Soldato
Already some handy-looking mods
What do the darth mods do except increase unit size and strangle performance?
Shame the better campaign camera requires a new campaign to work, would probably give it a try otherwise!
No more flaming javelins, and no more flaming arrows for mounted units (seriously CA, WTF)
Big AI improvements, new and adjusted units, starting strength balances and corrections, troop fatigue adjustments....
plus a load of other stuff:
http://www.twcenter.net/forums/showthread.php?573483-gt-gt-gt-DarthMod-Rome-v9-0-1-Download-lt-lt-lt
Try it - You'll probably not look back!
I very rarely ever use mods. I like to complete the game vanilla first. But I'm actually considering using Special Abilities Be Gone.
Flaming javelins!? Flaming arrows for mounted archers? Spam-fest Rally?! Don't understand some of the new stuff to be honest >_>
Magnar mod includes 2 and 4 turns per year but also changes the buildings and research times to match. I'd recommend that over the normal 2 and 4 year mod as it's too unbalanced imo.
OP updated with the rest
... rather than the "fight-to-the-death" robots of vanilla.
...
I will put special attention into the significance of morale on the battlefield, and that every soldier on the field is just a man (no more sub-super human units like in vanilla).
Well, a lot of us use the Radious Total War mod and the 2 years per turn mod complements it well. There's nothing unbalanced about having your generals NOT die in 10 turns of old age.
I think they've got it backwards... This makes it sound like no units ever route and they all just fight to the death.
From everything I've experience and what I've read it seems that the units flee incredibly quickly and never stick around long enough to make the fight worth while...