Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Roma Invicta Imperial Campaign Overhaul (updated)
   
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50.975 MB
21 May, 2021 @ 7:37pm
24 Aug, 2021 @ 12:53am
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Roma Invicta Imperial Campaign Overhaul (updated)

Description
*version 2.0.4 has broken some elements of this mod so I will have to fix it when I get the chance.

This mod combines each of my previous mods together plus a couple extra editions for campaign that I like to use aswell.

Campaign Map

-The map is based on my no rebel settlements with the unified rome mod.
-More trade resources have been placed in many regions to help with trade income, especially with the barbarian factions.
-better infustruce for the weaker factions at the start to help build up easier.
-+25% more movement points for all unit types to help AI defend thier lands better at the start of the game.
-Generals can be trained from the main settlement building and the minor city level.
-If you want original units stats but with the additional units, switch unit balance to classic in the menu.
-If you want the original campaign borders, switch merchants and trade balance to classic in the menu.
-If you swap both options to classic, you can still have the availability and additional features from buildings listed below.

Buildings

-Increased income from building sources (Farms, mines, and trade) to help build economy easier, effects player and AI.
-Settlement upgrade buildings provide an additional tax bonus.
-Mines can get income from all mineral types (gold, silver, tin, lead, and copper).
-Barbarians can build tier 2 mines.
-All factions can build tier 1 trade caravans
-Eastern factions can build paved roads and highways
-Greeks, carthaginians and egyptians can build highways
-Eastern factions can build sewers and bath houses.
-Eastern and greek factions can build tier 5 farms
-Barbarians can build tier 3 farms.
-Farms will have a negative population increase to match the growth rate of vanilla so settlements do not upgrade to quickly.
-Barracks, archery ranges, and stables give +1 recruit exp for new units trained at the max build level for that faction.
-Low tier units get more exp recruit bonuses at higher tier recruitment buildings to make them a more viable option in late game.
-Blacksmith gives +1 to armor, melee attack, and missle attack to max of +3 at foundry level.

Units

-All units have a complete stat rebalance to lengthen the time of battles for a more tactical experience.
-Battle movement speed reduced by 25% except on paved surfaces for better manouverability when controling large armies.
-Units armor, morale, and defense skill increased, as well at costs adjusted.
-Charge bonus increased for cavalry making thier use and role in battle more valuable.
-Infantry unit sized normalized (Ultra Size) to 240 troops, archers at 160, cavalry at 120, general 100.
-Eastern cavalry set to 140, and nomadic cavalry set to 160.
-Unit depth is incereased to resemble squres instead of rectangles for easier movement in sieges.
-Infantry is 10 troops deep, pikemen are 8 deep, cavalry are 6 deep, elephants and chariots are 3 deep.
-Since missle units are smaller, they got a boost to ranged damage and an increase to missle capacity.
-Egypt has greek units to resemble a hellenistic faction, bronze age units can still be used if you choose to use them.
-Hoplites have phalanx ability replaced with short pike, they still in spear formation but dont blob out it, use gaurd mode.
-Some units have a captain and 2 standard bearers (Greeks so far), most just have 3 standard bearers.
-Unfortunatly I can't get the standard bearers on horse back to have the animations work.

Additional Units For Other Factions

-Several factions got additional units to bolster thier rosters.
-Armenia:scythed chariots, war elephants, persian cavalry, slingers.
-Britons:archer warband, noble archers, barbarian cavalry, noble cavalry, ballista, onagers.
-Carthage:carthaginian archers, scutarii.
-Egypt:militia hoplites, hoplites, levy pikemen, pikemen, royal pikemen, militia cavalry, cavalry, royal cavalry, war elephants.
-Gauls:archer warband, ballista, onagers.
-Germans:archer warband, ballista, onagers.
-Greeks:small elephants, war elephants, levy pikemen, pikeman, royal cavalry.
-Macedon:greek cavalry, small elephant, war elephants, hoplites, heavy peltasts.
-Parthia:cataphract archer, scythed chariots, east heavy infantry, peltasts.
-Pontus:slingers.
-Scythia:ballistas, warband, chosen axeman.
-Selecids:cataphract archers, ballistas, heavy onager, heavy peltasts, hoplites.
-Thrace:ballistas, heavy onagers, heavy peltast, hoplites, levy pikemen.

Ui

-Changed faction names to be more historical.
-Used some latin and greek translations for the faction names.
-Working on changing banners and flags in the furture.

If there are any imbalances, let me know and I will fix them. If changes do not appear in the campaign, you may have to resub to the mod.
80 Comments
kingkilwar#5970 26 Jul, 2024 @ 7:04am 
no rebel faction :(
[82AD] Silentwolf123 21 Dec, 2022 @ 9:10am 
mod doesnt work crashes every time, no other mod used just this
niccodigge 18 Dec, 2022 @ 3:45pm 
why all mods dead? :(
Strossi 29 Sep, 2022 @ 1:51pm 
"infustruce" bro haha, infrastructure
[SMF]xFreakylow 28 Aug, 2022 @ 10:04am 
update for the german speech i can´t join the game it crahes
0Sauush 21 Mar, 2022 @ 11:12am 
2.0.5
Dedly_Fredly 9 Dec, 2021 @ 12:44pm 
Is anyone else having an issue with siege battles? every time I try to assault a settlement it goes to a perpetual loading screen. This is the only Mod I am running btw.:steamsad:
I_Am_Beowolf 29 Nov, 2021 @ 8:22pm 
Is it possible to give Spain and Carthage the numidian archers and spain to have either spear war bands and druids or basic minor stone walls to show the "semi civilisied" feel of the iberian civilization
Doomed World 26 Oct, 2021 @ 12:13pm 
can you up the size of eastern mounted merchancies and nomad so they match the size you made the factions
Doomed World 26 Oct, 2021 @ 12:02pm 
Could you give Pontus leagonaries, the uses roman turncoats to train their troops an adopted the tactics