evision 0.95m1

- Fixed new edicts in standalone pack.



About battle crashes: Some users are experiencing battle crashes with patch 15 beta. I cannot seem to replicate these crashes. Make sure you have a clean install of patch 15 beta.





Revision 12 (0.95L)



Recruitment based on region ownership in a given province (1 region owned = 1 recruitment slot). All factions other than Rome also have a bonus 1 recruitment point in their home province (Nomads get 2). Rome gets a bonus recruitment slot in all provinces. All fort variants of major cities for all factions also give 2 slots. The player gets a +2 recruitment bonus on Easy and +1 on Normal. The AI gets a +1 on Very Hard and + 2 on Legendary.

Revision 11 (0.95k)



Revision 10 (0.95j)





Revision 8 (0.95h)





Revision 7 (0.95g1)





Revision 6 (0.95f)





Revision 5 (0.95e)





Revision 4 (0.95d)



Revision 3 (0.95c)



Revision 2 (0.95b)





Revision 1 (0.95a)





*If you are getting an early game crash, some users have reported that a fresh install of Rome 2 fixes the issue.

Major Changes

The Lugii are now a playable faction and member of a new Eastern Germanic subculture.

Other factions in this subculture include the Aestii, Anartes and Gutones.

21 new custom units that are unique to this new subculture. For more information go here.

Many units can now be upgraded from their previous Reform version. Huge thanks to lnrd907 for figuring this out and allowing us to use his work.

For many save games, you will need to research the new upgrade technology found in the first military tech line.

Since many Greek units are available in multiple reform tiers, their units do not have as many upgrade options.

Garrisons have been completely redone with over 100 unique cultural units rather than existing unit types.

These cultural units are mainly a product of the main city building line.

Garrisons generally increased in terms of quality and quantity.

All factions now have access to equal numbers in terms of garrison population.

All vanilla mercenary units have been removed and replaced with 116 new custom units.

In general, mercenaries are higher quality than their AoR counterparts.

Unique colors and variants to set them apart from other units.

​ In order to add more dynamic army placement and prevent the monotony of the "take a city, sit army in city, take a city" campaign flow, we have changed how public order and food operate with armies.

In order to add more dynamic army placement and prevent the monotony of the "take a city, sit army in city, take a city" campaign flow, we have changed how public order and food operate with armies. Armies now consume food from whatever region they are present in unless they are fortified or garrisoned. Mustering uses more food than other stances.

Garrisoning an army now causes a public order negative rather than a positive. This will hopefully encourage more strategic placement of forces and use of land outside of cities.

Increased Public Order bonuses on General's governor skills to compensate for public order penalty. Dignitaries will still be more effective governors but you will retain the option of having Generals as governors also.

Occupation ramifications have been changed to reflect the new public order penalty for garrisoning troops:

Occupy - Medium Public Order penalty first turn, small to none after. Loot - Large Public Order penalty first turn and medium after. Increased loot income. Raze - No Public Order penalty first turn, small after. Increased damage to main building lines. Sack - Decreased Public order penalties and damage slightly. Vassal/Liberate - Small payment added for these.



Most of their units have been redone with custom appearances and stats.

7 new unique units, information can be found here.

Removed all vanilla auxiliaries. Post-Marian, Rome still has our custom auxiliaries.

The auxiliary barracks now acts as an AoR unit Recruitment Center. Rather than having to own a specific region to recruit an AoR unit, an auxiliary barracks will allow for recruitment of AoR units from neighboring regions.

For example, building an auxiliary barracks anywhere in Greece, Macedonia or Asia will allow Cretan Archers to be recruited. For more information see our Recruitment Guide.

Due to a bug introduced to Shield Wall and Hoplite Phalanx formations in Patch 14 that causes looping charges, we have had to alter how these work.

Hoplite Phalanx no longer has a custom animation assigned to it, but otherwise operates the same as before.

Shield Wall is now purely defensive. It can no longer be activated during combat and the unit cannot move.

All units, especially cavalry, are no longer able to move through enemy formations at will.

It is now a bit harder for cavalry to disengage from melee and a bit easier to kill fleeing units.

Tweaked weapon stats, including slight increase to damage/initiative for the gladius.

Other Changes

- New custom artwork from Idreaus. Huge thanks to him for his contribution!

- Incorporated a version of the Sell Slaves edict mod. Big thanks to Phalangitis for allowing us to use his work!

- Thracians and Illyrians received new post-reform units.

- Improved Load times.

- Tweaked AI aggression in an attempt to slow early game expansion.

- Many Mercenary and AoR units have been recolored to add unique looks.

- Small AoR unit errors have been fixed.

- AI factions can now use rams from campaign start.

- Increased Naval movement for navies (not transports).

- Tweaked Germanic/Iberian general variants and shields.

- Fixed HatG Iberian rosters

- Fixed missing Peltasts for Greek factions.

- Fixed British Ambactoi description.

- Small increase to edict cap per imperium level.

- Fixed Carthage siege tower tech research time.

- Tweaked Royal Peltast armor value.

- Improved Egyptian army recruitment.

- Carthage Infantry now uses the proper Infantry Officer.

- Fixed missing cultural advisor texts.

- Getae can now choose Noble Cavalry as a general.

Information on our Full Release Version 1.0

- Up until now we have been technically operating as a beta of the mod. The next release will be the actual release of DeI.

- 1.0 will not be save compatible but will also have no new content. It will entirely be about polishing, bug fixes, removing unused parts, making the mod more efficient and general balancing.

- Any specific combat balancing changes we make I will retroactively add to the 0.95 version, which will stay available for save games.

- 1.0 will be released in an entirely new Steam Version for multiple reasons.

- We have many plans for the mod after 1.0, so don't worry this won't be the final version. These plans include an Eastern factions overhaul among many other ideas.



- Added new Imperium effects from patch 15 beta.- Added in new Edicts:- New Edict: Export Food. All farms and food ports now increase the effectiveness of this edict.- New Edict: Import Food. All markets and trade ports now increase the effectiveness of this edict.(thanks to rem123456 for the ideas behind these edicts and ABH2 for suggestions on implementation)- Illyrians and Daco-Thracians have access to the Mercenary Edict.- Rome has a new edict - Call to Arms. -6 Food, -6 Growth, -10 recruitment cost, 6 replenishment- Bread and Games now uses food but gives growth and public order- Sell slaves edict now sells slave slower and gives lower income (so its not such a drastic/immediate effect).- Eastern and Barbarian (other than Illyrian/Dacian) factions have a new edict - Foreign Customs. -4 culture conversion, -2 corruption, 2 growth, 2 public order- Fixed Roman recruitment being too high in Italy.- Added political influence effects for some factions, others still missing it (seems bugged currently).- Altered edict and dignitary caps.- Fixed missing weapons for Garamantine Spearmen.- Changed Germania Minor to have both Celtic and Germanic cultural influences.- Fixed Seleucid technology being misplaced in tree.- Reduced replenishment bonus from food surplus.- DeI is now compatible with the current patch 14 and with patch 15 beta (Emperor Edition). It does not include the new buildings in the beta patch yet. We will work on incorporating certain ones.- Reforms no longer require an Imperium level (turn number only). With the new civil war mechanic, this will prevent losing the ability to recruit if you lose an imperium level after a reform. This change is hopefully temporary.- Added in the- Added gravitas per turn to base skills and political ranks for characters in accordance with the new political system.- Added in axe animations.- Added bonus income to AI Rome and Carthage.- All starting units for all factions are now the correct size (new campaign only).- All starting garrisons are set as best they can be. Many will still have to regenerate some, but not nearly as much (new campaign only).- Added AOR units to CiG and HatG (new campaign only).- Removed some unit upgrades and also some commander options to hopefully fix future crash issues. Some of the AI turn crashes seem to be a result of the AI trying to upgrade commanders.- Fixed some missing units in custom battles.- Fixed some missing units on campaign rosters for various factions.- Fixed missing units for Armenia, Baktria, Seleucids, Cantabri, Arevaci, Massilia, Sparta and Tylis that should have been recruitable.- Made custom battle rosters match the campaign rosters for the most part. Some factions retain older units in custom battle that have been replaced by AOR units in the campaign.- Fixed garrison ballistas for various factions and for the fort/trade main city lines.- Reduced garrisons from Barbarian workshop buildings and made the units correlate more to the type of building.- Removed naval garrisons for now due to a bug.- Removed Picked Hoplites from Syracuse general unit selection.- Fixed late game crash on AI Sardes and Macedon turn- Fixed German bodyguard unit options in CiG- Fixed German General variants.- Fixed Raiding stance doubling up on public order reduction.- Fixed a starting Seleucid general being able to recruit post-reform bodyguard unit (new game only).- Removed recruitment of 2 Roman core units from auxiliary barracks.- Fixed German global reforms text.- Fixed crash associated with late game Rome unit caps.- Updated AI Recruitment to put a lower priority on (AOR) troop types.- Fixed Lugii bodyguard unit options.- Fixed various units that weren't recruitable from our custom main city building lines (trade/garrison).- Added garrison units for the Garrison version of the main city building lines.- Fixed some double British/German units.- Changed starting British/German units (new game only).- Fixed missing textures for British spearmen of non-playable factions.- Fixed Dignitary caps.*Hopefully this will be the last update for awhile as we start to turn our attention toward our full release version (1.0).- Nerfed torch damage and incendiary level.- Increased AI income/upkeep bonuses for higher difficulties.- Removed (AOR) unit options for duplicate entries in starting regions.- Fortifying now uses 1 food (like default stance).- Changed starting composition of Rome's armies (new game only).- Fixed some inconsistencies in stance effects.- Fixed some African units that were not recruitable.- (AOR) Sarmatian Horse Archers now require tier 2+ main city line.- New Lugii selection screen map image thanks to JFC!- Changed Suebi 2nd Chapter Mission to require non-reform unit (new game only).- Fixed African trait text and image in game.- Fixed British (AOR) Ambusher unit name and description.- Small increase to starting Hellenic culture in Provincia (new game only)- Changed Syracuse and Massilia starting units (new game only).- Changed "Restricted to Prologue" text to "Higher Reform Level Required."- Fixed Seleucid battle crash.- Fixed Carthage AI turn crash.- Increased Mercenary costs. Their recruitment cost should roughly equal to their upkeep.- Added AOR unit access for Lugii.- Lowered level requirement for tier 2 dignitary skills.- Slightly lowered some corruption changes.- Added negative to corruption to 1 more dignitary skill (Expert Supervisor) and 1 more general skill (Unwavering Patriot).- Removed negative to agent spotting chance from Patrol Region stance.- Improved Carthage Mercenary Upkeep trait.- Changed Patrol Region icon.- Reverted new Germanic subculture (Lugii and others) to normal Germanic subculture due to a persistent battle crash.- Fixed crash during AI Getae turn.- New Army Stance - Patrol Region. This stance provides a public order bonus among other bonuses, but has serious drawbacks as well.- Garrisons for playable factions will now start at a higher level or maximum. Some will still take a few turns to replenish. The other factions will be done eventually (new game only).- Fixed Mustering Stance for Barbarians and Parthians using 1 food too much. Some subcultures will benefit more from this due to a stance bug in the base game.- Base 1 food bonus given to the player to help with the smaller faction starting situations.- Further decrease to AI public order bonus.- Small increase to Player Public Order bonus based on difficulty level.- Rome now receives +1 recruitment in their home regions.- Fixed Masaesyli and Lugii starting army sizes and composition (new game only).- Fixed Capable Bureaucrat (General Skill) Public Order Bonus.- Reduced various bonuses of the AI having to do with income and cost in an attempt to curb the early expansion.- Reduced AI recruitment bonus by 1 on Normal, Very Hard and Legendary. Also an attempt to curb the early expansion.- Fixed Lugii negative trait.- Increased corruption to add difficulty to the mid-late game for the player.- Added some AOR unit options to Roman auxiliary barracks in Italian regions.- Improved starting ports of Odryssia, Ardiaei and Tylis (new game only).- Fixed new Cimbri AOR unit names/descriptions.- Fixed crash during battles with a specific German unit - (AOR) Gaizoz Frije. This should fix many of the battle crash issues.- Disabled upgrades for (AOR) units due to AI turn crashes at various mid-late game turns. This should help with some of the AI turn crashes.- Removed factional mercenaries for everyone except Carthage and Egypt. (new games only)- Fixed Eastern temples not being buildable.- Fixed crash during AI Rome turn around turn 50.- Moved Dignitaries (Governors) up the technology tree for Barbarians.- Increase to Public Order for 4 tier 2 Dignitary (Governor) skills to help with the new Public Order system.- Drillmaster (General Skill) slowly increases the experience of your current troops rather than giving an experience boost to new troops. Thanks to lnrd907 for this idea and implementation!- Garrisoning Troops now slowly increases their experience over time. Once again thanks to lnrd907.- Changed the Public Order negative from armies to repression (changes bonus listing in Province panel).- Removed some more lingering auxiliaries from Rome.- Shield wall is now like the vanilla shield wall until we can find a fix for the patch 14 bug.- Lowered the AI's public order bonus based on difficulty level.- Increased upkeep for certain mercenaries that had incorrect values.- Added 2 missing British naval units (vanilla bug).- Fixed abilities for some of the new German units.- Added temples and other buildings for Masaesyli and other African/Arabian cultures that will give the proper cultural bonuses.- Changed Mauretania to have a higher starting Desert Nomadic cultural level.- Increased hitpoints for gates and towers.- Reduced bonus vs. cavalry for some spear units that were out of line with other units.- Removed vanilla abilities for new Lugii units.- Added Pontic Peltasts back into tier 2+ recruitment buildings for Pontus.- Fixed Reform techonology text being too long.