I probably should have watched this before I started my campaign. Several full stack armies depleted the supplies in one of my regions and I lost like 80 percent of my population there.
@@timh35 I reckon I could do it if I had double the building slots. But, as is, it would take every single building slot to stabilise public order *OR* stabilise food *OR* stabilise supply (as Seleucids on normal) and that's without even thinking about making money. I have absolutely no idea how people do it; it feels like piloting a ship with a hole in the bottom.
@@Robert399 mods my friend, mods. I once did it with just the Impera mod alone. It was difficult and it just got my mid game before I got into civil war and loss everything lol.
@@Robert399 because Rome 2 food is faction based you can pretty much make designated food/wealth provinces and just use your send emissaries to stabilize public order and food. It cost good money but you can basically never worry about both. Then just expand pretty slow as rome I’m on turn 50 and I only have the peninsula and barely a stable Sicily.
Sadly it just highlights how unbelievably bad building slot system is in Rome 2, so many buildings to build, so many systems to explore in this mod, and yet you have 4 slots in a minor settlement, oh wait its not even 4 its 3 since the main slot is always the same building chain, oh wait some settlements also have prebuilt port in a slot so its just 2 , TWO! freaking slots you can choose from in some settlements, it's ridiculous, Yeah-yeah "it's for balance" "it's so your settlements don't look the same"(which btw they absolutely do with this slot system), that's such a crap argument . Never had the problem of settlements being clones in Rome 1 or Medieval 2, and you still had to balance what to built first, you still had a choice: do you want to recruit armies here straight away, or do you want to stabilize public order, or do you want big economy in a settlement first, This "balancing" thing also takes out of immersion and constantly reminds you, that you're playing a game with "gamie" limitations, and not building empire with cities and towns you want, If you want to limit players at least make it so it makes sense, like make SOME buildings tied to a resource, like you have limited amount of marble to make marble buildings for example, or some industry buildings only available in a region that has iron. And also walls, why wouldn't people build walls to defend themselves, they would, they DID, i want my walls back wherever i want to build them!=)
I know, right. Creative Assembly is wayyyy too half assed and it pisses me off that they have the audacity to charge such high prices not only for their half assed base-games, but also the DLCs as well. Fucking greedy and lazy trash is what CA has become.
After 3 years I discoverd your reply. And it's 100% true I fully agree with what you say. The player should be able to decide what they want to build at all time.
If we look with Sparta, ooh poor Sparta, they have only one minor settlement to start, no wall, ok thats right hoplites is their wall, but their settlement is marble quary, so only 2 slot build left, sure they need food, but how about sanitation and military? Need more slots
It would make more sense to make the baggage train a separate vulnerable stack that has to be positioned carefully. It should supply multiple stacks or regions but move slow and is exposed without support.
Still haven't quite figured out what to do to sustain a nomadic army. Even if I wander into other non owned regions like suggested I take attrition, as well as in my owned regions I take attrition pretty fast. I would like to understand and play the nomads, without taking attrition. Otherwise this makes nomads almost unplayable and my armies die out over time :/
hi DEI, love your mod. Its what keep me playing rome 2. can i ask a question? how province bonuses works? is the percentage all the same for all regions?
Did supplies and food really have to be separated? Was it a programming necessity or was all this complexity added in because using food didn't quite fulfil someone's perfect vision?
I finally figured it out. They moved that information panel to a little icon in the upper right of the region menu, the one with all the cities and building, along with several other info panels.
I think my supply system is broken. When I click on the armies and mouse over the panel I don'y get any supply info at the effects. Could it be a mod that's causing that?
this video is kinda old :D but I will throw out this question anyway I dont understand why sometimes etc in one provice that adds 10 food, and buildings consume 9 food WHY does it say etc -5 food then ? >.< ?? but store and supplies are fine they are caped for the time beeing (200 or 250) atm I do have food supplus bounus aswell so :D what I am missing here?
I have the same problem too man and it pisses me off when I'm in a fight or die situation with another faction and my army just goes full attrition in 1 turn.
I probably should have watched this before I started my campaign. Several full stack armies depleted the supplies in one of my regions and I lost like 80 percent of my population there.
When I hover over Supply/Food in left side, I cannot see the breakdown. 0:48 is not working for me I see nothing when hover or click over it
Button have chabge there is informations just at the top of number of inhabitants in your region
Mod has been updated maybe modders should do a new updated video
Still learning but what an improvement on all fronts, thanks for the explanation.
oh my god this is confusing but sounds like a challenge to manage it
Once you play with it a bit and wrap your head around it you will find it simple, takes a lil getting used to though no doubt.
@@timh35 I reckon I could do it if I had double the building slots. But, as is, it would take every single building slot to stabilise public order *OR* stabilise food *OR* stabilise supply (as Seleucids on normal) and that's without even thinking about making money. I have absolutely no idea how people do it; it feels like piloting a ship with a hole in the bottom.
@@Robert399 mods my friend, mods. I once did it with just the Impera mod alone. It was difficult and it just got my mid game before I got into civil war and loss everything lol.
@@theespartano7203 What mods would you suggest to make D&I more manageable?
@@Robert399 because Rome 2 food is faction based you can pretty much make designated food/wealth provinces and just use your send emissaries to stabilize public order and food. It cost good money but you can basically never worry about both. Then just expand pretty slow as rome I’m on turn 50 and I only have the peninsula and barely a stable Sicily.
Thank you so much for these videos learning so much
i just found this mod i hated rome 2 before felt ripped off buying it but this has me hooked great work
god bless u and all modders on the Dei team, great work making Rome 2 playable again.. i am broke for now, hope my prayers help :)
Sadly it just highlights how unbelievably bad building slot system is in Rome 2, so many buildings to build, so many systems to explore in this mod, and yet you have 4 slots in a minor settlement, oh wait its not even 4 its 3 since the main slot is always the same building chain, oh wait some settlements also have prebuilt port in a slot so its just 2 , TWO! freaking slots you can choose from in some settlements, it's ridiculous, Yeah-yeah "it's for balance" "it's so your settlements don't look the same"(which btw they absolutely do with this slot system), that's such a crap argument . Never had the problem of settlements being clones in Rome 1 or Medieval 2, and you still had to balance what to built first, you still had a choice: do you want to recruit armies here straight away, or do you want to stabilize public order, or do you want big economy in a settlement first, This "balancing" thing also takes out of immersion and constantly reminds you, that you're playing a game with "gamie" limitations, and not building empire with cities and towns you want, If you want to limit players at least make it so it makes sense, like make SOME buildings tied to a resource, like you have limited amount of marble to make marble buildings for example, or some industry buildings only available in a region that has iron. And also walls, why wouldn't people build walls to defend themselves, they would, they DID, i want my walls back wherever i want to build them!=)
I know, right. Creative Assembly is wayyyy too half assed and it pisses me off that they have the audacity to charge such high prices not only for their half assed base-games, but also the DLCs as well. Fucking greedy and lazy trash is what CA has become.
After 3 years I discoverd your reply. And it's 100% true I fully agree with what you say. The player should be able to decide what they want to build at all time.
If we look with Sparta, ooh poor Sparta, they have only one minor settlement to start, no wall, ok thats right hoplites is their wall, but their settlement is marble quary, so only 2 slot build left, sure they need food, but how about sanitation and military? Need more slots
Thanks for the guide Vince Vaughn, love the mod!
Nice guide! Any changes with 1.3 Dei?
It would make more sense to make the baggage train a separate vulnerable stack that has to be positioned carefully. It should supply multiple stacks or regions but move slow and is exposed without support.
Still haven't quite figured out what to do to sustain a nomadic army. Even if I wander into other non owned regions like suggested I take attrition, as well as in my owned regions I take attrition pretty fast.
I would like to understand and play the nomads, without taking attrition.
Otherwise this makes nomads almost unplayable and my armies die out over time :/
hi DEI, love your mod. Its what keep me playing rome 2. can i ask a question? how province bonuses works? is the percentage all the same for all regions?
Very well! Many thanks.
please update this guide
Did supplies and food really have to be separated? Was it a programming necessity or was all this complexity added in because using food didn't quite fulfil someone's perfect vision?
I dont have that left pannel with suppy food info, im using the latest ver. ???
Same issue, I'm on 1.2.7b installed through Steam. Disabling other mods doesn't help.
I finally figured it out. They moved that information panel to a little icon in the upper right of the region menu, the one with all the cities and building, along with several other info panels.
I think my supply system is broken. When I click on the armies and mouse over the panel I don'y get any supply info at the effects. Could it be a mod that's causing that?
Fixed it. It was People of Rome and 12tpy.
Hands down the best mod for Rome 2 it makes a bland game playable and yes CA should def take notes on what team Dresden has done with this mod
Do solo generals use supplies or are they like solo admirals?
Does this still apply for 1.3.2 and 1.3.3 ?
Do the Iceni not have supply ships?
Where is now the supply production it has change since 2017 please
Nice! It looks like Europa Universalis!
Actually, EU4 should add supply mechanics.
i heard this is harder than vanilla. I struggle with vanilla on normal lol
this video is kinda old :D but I will throw out this question anyway I dont understand why sometimes etc in one provice that adds 10 food, and buildings consume 9 food WHY does it say etc -5 food then ? >.< ?? but store and supplies are fine they are caped for the time beeing (200 or 250) atm I do have food supplus bounus aswell so :D what I am missing here?
I have the same problem too man and it pisses me off when I'm in a fight or die situation with another faction and my army just goes full attrition in 1 turn.
Great, where I can find the pictures that you show?
forum
Thank you
Are you dresden?
Are ytou using a graphics mod?
how do i disable it
its really bad
gj
Too bad i can't understand too much because you don't have a good mic at all, but nonetheless thank you for the mod