Not all minor and emergent factions can recruit Guards units. Some of these units, such as Expatriate Infantry, provide early access to line infantry for smaller factions which do not begin the game with a barracks.īy the late stages of the campaign, you are likely to need some elite units. These units are also unlocked for minor and emergent factions generally. Some units have other improvements - for example, African Infantry are now about equal to Company Infantry. As your technology progresses, they will use the same abilities as Line Infantry (such as square formation and fire by rank). This mod makes these units more attractive to recruit. Some of these units (African Infantry, Conscripts and Sepoys) can be recruited in the vanilla game. Voluntary Revolutionary Infantry (mainly in the Americas) Irish Brigade (a few regions in North America and Europe) George Washington Regiment (United States) The differences with these mod are (1) they are now worth recruiting (they have the powerful 'skirmish fire' ability, like Minutemen, and other abilities such as 'paths seldom trod') and (2) they are unlocked for minor and emergent factions generally.Ĭonscripts (Europe) Some of these units (Desert Warriors and Minutemen) can be recruited in the vanilla game. Revolutionary Guards (mainly in the Americas) This mod allows minor and emergent factions to recruit the following units: What this mod does: Units Unlocked and Made Useful For me, this can make a campaign on Normal (or Hard) difficulty level challenging - because the player is not using a professional army (at least, not in the early stages of the campaign.) Generally, the units made available by this mod are improved militia, cheaper (and less powerful) infantry, irregular and light troops. The idea of this unit pack is that minor and emergent factions rely on militia, irregular and light troops. This unit pack includes some powerful units, but it is based on a different approach. Some minor factions (such as the Barbary States, Morocco and the Crimean Khanate) can recruit very few units. Generally, your unit roster is quite limited. You often cannot research technologies for some time, until you have built or captured a school. Playing smaller countries can be challenging. Perhaps you have tried playing minor factions (using the All Factions Unlocked mod) or emergent and minor factions (using Empire Total Factions). Perhaps you like the idea of playing an 'underdog' nation, too? I enjoy the challenge of playing minor factions (such as Venice, Hannover and the Thirteen Colonies) and emergent factions (such as Ireland and the United States). In the Road to Independence campaign, I liked the idea of leading an emerging independent nation to freedom. Please check out my channel (Total War Zone) for more, similar content.Joint 2nd Place in the Unit Mods category, 2016 Modding Awards The collections and mods are also featured in the video in the header. Some mods might show up as outdated but they are all working with the latest patch. Approximately 800 new units.Īll the mods are compatible with each other and balnced for the vanilla game. Expands the roster for a huge amount of minor factions in the game, and even further expands some major factions. Approximately 520 new units.Įxtreme: Includes everything in the light and standard versions, alongside plenty of small mods. The standard version also expands the auxiliary pool in almost all regions. Standard: Includes everything in the light version, alongside new units for some minor cultures with extremely lackluster rosters like the Arabians, Africans and Etruscans. Also includes a great shield overhaul and it gives every faction access to auxiliaries. Light: Includes new units for the 31 major, playable faction in the game. If you're looking for more than that please check out the other versions of this compilation: These mods only change the rosters for the major, playable faction in the game. This is the light version of my collection. This is a collection of some of my favorite unit mods for Total War: Rome 2.
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