Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Diplomacy reforged (reasonable peace treaties) - DEI SUBMOD
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30 sep, 2022 @ 14:16
17 jan, 2024 @ 12:12
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Diplomacy reforged (reasonable peace treaties) - DEI SUBMOD

Beskrivning
***Feel free to use my other DeI submods, especially Politics reforged and Battle formations reforged. To make Diplomacy reforged and Politics reforged compatible with each other, use this mod.

What is an aim of this mod?
To make diplomacy more realistic, so when a faction waging numerous wars and lost almost all of its armies it should be willing to make peace.

What does this mod do?
  1. main feature - when a faction waging more than one war and lost almost all of its armies and fleets, there is a signficant chance each turn that its personality will change to „peace seeking” personality, which will make possible to make peace with the player and with other AI factions (if the other AI faction does not have peace seeking personality too, it probably wont accept the offer). Then, when the faction rebuilds its army, the personality will back to the default one. It does not apply to secession, civil war or pirates factions and in the case of the Rome, the chance for change of personality is lower than in the case of other factions.
  2. secondary feature - to make harder forcing bigger factions to accept peace treaties and also partially to solve the problem of the AI passive recruitment policy in the late game - after first 20 turns of campaign AI factions will have the chance to get bonus to recruitment slots if they dont have at least one full land stack and its imperium level is between 2-4. Then, dont be suprised if losing AI will suddenly deploy fresh force, trying to change the tide of war.
  3. tetriary feature - to, at least partially solve the India Ocean bug (AI recruiting a lot of navy units and sending them to India Ocean for no purpose), factions which have ports across Persian Gulf and India Ocean get a siginificant penalty to the number of navy recruiting slots if they already have at least one full fleet. It should especially help Seleucids which now will concentrate on having stronger land forces instead of useless fleet on India Ocean.

Is this mod compatibile with other submods for DeI?
It is compatibile with submods that dont include any scripts - so with the most of official DeI submods, including X-tpy.

Is it save compatibile?
It can be turned on during current campaign but then turning it off risks CTD (so it is a good idea to saving the game before turning it on).

Have fun!

If anyone want to appreciate my work also in other way than giving a feedback here is the way[paypal.me].
45 kommentarer
argo76 26 okt @ 4:04 
I dont know if enyone else noticed but I can now make client states very easy by giving trade rights or small money gifts. It works with all factions. Im playing Massalia DEI mod.
古代 19 sep @ 14:38 
is there a vanilla version? :lunar2020halodragon::steamthumbsup:
mr.guacamole.36 21 apr @ 11:14 
is it compatible with dei 229 paced campaign
DoktorFar 2 aug, 2024 @ 2:19 
In regards to SSDhillon concerns about client states, how can we make sure we aren't unintentionally abusing this? I like to make client states out of other factions, but only if it is a legit possibility. Usually that is when they have only one city left, but I think I recall a few times where I could a small faction to client state by giving them gold. But it sound like this mod will make it hard to distinguish between the reason they would accept, that maybe the with this mod they would just accept because they had become the "peaceful personality"?
DoktorFar 2 aug, 2024 @ 2:14 
@K4mil After reading your description on the partial solution to indian ocean bug, I thought about maybe another or additional solution could be to give those factions in question a significant reduction in ship upkeep costs? Such that the navies they do pointlessly build there will not hamper their economy?
SirAlbertCamus 24 mar, 2024 @ 13:46 
@K4mil ah okay I understand that, thanks for explaining and thanks for the swift response! Love the mod by the way, nice work. :praisesun:
K4mil  [skapare] 24 mar, 2024 @ 11:12 
@Aurelian (Restitutor Orbis) - any mod which use scripts is incompatible with this mod. This is how script modding works in this game, i.e. you have to add each script file to the list which could be found in scripting.lua. This means that if you want to play with two separate mods which use scripts, you always have to make "compatibility patch" (in practice by coping a few lines of text from one scripting.lua mod's file to another scripting.lua mod's file and giving it priority when loading).
SirAlbertCamus 24 mar, 2024 @ 8:00 
Does this conflict with CENM's AI autoresolve? I know they both use scripts, however I've been using both with this above it in the launcher, but I have seen a few diplomatic anomalies that make me wonder.
[1erArt] Doguereau 18 mar, 2024 @ 7:45 
i dont rlly see a difference, after whiping 3 armies and took one of their city they stil dont want to peace out after being reduced to a single city and yet they can recruit 2 full stack in a couple turns
SSDhillon 14 feb, 2024 @ 9:43 
could you modify this behaviour to only single city factions bordering you or some other alternative, cause your mod is actually a brilliant idea nicely executed, despite the old engine not allowing much to begin with