Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Totalis Bellum: Nabataean and Bosporan Kingdoms
   
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16 May, 2021 @ 6:34am
20 May, 2021 @ 4:48am
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Totalis Bellum: Nabataean and Bosporan Kingdoms

Description
Totalis Bellum: Nabataean and Bosporan Kingdoms Version 0.5

**Sadly the mod page got deleted when i tried to update, so i had to reupload the mod**

*The mod support only English localization, not support mac and work mainly with the remaster options.

This mod have Totalis Bellum as a base, this version unified Rome to 1 faction and adds to this 2 new factions: Nabataean Kingdom and Bosporan Kingdom(units from BI and ALEX dlc) and few small changes to the map settlements(in the future this mod will contain more factions when the limit will be lifted while the base mod keep the original factions)
Check the base mod and its features that apply also for this mod here:
**The base mod page got deleted same as here when i tried to update, Feral know this issue i hope they will fix it**

Totalis Bellum V0.5 Features:
New buildings:
Barbarian factions new buildings:
Stone wall,
Sewers,
Farms+2/Crop Rotation,
Army Barracks,
Pro-Consul's Palace/Great Hall,
Catapult Range(only Dacia),
Elite Cavalry Stables(only Scythia).
Eastern factions new building:
Paved Roads
Royal Cavalry Stables
Carthage new buildings:
Royal Barracks
Buildings acquired by region resources:
Format is- resource name, buildings chain and effects:
Marble:
Marble Pit.
Marble Quarry.
Marble Architect.
grant trade income, happiness, growth, law, taxable income and mainly construction cost decrease.

Slik:
Silk Trader.
Silk Caravan.
Silk Market.
grant law, happiness, health, taxable income and mainly trade income.

Wine:
Vineyard.
Large Vineyard.
Winemaker.
grant trade income, growth, taxable income and mainly happiness. also decrease law.

Olive Oil:
Olive Press.
Mola Olearia.
Olive Oil Trader.
grant trade income, happiness, growth, taxable income and mainly health.

Iron:
Iron Workshop.
Weaponsmith.
Shieldmaker.
grant trade income, law, weapons and armor upgrade. make the blacksmith and its upgrades to make extra trade income.

Purple Dye:
Murex Snail Farm.
Dye Works.
Master Dye Works.
grant trade income, happiness, law and mainly taxable income.

Grain:
Grain Farms.
Grain Irrigated Farm.
Grain Estate.
grant trade income, happiness, health and mainly growth bonus.

Timber:
Logging Camp.
Timber Yard.
Timber Trader.
grant ships +1 exp from port and the upgrades of the port give +2 exp to any recruit ships from this settlement.
grant trade income, small construction cost decrease and improve the archer units ranged damage.

Units added to the factions rosters(70+-) and unit changes:
Armenia:Slingers,Eastern Noble Cavalry,Eastern Swordsmen.
-Armenia Heavy Spearmen don't have phalanx formation, attack and morale +2, cost +200.
Carthage:Long Shield Infantry,Hoplites,Carthaginian Heavy Cavalry,Archers.
-Carthaginian Medium Infantry(Libyan Spearmen) armor changed to linothorax from chainmail.
-Poeni Infantry phalanx formation removed and armor changed to breastplate from chainmail.
Dacia:Heavy Spearmen,Swordsmen,Forester Warband,Skirmisher Warband.
Egypt:All the units changed, info in the end of the page.
Gauls:Heavy Spearmen.
Germans:Heavy Spearmen.
-Spear Warband don't have phalanx formation.
Greek Cities:Citizen Cavalry,Slingers,Picked Hoplites,Spartan Armoured Hoplites,Agema Hypaspists,Thorax Swordsmen.
Macedon:Slingers,Thessalian cavalry,Agema Hypaspists,Thorax Swordsmen.
-Thessalian cavalry can only be recruited in Thessalia.
Numidia:Desert Raiders,Desert Swordsmen,Long Shield Infantry,Gaetuli Horse Skirmishers,Elephants and War Elephants,Town Militia,Numidian Heavy Cavalry.
Parthia:Immortals,Heavy Spearmen,Persian Heavy Archers,Eastern Noble Cavalry,Eastern Swordsmen.
Pontus:Slingers,Eastern Noble Cavalry,Eastern Swordsmen.
Scythia:Scythian Raiders,Scythian Cataphracts,Heavy Spearmen,Scythian Huntsmen.
Seleucid:Slingers,Eastern Infantry,Agema Hypaspists,Thorax Swordsmen.
Thrace:Slingers,Heavy Spearmen,Agema Hypaspists.
Mercenaries:Auxiliary Thracian Cavalry,Barbarian Horse Archers,Barbarian Swordsmen,Citizen Cavalry,Desert Warriors,Phrygian Infantry,Syrian Cavalry,Nubian Spearmen.

Other changes:
All starting rebels armies got +2 units to their armies.
Few towns name changes.
New formations.
Factions names and titles slightly changed.
Few changes in the locations of existing settlements.
4 turns per year by Stuie(to active when you in the campaign go to the settings and reset advisor, more info about the mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2483191220).
Egypt change to the Ptolemaic Kingdom.

Ptolemaic Kingdom:
Egypt culture changed to greek culture.
Egypt buildings changed to greek buildings(Egypt temples left along side the greek ones).
Egypt Symbol and Banner changed.
Egypt units changed mostly to macedon style units.

Ptolemaic Kingdom units:
-Peasants
-Militia Hoplites
-Levy Pikemen
-Hoplites
-Phalanx Pikemen
-Basilikon Guard
-Agema Hypaspists
-Peltasts
-Archers
-Slingers
-Militia Cavalry
-Greek Cavalry
-Macedonian Cavalry
-Companion Cavalry
-Elephants
-Nile Infantry
-Nubian Spearmen
*Nubian Spearmen don't have phalanx formation.
*Nile Infantry don't have phalanx formation.
*Nile Spearmen +2 morale from 4 to 6.

New settlements/regions(32):
Malva( between Dacia and Thrace, Rebels)
Philippoi( between Macedonia and Thrace, Rebels)
Burdigala( in Southern Gaul, Rebels)
Lambaesis( in Numidia, Rebels)
Garama( below Tripolitania, Rebels)
Drobeta( in Dacia, Rebels)
Trapezius( between Pontus and Armenia, Rebels)
Ninive( between Parthia and the Seleucids, Rebels)
Lenkoran( between Scythia and Armenia, Rebels)
Amastris( between Thrace and Pontus, Rebels)
Babylonia( near Susa and Seleucia, Seleucids)
Panticapaeum( near Bosphorus, Rebels)
Olbia( above Bosphorus, Rebels)
Iadera( north Illyria, Rebels)
Epidamnos( south Illyria, Rebels)
Herma( east Illyria, Rebels)
Pelusium( Nile Delta, Ptolemaic Kingdom)
Gaza( south Judaea, Rebels)
Iconium( south Ancyra, Rebels)
Tavium( west Mazaka, Rebels)
Samosate( east Mazaka, Rebels)
Edessa( east Samosate, Rebels)
Gazaka( south Phraaspa, Rebels)
Khabala( north Phraaspa, Rebels)
Gangara( east Armenia, Rebels)
Arsinoe( south west Anatolia, Rebels)
Plynus( east Libya, Rebels)
Agrigentum( south Sicily, Rebels)
Panormus( north Sicily, Rebels)
Zama( west Carthage, Rebels)
Icosium( west Carthage, Rebels)
Aventicum( north Mediolanium, Rebels)

*Known issues:
-resourcecs buildings missing images.
-Brutii and Scipii mixed units in custom battles.
-some few unit cards UI is not finished.
-resources building transfor to trader building.

I couldn't add the UI of the new factions symbols in the mod, so i putted the 2 texture files and a ReadMe.txt in a google drive link(1 texture file is for the mod symbol and the other is backup), if some1 want to add them check it here- https://drive.google.com/drive/folders/1m7qc29P4f8fUCG9SJS4UEVLDXGp5Pywg?usp=sharing.
you need to overwrite it on your game folder location, i also included the original texture if you want to swap back.

SideNotes:
*In the start you will see the SPQR defeat movie, its ok.

*If you have crash simple try to reload the save.

if there is any issues let me know, enjoy
48 Comments
OverloadedTurducken 1 May, 2022 @ 7:52am 
The mod wont start at all, is there an addon I need or something
DarkstormShadowX 22 Apr, 2022 @ 10:56am 
The game crushes instantly
Some help please?
APcheif1996 19 Sep, 2021 @ 5:45am 
the game crashes the second i start the game
Aster 6 Jun, 2021 @ 9:05am 
Oh wow! How did I not realize? Haha
It's easily fixed with a small application of process_cq spray on the affected location when you load a save, anyway.
Thanks for explaining it to me.
Crysix  [author] 5 Jun, 2021 @ 11:28am 
Aster, thank you glad you enjoy my work, yes as sjligtu11 mention its a known bug been reported and i wrote it in the "*Known issues:" section in the end of the mod description. later when i will have more free time and we will get more modding power i will update the mod to improve and also to fix reported issues.
(im kinda sad this bug happen for the resource building chain, those buildings are the main thing i wanted for the mod, well, Murphy law)
sjligtu11 5 Jun, 2021 @ 10:37am 
Aster, It's a known issue by the author. Whenever you reload the game, any of the resource buildings (iron workshop, etc...) get converted to trader-line buildings. Then the AI is like, I didn't build that building yet, let's build it and after a few reloads you'll have a city with like 6 traders. You can also do the same thing. The most I've seen so far is 6. Kinda curious how many I'll find late campaign
Aster 5 Jun, 2021 @ 9:31am 
Playing as Egypt it happened that I suddenly got multiple instances of market buildings in my cities. For example I had 1 Agora (lvl 3) built, but at some point, at the end of the building strip, 3 trader (lvl 1) appeared in a row, in multiple settlements. I think those were territories formerly belonging to the Seleucids. Maybe Egypt retains access/ownership to markets from more than one culture? I don't think it caused issues but it's worth mentioning.
Aster 5 Jun, 2021 @ 9:30am 
Thank you for your work! I love this mod.
The world is larger and improved in many ways. I really like getting all those new, flavourful buildings for trade goods. It's also very stable for me.

Nabatea and Bosporan Kingdom are pretty awesome. I do wish they had some more units to choose from, like a couple more viable infantry choices just for variety. I feel the same about Armenia, Thrace, Pontus etc though. I always end up picking the nations with a richer roster in the campaign selection, which is a pity since they have the best colours. Maybe in the future!

That said all these guys are infinitely more playable with the expanded buildings and mechanics.
Egypt looks amazing too. I miss some of the more fantasy-looking units tbh, but the various hoplites each have really cool shield paint and armours, so they satisfy that visual need.
Crysix  [author] 4 Jun, 2021 @ 9:17pm 
Grandgoomba25, i checked and i see you can recruit Barbarian Horse Archers from the first Stable, but they cant recruit the Dahae Horse Archers that they start with some of those units. weird, anyway it will be fixed for future update, thanks for the feedback
Grando_Yevval 4 Jun, 2021 @ 7:41pm 
I have cavalry stables in Chersonesos and it still does not allow me to recruit horse archers. Is it city dependent?