly lose cultural influence in that region for 4 turns (your percentage goes down a little).

This is what I wanted to achieve, because in the base game, once a region is fully conquered, converted and equipped with temples, nothing ever challenges you culturally anymore. I wanted there to be a mechanism that challenges the "conqeuer and forget" mindset of established provinces a little.

The pronounced effect on 4-city provinces is only fair, because you also have more space for temples in such a province. A provincewide effect would disadvantage smaller provinces' resilience to this outcome.

If this effect appears too harsh in your personal constellation of mods though, feel free to change it :) As for this mod, I think it's working as intended.
Techpriest Enginseer 25 Apr @ 4:34pm 
They don't lose 40 PO, but they lose 10 cultural influence per region in that province which for a large empire means Public Order from foreign culture starts showing up.

https://imgur.com/a/IpZFcJX

1st image: Nabataea has a total of 24 Cultural Influence, the current mod's effect applies (in_all_regions) which means it affects 3 regions in that province, equating to -30 Cultural Influence giving me a total of -6 Cultural Influence!
2nd image: indicating it affects all regions rather per province.
3rd image: Changing the effect scope to this_faction, I get -10 per province regardless with 24 - 10 = 14.
4th image: indicating it does not affect all regions anymore, but I get the intended -10 influence per province.
wolphyx  [author] 25 Apr @ 6:31am 
@Techpriest: As you can see in the negative outcome table, the -10 PO applies to all provinces, not all regions, at least that's the intention. Can you send me a screenshot where a province loses -40 PO after this diplomatic event?
Techpriest Enginseer 24 Apr @ 3:59pm 
When you get the negative outcome of foreign ideas, -10 in all your region is a lot. It can add up to -40 in a province with 4 settlements, almost made my big empire revolt! I suggest toning it down to -3 or -2 at least!
Ciaphas Cain 14 Feb @ 11:52am 
get a mod manager rather than the CA one, that usually gets rid of the mod limit
wolphyx  [author] 29 Jan @ 10:15am 
@LePaow De Cubbes: Yep, that's the unfortunate state Rome II was left in and the reason I made my UI Overhaul Compilation - to reduce the mod count in the launcher
LePaow De Cubbes 29 Jan @ 6:57am 
Edit: I figured out that my game seems to have problems with more then 35 mods activated. After i reduce to 35 Mods thes mod works as intendet without bugs...
LePaow De Cubbes 20 Jan @ 7:20am 
unfortunately this mod did not work well anymore. I had a deal for level 2 shields. YEAH!
I was also able to trigger the upgrade function, which also cost money, but neither the stats changed nor did the symbol for the better shields appear on the unit card. DAIMN :D