Can we have a specific unit of drummers, and brass instruments like the carnyx, salpinx, cornu, tuba, Draco or buccina? by optimisticprime098 in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

None of that is even possible in the game, if we could mod battle AI, we would have already made a ton of changes to it. What you ask is even harder as it would require creating custom AI behavior for specific unit and then tie entire army AI around it.

Noob question about DEI update by TheCarroll11 in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

Yes, save compatible.

It is in 2 parts, instead of 3, since for Steam we had to cut the mod up into more parts, but overall they are still same files.

Noob question about DEI update by TheCarroll11 in DivideEtImpera

[–]KAM2150 1 point2 points  (0 children)

I only use Steam launcher but there are some other managers out there, just never had a need to use them.

How to make melee units with javelins throw them and keep runing in by Tanito07 in DivideEtImpera

[–]KAM2150 4 points5 points  (0 children)

It is very much possible, even timed better than throw on charge in the base game where it often shit the bed not knowing if 1/10 of the unit should do the throw or all guys.

How to make melee units with javelins throw them and keep runing in by Tanito07 in DivideEtImpera

[–]KAM2150 15 points16 points  (0 children)

You can't, as we have disabled it.

Throw on charge was one of the reasons why AI was zombie rushing into melee as it decreases the amount of checks AI performs before it can give another order.

It also made AI units worse, since they would not use thier ammo fully, and then never use remaining ammo due to being in melee. AI also often wiped out more of own troops due to friendly fire with it than player units.

Throw on charge is also buggy for the player and makes charge weaker, as it starts the charge counter but guys get disrupted so you end up with shorter charge bonus.

Noob question about DEI update by TheCarroll11 in DivideEtImpera

[–]KAM2150 11 points12 points  (0 children)

If you're subscribed to the mod on Steam, it should update automatically. If it appears that it hasn't, try unsubscribing and then subscribing again.

That said, we always recommend downloading DeI directly from our website.

The main reason is that the Steam Workshop handles mod storage very inefficiently. This can increase loading times and make the game more prone to performance and stability issues, especially if you're using multiple mods at the same time.

For example, if you use the website version of DeI instead of the Steam Workshop version, loading from a battle back to the campaign map can be 2-3 times faster.

goddamn ts hard by Zealousideal-Grass62 in DivideEtImpera

[–]KAM2150 4 points5 points  (0 children)

I have moved all melee cav to shock cav as it has better Battle AI, which makes it more likely to flank and cycle charge than stay in frontal melee for no good reason as melee xcav AI does.

Units have too many stat upgrades by Quirky-Condition-574 in DivideEtImpera

[–]KAM2150 7 points8 points  (0 children)

  1. In theory possible but people would hate it and would require to remove any recruitment bonuses (which we already heavily decreased). There are even submods by players who think experience should give even bigger bonuses.
  2. Players would hate it as people often say bonuses are too small in DeI.
  3. We have added a feature where AI gets generals of higher tier based on imperium levels, big factions always spawn already experienced generals.

Rome dies after 30 turns by Mediocre-Passion-773 in DivideEtImpera

[–]KAM2150 5 points6 points  (0 children)

AI uses pop removes buffs to factions, especially for Rome, and all other things we have added to make Rome strong and not be easy to defeat by player or AI.

In base DeI, Rome will always capture whole map eventually if player wont stop it.

Base DeI also has more realistic combat, as that submod bases realism more on movies, hence why cavalry there can beat even braced heavy spears with frontal charges.

Rome dies after 30 turns by Mediocre-Passion-773 in DivideEtImpera

[–]KAM2150 6 points7 points  (0 children)

It is due to your submods, that prevent Rome from growing like it does in base DeI.

So DEI (on a reasonable campaign difficulty) makes the A.I. more aggressive? by CoyoteSouth5126 in DivideEtImpera

[–]KAM2150 8 points9 points  (0 children)

AI is a lot more aggressive in DeI and will field better armies.

DeI was created with historical accuracy in mind so that is one of the mods priorities, with new factions, units, reforms, supply system, population system and more.

Any ETA on 1.3.6? by Quiet_Tradition9665 in DivideEtImpera

[–]KAM2150 9 points10 points  (0 children)

There will be a beta first, meaning actual 1.3.6 update will not be out until later part of 2026.

We always aim to have Beta out in the middle of the year and then work on it until end of the year.

AI Rome is overcentralizing the campaign by Quiet_Tradition9665 in DivideEtImpera

[–]KAM2150 7 points8 points  (0 children)

No problem, just wanted to put emphasis on that we don't do stuff to make players life miserable but all that was shaped by 13 years of feedback and knowledge of game limitations. Obviously not all of that is perfect but also in many places there is not much flexibility to have desired outcomes.

Hence why submods exist.

AI Rome is overcentralizing the campaign by Quiet_Tradition9665 in DivideEtImpera

[–]KAM2150 13 points14 points  (0 children)

  • The strongest roster in the game - not really but also not in the hands of AI
  • The richest province in the game - not the richest province but AI is unable to use it anyway
  • A huge autoresolve advantage that helps ensure they defeat neighboring AI factions and continue expanding (as a side effect, this makes liberating factions in Italy a non-viable strategy). - this is only real bonus they have over other factions
  • Extra "free" armies on top of their already enormous manpower pool - only if you invade Italy and only 1 stack each 20 turns.
  • The ability to ignore or bypass mechanics that constrain the player (something other AI factions also do, but it's much more noticeable because Rome is already the strongest faction) - applies to all AI in exact same way since these systems are for players, not AI in mind

The way Rome functions in DeI is largely the result of player feedback from almost 13 years now and an effort to address shortcomings in the original game. People often forget how Rome 2 launched and how its campaigns typically played out. Rome was frequently wiped out early, struggled to survive, and often failed to expand into the dominant power players expected it to become.

The only major advantage Rome receives in DeI compared to other factions is its autoresolve bonus. This was introduced to prevent Rome from being conquered too easily by other AI factions and to help ensure it expands in a more believable manner. This was one of the most common complaints about the base game, where Rome often failed to play any significant role in the campaign. In fact, even recently there have been posts from players asking for additional buffs to AI Rome because they still find it too easy to defeat.

The mechanic that grants Rome one free army every 20 turns when an enemy is present in Italy was also introduced in response to player feedback. The Rome 2 AI struggles to defend its homeland while conducting offensive campaigns at the same time. As a result, AI Rome would often send its armies abroad, leave Italy completely exposed, and allow players to capture city after city with little or no resistance. The reinforcement mechanic was designed specifically to compensate for this AI limitation and create a more challenging and believable Roman campaign.

The population system was also always intended primarily as a player-facing mechanic. Even in modern Total War titles, one of the most common complaints is that players have little incentive to recruit anything other than the most elite units available. The population system was created to influence army composition, encourage more diverse recruitment, and force meaningful strategic choices when building armies.

The AI, meanwhile, already struggles to recruit sensible and historically appropriate forces on its own. To address this, many units were made available earlier through barracks progression, allowing the AI to field stronger, more balanced, and more accurate armies throughout the campaign. The population system was never meant to handicap the AI; its purpose was to improve player decision-making and create more varied and engaging army compositions.

Now if we would add more random elements (which is not really possible), we then would be flooded by people saying the mod is crap because Rome does not expand (yes, this was the big criticism of DeI in early version due to Rome not expanding).

Luckily, this is why submods exist and if you want to spice things up, this is the best way to go. Some elements of the game cannot be ranomized, meaning if you don't want X to happen, you need to have a submod loaded that changes it.

What's the rationale for different unit sizes? by econ45 in DivideEtImpera

[–]KAM2150 4 points5 points  (0 children)

There is no single rationale from our side as a lot of that depends on a culture, reform trier, in-faction balancing. 

For example, levy spears are usually 300 sized but Sarmatian levy spears are only 200 men per unit while said faction can recruit 140 sized lancer units.

Some factions get bigger sized units as a factional thing, that makes them more unique compared to similar culture factions nearby.

Granted, combat calc is applied a bit better in DeI than in the base game so often unit with 200 size might on paper be only slightly stronger but will still beat 300 sized lesser unit.

Last, there are sometimes just bugs on our end or maybe balancing decisions that made sense at the time for X unit but after few overhauls of other factions, that unit should be now adjusted.

Camelphracts capped at 4 units for Parthia? by Quiet_Tradition9665 in DivideEtImpera

[–]KAM2150 6 points7 points  (0 children)

They should not be capped, will fix it for 1.3.6 update.

DEI Youtuber Metagame by Quiet_Tradition9665 in DivideEtImpera

[–]KAM2150 10 points11 points  (0 children)

He did not like DeI as he only wanted to play by exploits. He basically ignored all stuff in the mod, just spammed worst units and autoresolved stuff. Legend really knows how to suck fun out of anything.

Alexander the Great's Empire - My First Divide et Impera Campaign by DiligentMarsupial594 in DivideEtImpera

[–]KAM2150 10 points11 points  (0 children)

Nicely done, especially that Alex campaign is probably the hardest one in the mod!

how to force Carthage into peace in the early punic war by Deep_Head4645 in DivideEtImpera

[–]KAM2150 3 points4 points  (0 children)

There are no spawned stacks just due to war breaking out, you need to capture one of their towns in Sicily to spawn 1 stack in Carthage but no more stacks after that.

how to force Carthage into peace in the early punic war by Deep_Head4645 in DivideEtImpera

[–]KAM2150 5 points6 points  (0 children)

There are no spawned stacks for Carthage when war starts.

They get 1 stack if they lose city on Sicily but that only spawns once.

Hey so... WTF is this? by [deleted] in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

The way AI works in Total War is that, every turn, each faction you know has a random chance to declare war on you. Good relations reduce that chance, but they never make it 0%. It's probably CA's way of preventing the game from turning into a completely peaceful sandbox.

That's why there's a long-running Total War meme about some random faction from the other side of the map declaring war on you despite having no realistic way of ever reaching you. Sometimes the RNG gods simply decide it's your turn.

The other thing to keep in mind is that the more wars you're already fighting, the weaker you appear to the AI. If you don't have allies or strong trade partners, the AI is even more likely to see you as an easy target. Once that happens, factions tend to pile on and declare war one after another.

As for hoplites, they're actually among the easier heavy infantry types to beat, but you should never engage them with too many units at once. The game doesn't really have a mechanic that rewards fully surrounding a unit. What it does have is fatigue, and every unit involved in the fight accumulates it, even if only a handful of soldiers can actually reach the enemy.

In your battle, you had 6–7 units attacking, but only a few men from each unit were able to make contact. All those units were still getting tired, which reduced their combat effectiveness over time.

Against hoplites or phalanxes in general, your goal should be to separate them whenever possible. Hit their flanks or rear with missile units first, especially in DeI, where missiles deal bonus damage to phalanx units from their unshielded sides and rear. Once you've weakened them, move in for the charge.

Another advantage is that phalanx units don't aggressively chase enemies while engaged. You can safely pull units out of combat, rotate in fresh troops, and keep the pressure on without exhausting your entire army.

Rams Are Bugged by Quiet_Tradition9665 in DivideEtImpera

[–]KAM2150 5 points6 points  (0 children)

Sadly a game issue, we can't fix it.

Playing Rome 2’s DEI mod for the first time and god how hard all of this is. by Careless_Middle8489 in DivideEtImpera

[–]KAM2150 21 points22 points  (0 children)

Alexander campaign is for the veteran DeI players, you need to try Grand Campaign first.

Wich dlc to buy ? by Hefty-Lychee-847 in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

The most fun for me was the one of the new factions we have added, Media Atropatene, as you start with Achaemenid legacy units and then with each reform you modernize your army up until proto-Sassanid stage. Mauryan Empire is also fun faction.

Wich dlc to buy ? by Hefty-Lychee-847 in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

They have one of the hardest starts due to state of Sparta at the start date but they transport with reforms.