Generally an “early” and a “late” version of each, with the late version given preference once those ships are available. – Updated the recruitment templates for all AI Hellenic factions, reflecting battle fleets and patrol fleets with historical faction considerations. This makes double-teaming a great tactic, as a follow-up ram from a short distance has reduced force. Most ships can sink a ship of the same type in two rams. – Ramming speeds, acceleration, and base ramming damage have been increased to make ramming more effective. Naval Overhaul Summary from Demosthenes26 – Highlights include the Arverni’s new ability to form client states, new population system interaction for various factions, and more. – Updated traits for Gallic, Germanic, British and Iberian factions to make them much more unique. – Updated visuals for three Parthian Cataphracts units and Dahae Nobles. – Changed visuals and stats for Camillan Equites and Campanian Cavalry. – 3 new Spartan units, new Parthian unit, new Nabatean unit, updated Rhodian unit, new Cretan Mercenary unit, new Sarmatian unit and new Hellenic AOR Galatian unit.
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– Media can now confederate with other Persian factions. – 2 new custom reforms: Iranian (65 turns) and Imperial (211 turns and certain regions). Around 9 new units, added at 2 reform levels. New Median Overhaul and Reforms ( Preview) – Iberian horses once again have their unique look and changed look of Iberian armored horse. – Cavalry takes larger casualties when pulling out of combat. AI will cycle charge less if they are doing well in melee. – Reduced strength of frontal cavalry charge on fresh units but increased ratio of AI cycle charging. Fixed an issue where some tower elephants had double the hitpoints intended. – Elephants have been reworked – they are more resilient against ranged and a bit easier to kill in prolonged melee. – Reduced and added more variety to cavalry running speeds. – Camels now have custom weapon entries with a combat advantage over horses and a larger morale hit against cavalry. – Celtic Mairepos warhose that has speed and a greater charge power due to size. – Numidian horse that lacks charge but has great speed/acceleration, guerilla deployment and ignores ground penalties. – New Thessalian horse entry that combines both speed and charge power. – Various units now have special horse types that give them specific bonuses. – Added ranged stats to elephant UI display – Morale % is now displayed on the unit UI status when you hover over your unit (i.e. – Fatigue penalties are now added to the unit status (i.e. – Increased variety between soldier heights for various units. – Improved unit spacing for many units and fixed issues of unit overlap.
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– Increased unit acceleration and deceleration speed to improve unit spacing after charge. – Slight increase to medium and heavy infantry speed. – More rare kill animations should play out. – Pikes and Hoplites have a harder time passing through enemy units. – All Thureophoroi and 2handed non heavy units now have 3 speed. – Infantry without ranged weapons will now properly brace vs cavalry and will use non phalanx formations properly. – Both Shock and Melee cavalry are classified as shock cavalry now to improve AI use of those units. – AI should now use disciplined formation in defensive battles. – Cavalry harder to decimate by precursor javelins of infantry but those javelins can now disrupt charges with knockback. – Added small knockback chance to all ranged weapons when soldiers are wounded by projectiles. – Fixed trajectory of horse archer attacks sometimes preventing AI from fully using them. – Iberians now have access to their historical flaming javelins. – Artillery ammo reduced, slightly increased damage to siege equipment from fire. – Various specific units like agrianian infantry, Socii units and war dogs reworked. – Unit hitpoints and weapon damage reworked, hopefully cavalry and elephants will take less casualties from autoresolve – Spear units are now tougher to kill in melee, Sword units have a bonus vs infantry. – Melee intervals (cooldown between attack animations) lowered from 3 to 1.5 seconds.
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– Reduce killing power of infantry charge, units with expert charge defense can effectively counter charges.
![rome total war 2 divide et impera rome total war 2 divide et impera](https://i.ytimg.com/vi/9AtwFGwRE9A/maxresdefault.jpg)
– Reworked morale values to make them more balanced throughout a campaign. – Slightly increased unit spotting range. – Fatigue penalty increased but it takes longer to reach the various tiers. – Ranged attack and reloading now properly apply fatigue to units.