Creative Assembly has been teasing a new expansion for Total War: Rome II, their most popular historical Total War game. They've now revealed it as Total War: Rome II - Empire Divided, and it'll be coming this month on November 30 alongside a massive new patch for the game.
The 'Power and Politics' Free Patch for the game will overhaul the political system of the game "to create a more subtle and intriguing experience with farther-reaching consequences", according to the Press Release. Fans will be able to test this patch in a public beta, details here. The Empire Divided DLC will be a new grand-scale campaign expansion and will be set during the 3rd Century, where Rome was beginning to falter and barbarian factions were moving in to exploit the instability in the Empire. It will feature 10 different playable factions, new victory conditions and new campaign features such as plagues, cults and banditry.
Here are all the features from the press release:
Five of the ten playable factions in Empire Divided are classed as Heroic factions. These are Rome, Gallic Rome, Palmyra, the Sassanids and the Gothi. Heroic factions have grander and more elaborate victory conditions, and unique named faction leaders who cannot die in battle.
Heroic factions also have their own flavourful and bespoke event-chains, representing the tales of these characters’ lives, which bring bonuses to their abilities and enable the player to make meaningful choices regarding their development and that of their faction.
New events, dilemmas and missions
Empire Divided brings a host of new events, dilemmas and missions, both general and faction-specific, to introduce new challenges, benefits and period flavour to your campaigns.
This period of reduced governmental authority fosters the spread of Banditry. Each province now has a variable Banditry level which increases with the size of your domain and the presence of certain local buildings. Banditry can be reduced with the presence of armies, generals and special buildings. As Banditry grows, food levels fall, threatening faction-wide shortages. High provincial Banditry can also trigger special Bandit events to occur.
Devastating diseases were commonplace in the 3rd century. When a plague hits a settlement it hampers growth, impacts public order and reduces income. Diseases can move between neighbouring territories, spreading with army movement and along trade routes. Sanitation buildings can prevent plagues from erupting and spreading, and key technologies can improve sanitation factionwide.
Alongside the more established religions, many cults sprang up in the 3rd century. These are represented by special building chains that can be constructed by any faction in any settlement. Three different cults are available in the game: Christianity, Mithraism and Manichaeism.
A cult building may be built for no cost, as its construction represents your empire permitting disciples to settle within your territory. This makes cult bonuses relatively easy to obtain, though cults spread foreign culture, bringing disorder into your provinces. In order to remove a cult building, a significant expenditure is required and a public order penalty is incurred required as this is considered persecution. Careful consideration of a cult’s benefits and disadvantages is required but, if used correctly, they can become a powerful tool.
New General Skills
Generals’ skill have been overhauled, and now allow the player to customise and specialise their characters in the disciplines of Recruitment, Combat, Strategy, Governance and Maritime Proficiency.
New Narrative Technologies
All technology trees have been restructured and redesigned to reflect the time-period and each of the game’s culture groups. Moreover, technologies in Empire Divided don’t represent scientific or technological breakthroughs; rather they represent the measures taken by rulers to deal with specific problems facing their empires. In this way, they help to tell the story of each faction’s journey through the period.
Culture: The Divided Roman Empire
Defenders of Civilisation: +15% morale for all units in own or allied territory. True Rome: Roman factions share a major diplomatic penalty with other Roman factions
Faction leader: Aurelian
Faction traits - Iron Fist: -50% resistance to foreign occupation, Marching Orders: +15% movement range for all armies
Faction leader: Gaius Tetricus
Faction traits - Romanisation: Public order bonus (max +6) from presence of Latin culture, Administrators: -20% political action costs
Faction leader: Queen Zenobia
Faction traits - Enlightenment Ruler: +20% research rate, Piety: -4 Banditry for each cult building (all regions)
Culture: Germanic Kingdoms
Cultural traits - Terrors of the night: Can always choose to fight night battles.Looters & Raiders: +150% income from raiding and sacking
Faction leader: King Sigeric
Faction traits - Voyagers: +20% movement range for all fleets, Settlers: -50% building conversion costs (all regions)
Faction leader: Cannabaudes
Faction traits - Horsemanship: -20% recruitment costs for all cavalry units, Ancestral Blades: level 1 weapons for sword units upon recruitment (all provinces)
Faction leader: King Burkhard
Faction traits - Tribal Conquerors: +20% morale for all units vs Barbarian Tribes, Ambushers: +50% chance of successfully launching an ambush
Culture: Eastern Empires
Cultural traits - Centralised Authority: -5 Banditry (all provinces). Silk Road: +20% income from all commerce buildings (all regions)
Faction leader: Hormizd
Faction traits - Local Dominance: minor diplomatic bonus with Eastern & Nomadic factions, Aswaran: +20% charge bonus for all cavalry units
Faction leader: Narseh
Faction traits - Noble Guard: +3 experience ranks for commander’s unit, Westward: Minor diplomatic bonus with all Roman factions
Culture: Nomadic Tribes
Cultural traits - Nomadic archers: +25% ammo for all ranged units. Warlike people: +3 army recruitment slots in home province
Faction leader: Nikanuur
Faction traits - Horse lords: +2 experience ranks for nomadic cavalry recruits (all provinces), Steppe Dominance: Moderate diplomatic bonus with all nomadic barbarian tribes
Culture: Britannic Celts
Cultural traits - Heroic culture: +20% charge bonus for all units. Sacred springs: +6 sanitation (all provinces)
Faction leader: Segovax
Faction traits - Fierce independence: +20% melee attack in own or allied provinces, Cultural aspirations: Moderate diplomatic bonus with all non-barbarian tribes
Alongside the existing unit rosters from ROME II, Empire Divided introduces a number of unique and signature units for the three Roman factions. Each faction features its own variant style and unique take on the classic Roman look and feel, with Aurelian’s Roman forces bearing the closest resemblance to the classic template.