
Divide Et Impera Rome 2 Guide
The Latin saying goes Divide et impera, “Divide and Conquer”. It turned out to be quite useful for Napoleon and Cesar, but is not only a good piece of advice for successful strategists or Machiavellian politicians, this also works to get through the daily hurdles.
Sep 09, 2018 This is a quick post meant to accompany my latest video for Total War: ROME 2 - Divide Et Impera. This post will show you how to install the mod. There are two ways to install Divide Et Impera: You can use Total War Center or a hosting site. You can subscribe on the Steam Workshop. Extract the files here. That's all you have to do.
It is not only about dividing your tasks and writing them on a to-do list. Nikon dsc coolpix l310 ptp driver for mac. Having a strategy at the time of managing your to-do list will help you in actually getting things done.
Here are some of them:
Compartmentalize: Divide to-dos into categories, such as work, house and friends and family. It’s great if you find you completed most chores and work tasks, but you will also have to notice if you haven’t been dedicating enough time to others or even to yourself.
Contextualize: Putting a to-do into a context involves thinking about the time and effort it will require. Setting a time estimate will provide a useful guideline to understand when is the best part of your day to do a specific task and use your most productive hours for the most demanding work.
Prioritize: The importance of a to-do is not always directly related to the amount of effort it takes. There are things that need to be done first, that is why setting deadlines can be a must-do for some to-dos. Also, prioritizing will tell you which tasks are the ones you can afford to delegate, and which others shall need your full attention.
Stay on top of everything by creating to-do lists, establishing deadlines and setting time estimates with TrackingTime. Sign-up for free.
At Creative Assembly, we’re always impressed with the creative work from the Total War modding community. We know that a lot of you like playing Total War: ROME II with the Divide Et Impera mod so we wanted to reach out to the DEI team to understand the minds behind the mod and discuss what’s next for them as well as a peek at some of our modding developments.CA: First off, please introduce yourself and tell us what you do in the DEI team.Dresden: My name is Judson, but most people in the community know me as Dresden, and I’m from the USA. I am one of the original four founders of DEI still actively modding, and I currently head the mod team as the development lead. I primarily focus on the campaign side of things.KAM: And my name is Kamil, more often known as KAM 2150, and I was born and raised in Poland. I originally planned to jump into the DEI team as sort of a community manager, but I eventually ended up as the main combat design lead and researcher.CA: Who else is – or has been – on the DEI team over the years?Dresden: Many, many people have contributed to DEI over the years. It has been an international team of dedicated modders, artists and testers since its beginning almost five years ago. We have had many modders come and go, even most of the original founders.
Currently KAM and I head up most of the mod work, with him focusing on our battle systems. However, we have Litharion as our scripting guru, Ritter-Floh, Don Diego and Ahiga on our unit and texture team, and other members like GreekStrategos, Ivan, FlashHeart, and Augustusng. Unfortunately, if I named all the testers and people who have helped create DEI it would take up most of this blog.
The answer would also include a lot of the community, who has helped shaped the mod with their feedback and critiques.CA: How long have you been playing Total War games, and what’s your most memorable moment?Dresden: I have been playing Total War games since the first Shogun game. I have many memorable moments from all the franchises but two stand out.
The first is playing Shogun 2 with my friend. Being able to team up in battles and carve out an empire with a buddy is simply great fun.
The second would be the first time I discovered mods and what they could bring to replayability and depth in games like Rome and Medieval II. I fell in love with the games all over again when I got immersed in mods like Europa Barbarorum or Stainless Steel.KAM: My story with the Total War series started in 2001 with first Shogun game. One of my most memorable moments was when I first saw the trailer for Rome: Total War on TV. I didn’t have internet at that point so my only knowledge of the game came from gaming magazines. While the screenshots in articles looked great, seeing everything in motion showed such a huge jump in the quality of strategy games. Suffice to say, I had to pick up my jaw from the floor when the trailer ended.CA: When did you first start to mod Total War?Dresden: I first started modding when Rome II was released. I had a strong desire to bring some of the changes from the historical Rome mods into this newer game.KAM: Modding for me started around 2006-2007, at that point I was already using mods but hadn’t tweaked much stuff myself.
I had seen a few tutorials and as me and my friends from high school were doing Rome: Total War tournaments, I modded factions to have units and mechanics that suited our individual playstyles. After that I’ve modded a lot for Medieval II before jumping into Rome II.CA: What was your initial motivation behind getting into modding?

Has that motivation changed over time?Dresden: Initially, there were simply some things in Rome II that I wanted to change so I began to investigate how mods worked and what some of the modders at the time were doing. Because many of the older modders were still working on other projects, there was an opening for newer modders to take their shot at Rome II.As my projects grew more complex, my motivation naturally shifted to progressing on those projects and keeping them properly working. It was a real challenge to keep the mods updated with so many patches in the first few years and still is a challenge with new updates coming out recently. I suppose it’s only natural to have motivations change and mature based on past work, but my daily focus is usually on keeping things running smoothly.KAM: At first it was purely just for fun, nothing to make the game more enjoyable, harder, or more realistic I mean, who doesn’t want to see a charge of humble peasants annihilating a unit of armoured elephants? Eventually I moved more into enhancing the authenticity and immersion of Total War games while looking to modify the base game mechanics as far as I could.CA: Can you tell us a little about the origins of DEI and what you set out to achieve with it?Dresden: DEI started when four new modders of Rome II came together not long after release. Selea brought us together and was the primary battle and scripting modder.
He collected Meneros, who did units and textures, Epaminondas, who was a researcher and worked on unit colours, and myself, who focused on the start position and campaign. Together we made an initial compilation mod that had a primary focus of making the game more challenging, historically authentic, and geared toward a slower playstyle. Our goals have always been to add complexity and depth to the game while trying to maintain proper balance for the AI and fun gameplay.CA: What are some of the core things you changed or added to the game?Dresden: DEI changes most aspects of the game, and listing all the new systems, features, and changes from the past five years would probably be impossible. From the campaign side of things, the key changes are:. A reforms system that uses imperium and turn number rather than technology to advance a faction through its historical progression.
These changes are often different styles and strategies, not just better units. We also try to have each faction have a more unique experience in both campaigns and battles by using varied rosters, cultural features, and other systems. A supply system that forces armies to rely on supply lines or local supplies in a region to feed its troops.
This makes campaigning in foreign territory a bit more realistic and something that must be planned. A population system tracks the local population of military age in each region and breaks them up into different classes. These classes differ based on culture but are usually divided up into something like nobles, citizens, commoners, and foreigners, and are required to recruit units. © Copyright Games Workshop Limited 2020. Warhammer, the Warhammer logo, GW, Games Workshop, The Game of Fantasy Battles, the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under licence.
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