r/DivideEtImpera

Any tips on Samrajya Maurya?

How do you guys beat baktria and get them going?

I can never get a good early game with them , ai baktria Is just relentless,

Playing as baktria and defeating maurya is much easier than ,

I don't know if Prada is gliched but anytime I conquer it I have major attrition problems and my buildings keep destroying themselves

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Mild Rant about Atropatkan/Media Atropatene

So I'm currently doing a campaign as Atropatkan, seeking to re-form the glorious Persian Empire. Nothing I haven't done before, but this time I've realised something that I consider to be a significant problem... Why are my naval units so sh*t?

The Persian Navy before the conquests of Alexander the Great was one of if not the most powerful military forces in the eastern Mediterranean. The fact it got beaten at Salamis is remembered for exactly this reason - it was a David vs Goliath situation. The Greeks were genuinely fearful of the Persian Navy - it also played an important role in the later years of the Peloponnesian War, as Sparta looked to Persia for financial and military aid to defeat Athens.

I have taken everything in the East. I am knocking on the doors of Egypt, advancing into the steppes and pushing deep into Asia Minor. I have finally reached the sea, at Antioch and Trapezos respectively.

Now, obviously, by the start date of the campaign in-game, those glory days are past. But the technology wasn't forgotten, nor the expertise lost. If anything, ship-building had actually improved since the days of Xerxes and Darius. In which case, why, when I finally reconquer the coastal regions of Syria and Asia Minor, are my available military ports so weak? Why is my naval roster so sh*t? I'm looking at my options in Antioch and the largest ship I can recruit is a tetreres. Do I have to rely only on the specialised ports at Rhodes and Alexandria to recruit better ships, assuming that's even possible? (I haven't taken them yet to find out)... This feels like a major mistake to gatekeep strong naval units from one of the historically strongest naval factions in the game.

Dear DEI mods, where are my penteres, my hexeres, my artillery ships? Why have you forsaken the glorious Persians and denied them their rightful return to naval dominance?

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u/KybeRio — 1 day ago

Help with understanding empire maintenance reduction

Hello! So I’m not exactly new to the mod and am doing well in my campaign but one thing that I never quite understood is how empire maintenance reduction works.

Example: general a levels up and I put a skill that gives -1% reduction to empire maintenance. Yet empire maintenance only goes down by .3% or .6%. Im fine that it’s less than what it says otherwise it’d be a bit too easy to deal with empire maintenance but I’m just curious as to why it’s less than what it says. Any clarification would be helpful! Also seems to be the case with certain things that reduce banditry but I haven’t tested it.

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u/GratSpike — 2 days ago

How do I recruit these guys ?

I'm at turn 124 playing as baktria got the thorax reform

All other reform units are available but I can't find this ?

Do I need some special building to recruit them?

u/Wide_Establishment51 — 3 days ago

Weak Greek Hoplites

I’ve been trying and kinda failing at an Athenian play through. I know my problem is mostly the very small population of Greece, but I just switched and stared a Odryssian game and their colonist Hoplites are phenomenal, not to mention they are so easy to get.

Why are the average Greek Hoplites so squishy in comparison?

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u/West1002 — 5 days ago

Do you use "Barblanxes"?

Many British/Celtic/Germanic factions have them. I don't mean the ones with 2-handed lances, though.
Rough definition:
-200 Men
-Short lance and big shield
-Shieldwall abilty
-E. g. Averni roster: Early Gallic Shieldwall Spearmen

Is this type of unit any good? I have only used swords or "regular" spear lines as mainline infantry so far so I wouldn't know. Anyone got experience with them?

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u/SelectionMain7036 — 4 days ago

Broken UI after battles

Hello all,

I get this broken UI after some battles. It gets transparent and weird. It used to happen rarely but as turns progressed it started to happen more frequently. Any help is appreaciated!

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u/Gorgos012 — 6 days ago

AI Uses Population and More - SETTLEMENT TRADING AND DLL FILE RELEASE

Hey all! I hope everyone has been doing well! We have been very busy the last 4 months!

A couple of months ago, I mentioned that we were experimenting with an external DLL for almost a year now, and we had now reached the point where an entirely new Lua function could be registered in ROME II. Not the first to do it, but first for us! At the time, it was a sensitive long-term project with no release date.

Well, the first function works.

Alongside version 1.0 of that DLL, our next major "AI Uses Population and More" update adds something we have been requested about, used by both the player and affects the AI too (our current logic system).

**TRADE REGIONS - BUY AND SELL SETTLEMENTS**

This is not dilemma spam or a simple transfer button. It is a full custom campaign panel built around the campaign map.

A new bronze-scales button opens Trade Regions. While the panel is open, click any visible settlement and it will show its owner, your relationship, population, travel distance, and an early indication of how expensive the owner is likely to be.

**Buying:** Send an emissary to the owner. The journey takes 2-7 turns based on real map distance, after which the faction returns an exact price. That price considers population, buildings, provincial importance, diplomatic relations, the seller's need for money, and how wealthy you appear to them. Accept the offer and the exact amount is paid, the settlement changes hands, and its existing population carries over.

**Selling:** Select one of your settlements and send an emissary to a potential buyer, or flag the settlement for sale and let nearby factions approach you. Up to two AI factions can compete with genuine bids for the same city. Accept one and the other emissary goes home.

You have two emissaries available at a time. Each must rest for 12 turns after completing a mission, and live missions and offers can be recalled or dismissed from the panel.

-- After buying OR selling, you CANNOT buy from the same faction again for at least 30 turns --

-- AFTER buying or selling to a faction, war is locked for 12 turns minimum! To seal the transfer of settlements peacefully --

---

**THE AI**

- AI factions can buy and sell settlements among themselves under the same core rules. These deals use actual calculated prices and are announced through "Settlements Change Hands" messages.

- The AI cannot simply buy random land across the world: the buyer must already hold territory nearby. Factions only list land when selling makes sense, and their personalities matter. Expansionist powers such as Rome are extremely reluctant to sell and demand a major premium, while merchant powers such as Carthage, Massalia, Athens, and the Ptolemies are generally more willing to negotiate.

- AI buyers also evaluate settlements that the player flags for sale. Their bids account for the city's value, distance, relations, rivalry, and their own finances.

---

**RULES AND LIMITS**

- Capitals are never sold, including yours.

- A faction can never sell its last settlement.

- War blocks all settlement trading.

- Every faction tracks up to two dynamic rivals: nearby powers of similar size, plus major historical rivalries such as Rome, Carthage, and Syracuse.

- Rivals can still trade land while at peace, but buying from one costs roughly 2.5x more and selling to one invites a serious lowball offer. The panel warns you first.

- Rich buyers are charged more because the seller knows what they can afford.

- Refused deals temporarily cool that settlement for everyone.

- Single-player only for the initial release.

Some balance values, especially how often AI factions list land, will continue to be tuned after release.

---

**OUR FIRST EXTERNAL DLL - VERSION 1.0** (DLL is available on our discord with more information)

ROME II's Lua API contains some frustrating holes. For example, Lua can force two factions to create a trade agreement, but the game provides no matching function to remove one later.

That meant our "Smart Economy" file could create and monitor dynamic trade, yet hostile factions could occasionally remain at war while still benefiting from an old forced agreement. YOU NEED THE DLL TO FIX THIS!

Our version 1.0 DLL adds the missing native Lua function:

"force_break_trade_agreement(faction_a, faction_b)"

Our Smart Economy file still makes every decision. The DLL only performs the missing action when requested: it cancels the real trade treaty without ending the war or altering unrelated diplomacy. The agreement disappears from diplomacy and its land or sea route is removed when the campaign map refreshes.

This is not a replacement for the campaign AI, nor does it suddenly unlock every internal engine action. What it does prove is that we now have a working bridge between Lua and carefully selected campaign functionality that CA never exposed. Version 1.0 solves trade breakage; future versions may let us close other long-standing gaps in diplomacy, economics, and campaign decision-making as we research them.

---

**ALSO INCLUDED THIS ROUND**

- Fixed AI imperium 5-6 economy bundles that were silently doing nothing.

- Coalition and cascade-peace fixes.

- Hellenistic coalition text fixes.

- A turn-end script error fix.

- Name-prefix and advisor-button fixes.

- Duplicate same-turn reply popups fixed.

- Broke AI factions can enact Emergency Austerity to reduce costs and survive attrition.

Everything shown remains subject to more testing and PLENTY of balance changes. A new campaign will be preferred.

As always, feedback is welcome! Especially on prices, emissary timing, AI selling frequency, and anything regarding this update!

Special thanks: Goobad for his breakthroughs on the UI panels, allowing us to reconstruct our own and as always: the DEI team!

Please visit our discord for more information. https://discord.gg/d7rVMQpM6k

- Destroyer + Michael + Juiss + Vader -

https://preview.redd.it/mvhh1lilh2jh1.png?width=2560&format=png&auto=webp&s=34030faf2f1f7f58f6893e55dffbff632a0af214

https://preview.redd.it/5oda4k9nh2jh1.png?width=2560&format=png&auto=webp&s=fda891c0e52531ed2aff898f6519c54aea7d7210

https://preview.redd.it/nlyhklfoh2jh1.png?width=2560&format=png&auto=webp&s=b9a576bce58aeee5b65453cc236a82af7fa21025

https://preview.redd.it/vq5yw91th2jh1.png?width=2560&format=png&auto=webp&s=dd7957354703d593128ee59ede0f0b4ba9074e96

https://preview.redd.it/kyxdmdo7i2jh1.png?width=440&format=png&auto=webp&s=2c994e09c8f4bf0429772bc9681319765f053dac

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u/Destroyer1357912 — 7 days ago

3rd population decreasing

Hi!

Im in the middle of a baktria campaign and i heavly rely on 3rd pop units like the thueros units. Reasons: easier replenishment after conquest, numerous, cheap, versatile.

But for some reason my 2nd pop keep increasing and my 3rd pop is decreasing in some provinces or just have a lower replenishment rate.

Is this normal? Can i buff my 3rd class growth?

Thanks in advance.

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u/Round_Assistance946 — 6 days ago

Short review to AI uses pop submod

to u/Destroyer1357912

I recently started a campaign as Seleucids. here are a few major observations with that submod.

  1. No bugs. Did not encounter any bug, all works as it should.

  2. The new trade system seems to work fine. It takes a couple of turns after the first trade agreements but then the world slowly opens up to new trade oppotunities. Great, realistic, feature.

  3. Coalitions. That system is awesome. As an expanding empire, the coalitions keep you aware. Here is a short description what happened to me:

Around turn 30, usual Seleucids chaos in the east, at war with several nations. I had to fight 3 wars at once: Nabatea, Armenia, Galatia, Media. All neighbors, all threatening my important cities. I was able to wipe out Nabatea, but it took 2 armies, only had one more army. I let Media take back their settlements i conquered in an earlier war. Against Armenia i used my 3rd army, i only had success because a strong Pontus was at war as well. In the west Galatia deleted my vasall Sardes. Luckily for me, Pergamon was strong and prevented Galatia from moving forward. After those wars i had 2 very good allies with Pontus and Pergamon. I already was pondering who i attack first. But nope, a colation formed against me: Egypt, Media, Pontus and Pergamon. 2 turns ago fighting against mutual enemies, now turning against me.

That coalition was a struggle. What i found so great was, it made sense. They all were neighbors. And i would have attacked them, if they hadnt attacked me. Of course i would have picked them one by one. Amazing system.

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u/berti145 — 7 days ago

Roman Aggression

Playing as Athens in the grand campaign. Have taken Epirus Larissa and Macedon, Rome randomly declared war on me shortly after the Punic wars began and it has been impossible to get them to accept peace. They annoyingly send a stack to invade every 3 or so years. On the relations meter I have -69 relations but -63 of that is because of the current war. Any reason for this?

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u/March38 — 9 days ago

City is constantly having attritions

I’m about 150 rounds into a Roman campaign, and I just realized one of the city in Africa (Lpqy) is constantly losing garrison every round. I’ve tried demolishing everything in the city and it’s still happening. The city is disease free, well supplied with food and doesn’t have any army around it. Is it a bug or is there something I can do about it?

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u/dihocu — 8 days ago

"horse archers" with no ammo

Hello.

*Rhodes playthrough

*Lvl 3 barracks

*Xystophoroi (heavy lancers)

***Fire Whilst Moving attribute👈

***no ammunition

(I'm sure they're not actually horse archers. just wanted to let yinz know)

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u/koreE79 — 11 days ago

What Should I Do Next?

Loving the mod. I'm running HD stuff and AI uses Pop sub mod. This is my second campaign, and I've had a lot of fun with the Kimbroz.

In this run I pretty quickly absorbed my german neighbors, and transferred capital when I took the Sweboz. Then Iceni jumped in after a Celtic coalition declared on me, that was the roughest point. I smashed the coalition (liberating every time I take something in haul) since they were just one city factions, then snuck in my kings army to London and took it.

After Iceni sued for peace I consolidated and set 2 armies to Britain. As soon as I could declare war, I blitzed the island and took it in like 3 turns. Something happened to the AI, because every enemy army on the island was suffering heavy attrition and almost gone for some reason. Latest war was another coalition of my Lugeoz(?) brothers and dacians, and I have pushed my borders fighting them almost to the black sea.

I doubt I'll play through a victory condition, as they take too long and the game is already well over by that point.

That said, can you help me come up with a victory condition/what else to accomplish to tie this one off? And reccomendations for another fun faction for the next run? My first run was Rome of course.

Thanks!

u/Birdlaw_Professor — 14 days ago

Illyrian Light Hoplites

Well, let's have a look at our friend here, shall we (compared to most other units of this type):

+300 Men (most have only 200)
+Good offensive stats like 6 AP etc.
+Good shield
+Decent armour of 15 (some have only 10)
+Disciplined trait

-300 Men (more valuable warrior pop needed)
-Poor melee defense
-Fairly expensive/high upkeep
-Bare-bones anti-cav bonus
-Speed II (atrocious, most have IV)

I think the low speed clashes with this units identity of shock spear too much. This is not a frontline unit and it's not particularly geat at protecting against cav either. And as Ardiaei, you have no shortage of sped III and even IV light infantry.

I would suggest bumping them up to III to make them a bit more flexible. They are still slower than e. g. Liburnian pirates and pretty much all skirmishers so I don't think it would shatter factional or DEI balance.

Secret quirk: They have "reform the line" despite the fact they have no formation.

E: Idk why that image was so huge. Had to remove it. : (

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u/Quiet_Tradition9665 — 13 days ago

Getae/Dacian Reforms not triggering in Multiplayer Campaign (Head to Head)

Long since I have carved a path through war, diplomacy and trade across the world of Total War, but none more eager to fight than the Dacians and Thracians, for they are unequivocally the bravest of them all.

I am reaching out here, as I seem to be having issues with Getae faction reforms which state conditions of:

  • Turn 100
  • 10 Battles fought with either Rome or Nomadic (factions)

The screenshots I have shared are from a good number of turns back, since my current turn time. I am at around or approximately at turn 135, and I have fought more than 10 battles with the Scythians.

Has anyone else encountered this Reform issue, as Reforms have not triggered yet. Is there a condition to fight all 10x battles on the tactical/field map, and against enemy faction generals/characters only?

Does anyone know how the counter numbers these battles, assuming Auto-Resolve battles might not count?

Any help would greatly be appreciated, as I am currently relying on AOR units, of which I am extremely thankful to have a great variety of, but I would like to field Getic/Dacian armies as the backbone, in multiple configurations depending on where and whom against they are fighting.

u/Zalm0x15 — 14 days ago

Suggestion on the Odrysians' Greek Mercenary Phalanx units that they can recruit via their Trade Port building: I think they should be recruitable in the 'Thracian Polis/Hamlet' city center chain in the Greek's own provinces.

Specifically, this should be possible within the provinces of Macedonia, Hellas, Ionia, Pontos Et Bythinia, Sicily, and Magna Graecia. I mean, if they are Greek phalanxes for hire, then why would you need a port in order to recruit them in the lands that they are native to/heavily colonized?

I just think it makes sense for them to be easier to recruit in their own home provinces... if my suggestion isn't too outrageous or difficult to implement, that is. I mean, it's entirely up to the devs to decide if this is a good idea to implement in the next update.

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u/Useful-Option8963 — 14 days ago