Thursday, July 26, 2018
Total War ROME II Caesar in Gaul Full Version Cracked Full PC Game Free Download 10 6GB
Total War ROME II Caesar in Gaul Full Version Cracked Full PC Game Free Download 10 6GB
Torrent Link-Part Wise DL Links-Patch 8-Full Game-DLCs.
Free download full version PC Game with crack: Total War ROME II Caesar in Gaul.
About:
Caesar in Gaul is a standalone campaign pack for Total War: ROME II covering Julius Caesar�s war of expansion against the Gaulish tribes. Players can choose from four playable factions in this conflict: the Gallic Arverni, the Germanic Suebi, the Belgic Nervii and Rome, in a campaign inspired by Caesar�s Commentarii de bello Gallico (Commentaries on the Gallic war).
Offering a tighter scope in terms of time and geography than Rome II (58-51BC), the Caesar in Gaul Campaign Map is an expanded, more detailed vision of Gaul and the south coast of Britannia.
Compared with ROME II�s map of Gaul, Caesar in Gaul contains more regions and provinces, more factions (both playable and non-playable), and a series of famous generals and statesmen from history which the player will employ or fight against depending on their chosen faction.
A war of great profit and glory for Caesar, this conflict made him extremely popular with the people of Rome� though less so with the senators, who saw him gathering power to himself in a series of events that ultimately lead to his ascension to Dictator.
Caesar in Gaul differs from the core ROME II experience in a number of important ways:
New Campaign Map:
The Caesar in Gaul campaign map is an enhanced, more detailed representation of Gaul, with players able to expand across 18 provinces dotted with resources, new settlements and new provincial capitals.
Greater focus on characters:
Many factions employ great generals and statesmen from history (for example, Rome fields Gaius Julius Caesar himself, Mark Anthony and others). Each of the four playable factions also has a faction leader who acts as the player�s avatar during the campaign.
24 turns per year:
As Caesar in Gaul deals with a considerably shorter time-span (58-51BC) than the grand sweep of the ROME II campaign, each turn represents two weeks rather than a year. This means seasons make a return. The gameplay effects of these aren�t always predictable however, and may vary from province to province. A late autumn may bring a good harvest for example, but a long, dry summer may damage your food production.
Compact, focussed multiplayer campaign:
For those generals looking for a more rapid MP campaign game, Caesar in Gaul presents a series of interesting options. Due to the geographic scope and the opposing 48 factions, co-op or competitive 2-player campaigns are tighter, more focussed, and less time-consuming than a full Campaign.
New mid-game challenge mechanics:
For those players making it through to the mid-game, there will be new challenges to face as a more suitable replacement for the Civil Wars of ROME II. As a Gallic tribe, you�ll feel the mailed fist of Rome respond with heavy intervention forces, and as Rome, you�ll see the Gallic tribes rebelling and forming alliances against you.
New historical battle:
Caesar in Gaul adds the Battle of Alesia as a playable historical battle. Alesia marked the turning point of Caesar�s Gallic War, and resulted in the capture of Vercingetorix, who was later taken to Rome and executed at Caesar�s Triumph.
Set from Caesar�s perspective, Alesia tasks the player with maintaining the siege of Vercingetorix�s Gallic stronghold. The battle begins with the Roman forces deployed within their own investment fortifications outside the hill-fort. The player must guide the Romans as they weather attacks from both a huge relief army and within the fort itself.
New Total War: ROME II full campaign playable factions:
Alongside the factions playable within the new Campaign, Caesar in Gaul also adds three new playable factions to the main game; they are:
� Nervii (barbarian, Belgic)
The most fierce and powerful of the Belgic tribes, the Nervii are a melting pot of Celtic and Germanic heritage. Their unit roster reflects this mix of cultures, opening up the possibility of creating new, unique army compositions.
� Boii (barbarian, Gallic)
One of the largest of the Gallic tribes, the Boii occupied Cisalpine-Gaul, Pannonia, Bohemia and Transalpine Gaul. Their numbers make them a force to be reckoned with but they are somewhat disconnected from other the Gallic tribes geographically and are directly exposed to the ferocious Germanic clans and the Dacians.
� Galatians (barbarian, Anatolia)
The Gauls of the East, the Galatians migrated to Asia Minor following the Celtic invasion of the Balkans. They arrived through Thracia at around 270 BC, led by generals Lotarios & Leonnorios. As Celts deep within Hellenic territory and factions hostile towards them, the Galatians offer interesting and challenging new gameplay.
New units:
Alongside their usual unit rosters, the playable factions of Caesar in Gaul (and playable factions in the main ROME II campaign provided by Caesar in Gaul ownership) also gain the following new units:
Boii (ROME II)
� Sword Followers (sword infantry)
Where a lord commands, the sword is thrust.
� Veteran Spears (spear infantry)
Battle hardens the sinews and the heart, and deafens the ear to the cries of cowards.
Galatians (ROME II)
� Galatian Legionaries (sword infantry)
The Celts have taught the Romans more than they�re prepared to admit, but this is a two-way street.
� Galatian Raiders (javelin and sword cavalry)
Broken enemies know it is better to flee than face riders who will not spare their lives.
Gallic tribes (ROME II and Caesar in Gaul)
� Chosen Swordsmen (sword infantry)
These men fight with proven bravery and well-honed skill-at-arms.
� Chosen Spearmen (spear infantry)
Chainmail does not chill a warrior�s heart, or still his lust for battle.
� Gallic Hunters (stealth bow infantry)
The skills of the hunt, hiding and a sudden strike, are the skills of a warrior.
Nervii (ROME II and Caesar in Gaul)
� Fierce Swords (sword infantry)
Once he has earned it, a Celt will only be parted from his longsword by death itself.
� Guerilla Swordsmen (stealth sword infantry)
� These swordsmen strike wherever and whenever their enemies least expect.
� Mighty Horse (spear cavalry)
A strong mount and a savage swing make these warriors a fearsome prospect.
� Naked Spears (spear infantry)
Who needs clothes when you have more than your share of courage?
� Gallic Hunters (stealth bow infantry)
The skills of the hunt, hiding and a sudden strike, are the skills of a warrior.
Auxiliaries
� Auxiliary Gallic Hunters (stealth bow infantry)
The skills of a hunter should be used in the service of Rome.
� Auxiliary Noble Horse(spear cavalry)
A mounted, armoured fist is always useful in a Roman army.
� Auxiliary Naked Swords (sword infantry)
The savage gods of war should be used to Rome�s advantage.
� Auxiliary Short Swords (sword infantry)
Bravery in battle, rather than skill, sometimes gives worth to a man.
Mercenaries
� Mercenary Gallic Hunters (stealth bow infantry)
The hunting of other men often has the greatest of rewards.
� Mercenary Noble Horse (spear cavalry)
Even a nobleman has his price, and will fight for gold.
� Mercenary Naked Swords (sword infantry)
The gods of war will bless mercenaries as long as they fight bravely.
� Mercenary Short Swords (sword infantry)
It is often enough to sell bravery and a taste for glory.
Title: Total War: ROME II � Caesar in Gaul
Genre: Strategy
Developer: Creative Assembly
Release Date: Dec 17, 2013
Total War ROME II Caesar in Gaul-RELOADED
SIZE: 10.6 GB
Free download full version PC Game with crack: Total War ROME II Caesar in Gaul.
About:
Caesar in Gaul is a standalone campaign pack for Total War: ROME II covering Julius Caesar�s war of expansion against the Gaulish tribes. Players can choose from four playable factions in this conflict: the Gallic Arverni, the Germanic Suebi, the Belgic Nervii and Rome, in a campaign inspired by Caesar�s Commentarii de bello Gallico (Commentaries on the Gallic war).
Offering a tighter scope in terms of time and geography than Rome II (58-51BC), the Caesar in Gaul Campaign Map is an expanded, more detailed vision of Gaul and the south coast of Britannia.
Compared with ROME II�s map of Gaul, Caesar in Gaul contains more regions and provinces, more factions (both playable and non-playable), and a series of famous generals and statesmen from history which the player will employ or fight against depending on their chosen faction.
A war of great profit and glory for Caesar, this conflict made him extremely popular with the people of Rome� though less so with the senators, who saw him gathering power to himself in a series of events that ultimately lead to his ascension to Dictator.
FEATURES
Caesar in Gaul differs from the core ROME II experience in a number of important ways:
New Campaign Map:
The Caesar in Gaul campaign map is an enhanced, more detailed representation of Gaul, with players able to expand across 18 provinces dotted with resources, new settlements and new provincial capitals.
Greater focus on characters:
Many factions employ great generals and statesmen from history (for example, Rome fields Gaius Julius Caesar himself, Mark Anthony and others). Each of the four playable factions also has a faction leader who acts as the player�s avatar during the campaign.
24 turns per year:
As Caesar in Gaul deals with a considerably shorter time-span (58-51BC) than the grand sweep of the ROME II campaign, each turn represents two weeks rather than a year. This means seasons make a return. The gameplay effects of these aren�t always predictable however, and may vary from province to province. A late autumn may bring a good harvest for example, but a long, dry summer may damage your food production.
Compact, focussed multiplayer campaign:
For those generals looking for a more rapid MP campaign game, Caesar in Gaul presents a series of interesting options. Due to the geographic scope and the opposing 48 factions, co-op or competitive 2-player campaigns are tighter, more focussed, and less time-consuming than a full Campaign.
New mid-game challenge mechanics:
For those players making it through to the mid-game, there will be new challenges to face as a more suitable replacement for the Civil Wars of ROME II. As a Gallic tribe, you�ll feel the mailed fist of Rome respond with heavy intervention forces, and as Rome, you�ll see the Gallic tribes rebelling and forming alliances against you.
New historical battle:
Caesar in Gaul adds the Battle of Alesia as a playable historical battle. Alesia marked the turning point of Caesar�s Gallic War, and resulted in the capture of Vercingetorix, who was later taken to Rome and executed at Caesar�s Triumph.
Set from Caesar�s perspective, Alesia tasks the player with maintaining the siege of Vercingetorix�s Gallic stronghold. The battle begins with the Roman forces deployed within their own investment fortifications outside the hill-fort. The player must guide the Romans as they weather attacks from both a huge relief army and within the fort itself.
New Total War: ROME II full campaign playable factions:
Alongside the factions playable within the new Campaign, Caesar in Gaul also adds three new playable factions to the main game; they are:
� Nervii (barbarian, Belgic)
The most fierce and powerful of the Belgic tribes, the Nervii are a melting pot of Celtic and Germanic heritage. Their unit roster reflects this mix of cultures, opening up the possibility of creating new, unique army compositions.
� Boii (barbarian, Gallic)
One of the largest of the Gallic tribes, the Boii occupied Cisalpine-Gaul, Pannonia, Bohemia and Transalpine Gaul. Their numbers make them a force to be reckoned with but they are somewhat disconnected from other the Gallic tribes geographically and are directly exposed to the ferocious Germanic clans and the Dacians.
� Galatians (barbarian, Anatolia)
The Gauls of the East, the Galatians migrated to Asia Minor following the Celtic invasion of the Balkans. They arrived through Thracia at around 270 BC, led by generals Lotarios & Leonnorios. As Celts deep within Hellenic territory and factions hostile towards them, the Galatians offer interesting and challenging new gameplay.
New units:
Alongside their usual unit rosters, the playable factions of Caesar in Gaul (and playable factions in the main ROME II campaign provided by Caesar in Gaul ownership) also gain the following new units:
Boii (ROME II)
� Sword Followers (sword infantry)
Where a lord commands, the sword is thrust.
� Veteran Spears (spear infantry)
Battle hardens the sinews and the heart, and deafens the ear to the cries of cowards.
Galatians (ROME II)
� Galatian Legionaries (sword infantry)
The Celts have taught the Romans more than they�re prepared to admit, but this is a two-way street.
� Galatian Raiders (javelin and sword cavalry)
Broken enemies know it is better to flee than face riders who will not spare their lives.
Gallic tribes (ROME II and Caesar in Gaul)
� Chosen Swordsmen (sword infantry)
These men fight with proven bravery and well-honed skill-at-arms.
� Chosen Spearmen (spear infantry)
Chainmail does not chill a warrior�s heart, or still his lust for battle.
� Gallic Hunters (stealth bow infantry)
The skills of the hunt, hiding and a sudden strike, are the skills of a warrior.
Nervii (ROME II and Caesar in Gaul)
� Fierce Swords (sword infantry)
Once he has earned it, a Celt will only be parted from his longsword by death itself.
� Guerilla Swordsmen (stealth sword infantry)
� These swordsmen strike wherever and whenever their enemies least expect.
� Mighty Horse (spear cavalry)
A strong mount and a savage swing make these warriors a fearsome prospect.
� Naked Spears (spear infantry)
Who needs clothes when you have more than your share of courage?
� Gallic Hunters (stealth bow infantry)
The skills of the hunt, hiding and a sudden strike, are the skills of a warrior.
Auxiliaries
� Auxiliary Gallic Hunters (stealth bow infantry)
The skills of a hunter should be used in the service of Rome.
� Auxiliary Noble Horse(spear cavalry)
A mounted, armoured fist is always useful in a Roman army.
� Auxiliary Naked Swords (sword infantry)
The savage gods of war should be used to Rome�s advantage.
� Auxiliary Short Swords (sword infantry)
Bravery in battle, rather than skill, sometimes gives worth to a man.
Mercenaries
� Mercenary Gallic Hunters (stealth bow infantry)
The hunting of other men often has the greatest of rewards.
� Mercenary Noble Horse (spear cavalry)
Even a nobleman has his price, and will fight for gold.
� Mercenary Naked Swords (sword infantry)
The gods of war will bless mercenaries as long as they fight bravely.
� Mercenary Short Swords (sword infantry)
It is often enough to sell bravery and a taste for glory.
Title: Total War: ROME II � Caesar in Gaul
Genre: Strategy
Developer: Creative Assembly
Release Date: Dec 17, 2013
Total War ROME II Caesar in Gaul-RELOADED
SIZE: 10.6 GB
DLC


- Greek States Culture Pack
- Nomadic Tribes Culture Pack
- Blood & Gore.
CHANGELOG


Total War: ROME II � Patch 8
Gameplay Improvements
Campaign
� It is now possible to levy units from satrapies and client states. This works in a similar manner to mercenaries, but these units have normal recruitment and upkeep costs, and come from the locally available unit roster.
� Infantry and cavalry units now have different campaign movement extents. Infantry units are slower than before, while cavalry units are faster than before. Armies always move at the speed of the slowest unit. Now cavalry-only armies actually move faster.
� Cinematic borders can now be displayed in campaign and battle by pressing [ALT] + [K] keys (by default).
� New industrial building chain: Quarry and mine buildings are now available for construction in minor settlements for all factions.
� Fixed an issue that prevented the AI from blockading the Brundisium port.
� Improved cultural conversion mechanics.
� Exempting a province from tax now sets its food consumption to zero (this wasn�t previously registering).
� In Multiplayer Campaign mode, when a player-owned settlement is attacked by the AI, the player will no longer have the option to sally forth, when the �fight manual battles� option is disabled.
� Improved disembarkation areas in some coastal battle maps.
� Special abilities in battle have undergone rebalancing.
� Changed victory conditions in grand campaign for all playable factions. The number of regions the player needs to control in order to win the game has been reduced.
� Removed a number of misleading treachery types from Diplomacy, so now a faction that breaks a treaty and then signs it again within 10 turns won�t get treachery penalties.
� Campaign AI is now less likely to declare war on too many factions.
Battle
� Added new Barbarian major port battle map.
� Enemy reinforcement banners no longer begin battle as visible, thereby initially hiding the units� positions in battles.
� Added visualisations to denote the range of targeted abilities in battles, so the player will know which units will be affected.
� Fixed a bug which caused the frame rate drop when it rained during battles.
Usability Improvements
Campaign
� After researching a technology on the campaign map, the zoom-to-location button on the Research Complete message will now zoom to the correct location.
� Faction list in Diplomacy now sorts alphabetically by default.
� The Toggle UI shortcut ([K] key by default) now works with Campaign modes.
� Treachery warnings now show reliably when you are declaring war and have current treaties with that faction. The warning also shows when the player breaks a treaty and tries to declare war, while the treaty is still in the process of being broken.
� Fixed the top and bottom of the Campaign tactical map to prevent it from being clipped at high resolutions.
� Added borders to the campaign tactical map so regions at the edges can be seen more centrally and are not blocked by the diplomacy user interface.
� Fixed a conflict which meant automatically constructed siege equipment prevented the player from building anything else.
� General�s skills and army traditions which lower upkeep costs will now update the recruitment panels correctly.
� Agent ability Intercept Orders success event-messages will now display which specific armies/settlements are revealed.
� Improved trees on the Campaign map.
Battle
� Post-battle loading screens for Custom/Multiplayer battles are now interactive, so the player can see kills/losses of armies in battle.
� When reinforcing an ally in a campaign battle using multiple armies, the unit cards in battle will now be adapted correctly to the number of unit cards and fit the screen correctly.
� It is now clearer in the battle UI when auto-trigger is enabled on ability buttons.
� Improved lighting and vegetation in Atlantic climate battles.
Total War ROME II: Patch 7
Known Issues
�Dog handlers will try to melee attack whenever their dogs enter melee, resulting in the handlers running towards the enemy unit that the dog is attacking, and often being killed.
Global
�Performance � Unit rendering performance on high spec gpu�s has been optimised, resulting in higher frame rates on EXTREME settings in most scenarios.
�Extensive Frontend-UI tweaks and optimisations.
�Fixed a crash in the terrain system which occurred on crossfire machines.
�Players are no longer restricted from selecting graphics options, based on the games evaluation of their system. This means that players can now set any graphics options they want.
Battle AI improvements
�Attacking siege AI now uses battering rams more frequently.
�Attacking siege AI can now use all units to burn gates, and should not become inactive if it has only non-infantry units remaining.
�Attacking AI is now more conservative with the use of its general when assaulting walls and gates, but can still use the general unit as a last resort.
�Added safeguards against some rare issues which could cause the attacking settlement AI to become idle.
�Fixed an issue in settlement AI which could result in units losing their attack orders, causing units to sometimes run past enemy units they were trying to attack, as well as causing defending missile units on walls to halt their firing orders.
�Improved AI�s use of Use The Whip and Rapid Advance.
�AI now targets war-dogs rather than their handlers after dogs have been released.
�Eliminated unnecessary reforms in AI�s defence-line tactics.
�Improved AI scouting behaviour.
Unit rebalancing
�Increased damage for club weapons.
�Increased melee defence for pike units.
�Rebalance of all small-arm projectile damage:
�Javelins have received a boost to their armour penetration damage.
�All horse archers (incl. Royal Horse Archers) now have Heavy Shot.
�Some elite foot archers now also have access to Heavy Shot.
�Different types of bows now have different ranges.
�All bows now have some armour penetration.
�Rebalanced the following units:
Naked warriors
Ambushers
Berserkers
Painted ones
Naked swords
�Some missile infantry shields have had their missile block chance increased.
�Tower projectile incendiary damage has been reduced.
�Burning oil incendiary damage has been reduced.
�Improved arrow tower damage has been reduced, and is now mostly normal damage instead of armour penetration.
�Scorpion tower projectiles now have a smaller cone of effect.
�Reduced incendiary hit points on all siege vehicles apart from burning rams which have both incendiary and normal hit points increased.
�Removed shield wall ability from Falxmen, Thracian Warriors and Thracian Nobles.
General battle improvements
�Increased battle-side hit points of all generals and officers.
�Fixed issue in battle combat rules which failed to give the commanding general additional saving throws, making generals unusually vulnerable in harder difficulty modes. These saving throws have also been extended to non-commanding generals, making all general characters harder to kill in battles.
�Fixed issue which caused artillery units to sometimes move forwards instead of firing when targeting a ground position.
�Formed Attack button added for key disciplined units (eg Legionaries, Hoplites, Pikemen). Disciplined units are now better at keeping formation when fighting.
�Improved existing unit formations.
�Reduced �blobbing�, where units converge into a disorganised brawl
*Adjusted spacing of some infantry units to prevent units being too cramped.
�Added blood effects on animals, for players who own the Blood & Gore DLC.
�Fixed an issue where pikemen would ignore orders.
�Fixed rank & file shortcuts which were not working correctly; and only ever resulted in wider units.
�Telestration (drawing on the map) now works for spectators in MP battles.
�Fixed issue where throwing torches at gates failed due to projectile simulation causing torches to bounce off the roof of the gatehouse instead of hitting the gate itself.
�New guard mode mechanic: units will be in guard mode behaviour by default and hold their line unless they have a direct attack order.
�Several improvements to how formed attackers adjust to one or more targets, encompassing different target widths.
�New hiding mechanic: running will no longer reveal hidden units.
�Behaviour improvements for disengaging units: Units pulling out of melee will now try harder to avoid combat and run to the ordered location.
�New mechanic for knocked-down soldiers: Heavier units will take longer to get up after being knocked down.
�Fixes and improvements to bracing:
� Formation depth and defensive formations now have the correct impact on bracing bonus.
� No bracing bonus when using loose spacing.
�Elephant and chariot collisions are now less lethal.
�Boiling oil no longer triggers when enemies are on top of a gatehouse.
�Entities no longer warp in combat when two infantry units charge each other.
�Avoidance-jittering eliminated when multiple units in formed attack overlap.
�Prevented ships and drowning men from floating above the waterline in very rough seas.
�Improved the framerate when multiple units pass under boiling oil.
�Added option to disable left-click dragging move-orders.
�Locked formation unit groups now correctly track moving targets when given attack orders.
�Locked formation unit groups should now move at the correct speed in all circumstances.
�Units now interweave less when moving a locked formation backwards.
�Artillery units no longer move forwards to attack a building when their target is already in range.
�Firing whilst moving now always fires at the target unit.
�Reduced instances of ranged-unit stop/start movements when chasing a moving target.
�Units no longer automatically attack their previous melee target after routing then rallying.
�When gate capture points are neutralised, gates are now locked to all alliances and boiling oil stops pouring.
�Units firing from walls can now be consistently halted.
�Units firing from walls now fire with all ranks.
�Rebalancing of entity/projectile/effect audio volumes.
�Added new preset city and port maps to the custom battle/multiplayer map lists.
�Removed situations where defenders could partially deploy units outside the city walls in siege battles.
�Siege maps now have towers or gates linked to the correct capture points.
�Changed capture point timer from 20 seconds to 30 seconds. Gates and towers now take 1 minute rather than 40 seconds to change from one alliance to another.
�Added new minor settlements: 1x Persian port and city, 2x Egyptian cities, 1x Greek city.
�Improved docking and landing points in several maps.
�Added spectator icon for battle to make it clearer when people are spectating.
�Cinematic camera now works correctly for units on buildings.
�General technical/usability fixes across many battle maps (docking points, deployment zones, scenery placement, tower bridging-points etc).
�Extensive battle-UI tweaks and optimisations.
�Fixed several rare crash instances.
�Aide de camp advisor has been enabled for multiplayer now.
�Modified right click drag-outs, so when moving the mouse to the minimum drag threshold, and then back under the minimum drag threshold, the drag-out visualisation will no longer be hidden.
�Men on walls above gates no longer die when gate is destroyed in battles.
Campaign
�Fixed a crash when loading into a Roman Port battle map from the Campaign.
�Multiplayer campaign legendary mode saves now work correctly.
�Campaign AI is now more focused on recruiting better units and constructing buildings that allow the recruitment of better units.
�Increased number of Imperium thresholds from 4 to 7, rebalancing progression of military, agent and edict cap increases to match.
�Campaign diplomacy: It�s now harder to sign trade & alliance treaties with AI factions, gifts now give a bigger boost to relations.
�Added warning when the player is about to break treaty in Diplomacy which will result in player being treacherous.
�Enemy/ally armies/agents are now shown on the Campaign Tactical map and not just players.
�Fixed user interface animation issues in campaign, where in Multiplayer Campaign mode, animations would sometimes be in slow motion.
�Added resource icons to the city info bar.
�Added a small delay to update of the Settlement info panel, when moving the mouse off building icons to make easier to compare two buildings, without info panel flickering to province info in between.
�Fixed setting for whether Unit info panel is shown in battle, which was being set incorrectly in campaign modes, leading to unit info panel being hidden in battle, without player ever minimising it.
�Fixed campaign cycle buttons (which cycle between settlements) going in opposite direction, and fixed both buttons going in the same direction.
�Fixed issue where if a unit was gifted in a group, the player could still control that unit via group they were previously in.
�Fixed issue where current army emblem wasn�t shown in list of emblems meaning once changed couldn�t set it back.
�When the player is defending in ambush, the attackers units are hidden because if they were ambushed they wouldn�t know the details of the force they were up against.
�Telestration (drawing) now works on the campaign tactical map for Multiplayer Campaign mode.
�Added a vote-timer to the autoresolve panel buttons in Multiplayer Campaign mode pre-battle, so players know how much time is left to make a decision once the panel is opened.
�Join Confederation option now appears as a diplomatic option when countering an AI�s diplomatic offer.
�Added experience indicators on queued recruitment unit cards.
�Multiple units can now be upgraded with better equipment, or retrained into better units, simultaneously.
�When retraining units, UI now shows the unit a current unit will be retrained into, along with the cost for doing so.
�Finance panel tax-slider now snaps to values, to make it easier to use, and to clarify that there are a finite number of levels.
�Added notifications for when the other player saves in multiplayer campaign, so you know why the game is pausing.
�Added filter-specific info to tooltips in the campaign tactical map (such as regional wealth values when on the region wealth filter).
�Unit info UI now takes into account bonus HP for unit health stat, to fix incorrect values being shown
�Unit info now shows the breakdown for melee defence and shield armour values on the tooltip.
�Added vote timer to the pre-battle screen in Multiplayer Campaign mode, so players know how much time left to make decision once open this panel.
�Unit info missile-damage display now working correctly (damage modifier was being applied to armour penetration damage, and breakdown wasn�t taking into account the missile damage modifier).
�Campaign radar map now follows the camera to improve navigation.
�Client states and satrapies are now shown as allied on settlement panel. Also added an icon to show relationship of the factions owning the regions.
�Fixed several rare crash instances.
�Fixed a crash which happened when merging units together several times, with the [CTRL] + [M] key shortcut in the same army in Campaign modes.
�Garrisons are no longer displayed with dignitary icons on the Campaign Tactical Map.
Total War ROME II: Patch 6
Fixes
This was a minor patch delivered alongside the Blood Pack for Total War: ROME II, applying to all users.
� Fix for terrain turning black during Campaign and Battles when changing the �Texture Quality� setting. This was listed as a �Known Issue� in the Patch 5, but is now fixed.
� French and German campaign audio will no longer play very quietly (e.g. when selecting armies on the Campaign map).
� Fix for the game failing to launch in some circumstances when running as a Windows Administrator.
Total War ROME II: Patch 5
Technical and Performance
Campaign
� Improved Campaign AI decision-making speed when considering local forces prior to settlement attack
� Fix to problem the AI interface received stances that were not up to date, when called to accepting a war declaration help request, or deciding whether to invite allies to a war.
� Improved responsiveness of tabs in the Trade and Finance panel in Campaign mode.
� Fixed a crash when loading an auto-save game.
� Various campaign optimisations including: Fog-of-war update (improves frame rate when moving units, improves end turn times in games where the player has many allies) and Improved frame rate when lots of units are on screen.
� Fix for rare crash when loading a Campaign save game.
� Fixed various rare crashes during battles caused by unit card sorting.
Battle
� The video memory footprint of battles has been reduced by up to 250MB.
� Left-click and dragging units during battles is now more responsive.
� Fix for slow down / performance hit when selecting AI siege equipment in the battle setup menu.
Gameplay Improvements
Campaign
� Campaign AI now encourages factions to form allegiances more over time based on personality, perceived threat and existing balance of relationships the faction holds.
� A new function has been added to the diplomacy screen, which allows the user to select AI factions, and then mouse over other faction icons on the map to display their relationships.
� The chances of the AI betraying their allies has been increased, since it used to help them too often when a betrayal was a more appropriate action.
� Allies that have made a decision to join a war, have that decision enforced at the Campaign AI to ensure consistency. E.g. To prevent Satrapies from joining a war and betraying their overlord at the same time.
� Improved the AI�s consideration and use of payments in diplomacy
� Garrisoned armed citizenry now reinforcing their army standing just next to the settlement they are Garrisoned in.
� Fixed satrapies not recognising that they no longer have an overlord in some cases when they cease to be a satrapy.
� Fixed a pathfinding data error that allowed paths to cross directly from beach to river on the Campaign map.
� When a settlement is blockaded on the campaign map, a fix has been made to prevent the player from queuing more siege equipment in the construction queue than you are allowed.
� Reduced the chance of AI armies standing close to the players army on the Campaign map in Forced March stance, allowing the player to ambush them.
� Armies can no longer be garrisoned in a settlement and in Forced March stance at the same time, which led to an ambush battle outside of the settlement when it was attacked, and the winner not capturing the settlement.
� When handing over a region in civil war, the armed citizenry in that region are now refreshed immediately, to prevent the player from recapture the settlement with no resistance from within.
� During a multiplayer coop campaign, the client and host could both make decisions when attacked by the AI. However the user interface did not always display the correct choice. This is now fixed.
� Rebels, Greeks and Gauls are now unable to capture the Bovianum settlement from the Samnites during the Prologue Campaign.
� Objectives are now listed in The Invasion of Samnium chapter of the Prologue Campaign.
� Converting an army in a port settlement to the port docks will no longer break it out of muster stance allowing it to recruit while moving .
� Fix for Lode Stone technology not applying correct speed bonus to ships.
Battle
� Improved gates so they don�t open so prematurely for routers during battles.
� Fix for Cavalry units not able to perform flaming arrow attacks on buildings.
� Autonomous siege engines now have an ammunition limit during battles.
� Fixed bug where routers appeared to walk i