Divide Et Impera Units

11.09.2019by admin
Divide Et Impera Units 8,3/10 7212 reviews

Welcome to!A subreddit for all of those who love the Total War series. I've been mucking around in the unit rosters of the custom battle mode with the Divide et Impera mod active to try to figure out what faction to play as.Then I started to try to figure out what's good against what. First thing I noticed was none of the factions expect rome seem to have any badass looking elite units. Every faction is basically the same minus some extra or less units down the axe/spear/pike/sword lines depending on the faction's 'strengths'.I doubt I'll get to see everything the mod has to offer in a few turns on the GC. I'm sure it's got some cool stuff in the big map but dude if you're going to have these big key battles and then real time them because 'it'll be epic' but then if you get in there, and the battle is a 60 minute grind - how epic is that?What's so different? Custom battles seems to take so long that elite units can't cut through crappy in a useful amount of time. Units just clash no matter how much they cost, and then just stand there more or less.

Then the only deciding factor in a win/loss is whether or not you can kill their cav to start rear charging.I wanted to play something like Baktria or Seleucid but they seem to be the EXACT same faction, unit for unit. All unit names are annoying me as well. You really expect me to know what the difference is betweenThe units don't have any special abilities like hoplite wall, they seem to be in it by default.Considering staying away from it but I don't want to play another vanilla campaign.

Might just turn up the unit size on vanilla and go from there.Just looking for an excuse to devote some of my limited hours of playtime available to learning and playing this.As a player who purposely tries to get the tier 4 units ASAP, get level 3 weapons, armor and shields and then get into a 20v60 unit fight and try to come out on top, I can see the slow pace of the battle actually being disastrous. I also hate Radious' mod because of the snowball effect being just so stupid in it. Within 30 turns you 'win' the game.Why is the mod so notoriously amazing?. Personally, I like DeI not for the battles, but for the actual campaign. It changes the game from rushing an economy and high tier army units and rolling across the map.

Instead, the game becomes a grand strategy, in which management of your empire takes on many facets. Every war of conquest has to be planned and calculated many turns ahead, knowing the war will cost large amounts of gold, and will likely a run a deficit during and after the fighting. Each province conquered will take a long time to convert to your culture and will represent a major resource drain until then.

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Divide et empire

Furthermore, it's no longer feasible to just build an army and just hold on to it. Elite, professional armies cost big money and peacetime economy is going to need that to build infrastructure.The seleucids and baktrians both have basically the same roster because they're both eastern diadochi, but their campaigns are radically different. The Seleucids sit atop a crumbling empire trying to herd a bunch of rebellious teenage satrapies. The Baktrians are a rising power seeking to build a new empire and new destiny for themselves. The best aspects of DeI are related to logistical decisions on the campaign map, and faction setups.I personally find their unit rosters and moreover, their philosophy of how they believed ancient warfare was conducted, to not be anything special. They seem to think for example, that ancient pikemen were a virtually static defensive unit, when in actuality, they were an offensive steam-roller.If all you care about is the battle map, and how units look or behave, DeI will underwhelm. But they do add a lot of strategic thinking to the game.

(Also, you're better off downloading and manually installing version 1.2 off the TWC forum. The Steam version is 1.1 and not as good). What exactly do you want from a Total War Rome II campaign?DEI is a Grand Strategy above all - emphasis on the campaign map, preparing for battles, dealing with logistics and supply. Battles are about morale and fatigue, less about killing. You'll typically get most kills after the enemy routs. You need to manage your population (in the latest version, at least) and certain factions draw more from certain pools; does your culture have the nobility fight most, or does it draw from the commoners and train them? What about foreigners?

Their goal, most of all, was to make a realistic ancient warfare strategy game, and that's what every mechanic they've adjusted has been meant to do. People like DEI because of the depth of research that went into it, the strategic and tactical depth, and the lack of ridiculous fantasy units and goofy Hollywood outfits.If that's not what you're looking for in a campaign, then no shit, DEI won't much interest you. But that's what a lot of people were looking for - a campaign about striving to conquer in the name of Rome / Carthage / wherever, building an empire that grows over time, and not feeling like you won because you rushed the research tree. It's meant to be a harder, more 'immersive' experience, and that's not fun for everyone, but it's certainly fun for me. Also, the names can easily be fixed by certain submods, so that's not really a big deal.Basically, just checking out the custom battles is not how you play DEI. DEI is about the campaign map and the battles both, and the fact that the former gives context to the latter. You can't really get a good 'feel' for each faction from custom battles alone, because a lot of their flavor and playstyle comes from the campaign.

You don't have to like it. I dislike it when people just suggest it to everyone and anyone, even to people who have yet to play a single vanilla Rome 2 campaign. It's a radical overhaul and that's something I've personally never enjoyed in any TW game and never saw the point unless it's something like EB2 or Third Age which just change the setting completely. In my experience the 'historical accuracy' overhauls are riddled with bad design decisions more often than not.It's not for everyone, and that's fine.

DeI is the sort of game that Rome 2 should have been at release. Among other things, it dramatically and substantially revamps, reskins, and re-makes most of the faction's unit rosters, incorporates a brilliant AoR (area of recruitment) system to the Grand Campaign, and has a supply and manpower system that actually makes waging years of war over a region (say, Sicily.) have negative impacts on the region itself.

All in all, it makes Rome 2 about as historically accurate as could be done with a turn-based RTS game based on TW mechanics.DeI's strength is really found in its submods. If you don't like the historically accurate (or, depending on the person, fucking annoying) names for units, there's a submod for that. Don't like the slower battles? Submod for that. The list goes on and on, really.I'm not sure I agree with you on the 'badass elite looking units' missing from other factions. Pikemen are pikemen, even elite pikemen are going to have similar wargear. Elites in DeI, especially post-Reform units, are pretty dramatically good looking.

Some particularly good ones are those post-reform Seleucid swordsmen with the purple cloaks, for example. Remember that the Greek factions all share a broadly similar aesthetic (they're Greek, after all), meaning that they will all have similar base units with more variety up in the tech tree and based on their respective AoR regions.Battles take a lot longer than vanilla, yes. Remember that warfare in this period was about morale, not really about killing. Cavalry is and always will be the most important aspect of your army, and shock cavalry in particular is the way you win battles. Skirmishers can absolutely melt even elite infantry if they get into a good position, as well.In general, when playing DeI, you kill things by rear/side-charging them with cavalry and/or flanking skirmisher shots to the unshielded parts of infantry. Hoplites running into hoplites head-on will naturally take a long time to finish.

Skirmishers firing into the rear of hoplites? That's over quickly.You can also kill entire stacks by baiting them into fighting your fleet, whereupon you can kill entire fleets of transports with a relatively small number of cheap-o warships. Good deal, that.DeI is not an easy mod, nor is it meant for players that prefer a more 'arcadey' style of Total War.

It's certainly not for everyone (although the aforementioned submods will alleviate most, if not all, of your concerns). Personally, I love it, and I can't play Rome 2 without DeI. Believe it or not, if you put on armor and a large shield and try to 1v1 someone else in equivalent garb, odds one of you wont kill the other in the first few seconds. Warfare during the Antiquity, especially greek warfare using hoplites lines didn't see huge casualties until one side would route or an envelopment occurred. Once panicked the side caught in retreat would be slaughtered. I think Divide et Imperia tries to get a more realistic length of engagement, as well as the mass casualties a route would historically inflict.However, I do admit that attempt for lengthier battles results in some goofy animations of guys just standing around a la Empire: TW. I want the battles to take longer, it actually feels worth fighting a battle.

Divide et impera informatica

Divide Et Impera Units Rome Triarii

Divide Et Impera Units

I can't stand this obsession with every battle being a total bloodbath over in 3 minutes where both sides barely have any troops left. I kind of get having that in Warhammer (even if I don't like it) but not in a historical game; I want more realism, not arcade action. If you find that a grind, fine, enjoy your 3 minute hack n' slash. Everyone likes different things.Also I find the units look great. They look realistic, that's the point. It's a mod that aims for authenticity and realism as much as they can.

I think many of the elite units look so good, along with the numerous AoR units and the fantastic provincial units you get when playing as the Romans. How are they meant to look? It's a historical game, they look historical (or a good assumption of how they would look). If you want the armies to look hugely anachronistic, with complete fantasy units and over the top colours and armour then play Vanilla, install Radious or just don't play Rome 2.How is not understanding what the unit names are an issue? Surely it's obvious from their unit descriptions, stats and so forth? If it's that difficult then you could always learn about them. I don't see why they should simplify it just because you can't figure out units from their names.

I've never had a problem with it, whether playing as Baktria, Rome or the Iceni. Having more realistic names adds to the much more authentic feel of the mod.There's not special abilities because it's a mod trying to get away from the often arcadey feel of the vanilla game.It's not perfect but for me it's a fantastic mod and what I want from a Total War game. It adds so much more depth, which has been one of my main gripes with the Warhammer installments; it's just too stripped down and simplified. If that's not what you want in a game then fine, enjoy it how you want! Why should anyone have to justify to you why it's a good mod and why they enjoy it?

No-one is forcing you to play it.

IMPORTANT NOTE: Unfortunately, I'm taking an indefinite hiatus from all my modding projects. I don't know when or if I'll work on them again. Basically, I'm suddenly much more busy than I was before, which is good for me, but I can't keep working on this stuff. Maybe another member of the team will take over to keep some of my submods updated, so keep up with new posts on the forum if you're waiting for an update.SECOND IMPORTANT NOTE: Startpos not updated for 1.2. You can still use this submod, but starting units will have their old unit sizes.

New units you recruit will have the new sizes.Am I the only one who misses the ability (from pre 1.0 DeI versions) to make Roman armies with semi-historically accurate numbers? Well, I've (sort-of) brought that back. I've adjusted most unit sizes to be slightly bigger (Details below). Roman triarii are still 240, because they historically used half-size maniples which is hard to do unless I actually cut unit sizes in half. So your armies will have slightly more triarii than real Roman armies. Of course, cohorts are still actually just maniples. To do accurate cohorts, I'd have to double the unit sizes, so I've compromised for playability.

The battle maps are too small for really accurate numbers anyway.This submod also increases the sizes of some of the weaker levy and garrison units. This is to make them a bit more attractive as a recruitment choice, and more dangerous in AI hands. The only real issue is again - maps are too small to really do much with it.

Total War Divide Et Impera

City and fortification maps are the worst of course.This should go without saying, but also avoid coastal landing battles with transports (actually, this may be fixed in the latest version of the game since transports can leave after disembarking troops now, but I haven't tested it yet). I've adjusted the number of transports for most units, but that comes with its own issues. It seems that the maximum number of men per transport is 200. Anything above that requires an additional ship or else you'll end up with some part of the unit stuck under the middle of the map.I should also mention that these changes are not balanced.