Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Tales of Antiquity
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1 Feb, 2022 @ 1:03pm
12 Jul @ 12:24pm
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Tales of Antiquity

Description
Total War Rome: Remastered mod focused on improving significantly both campaign mechanics and unit rosters.

Tales of Antiquity Discord: https://discord.gg/k9Rn6FtxzG
Tales of Antiquity Wiki: https://github.com/ToA-admin/ToA-Wiki/wiki

This fourth release contains the work done to the Italian Peninsula factions (Romans, Samnites and Etruscans), the Carthaginian factions and Numidia, Iberian factions and Massilia, as well as the Greek factions.
The map's scale is considerably larger than vanilla.
Start date: 450 B.C.

The Romans, still divided into 4 factions, start out with small settlements near Rome, and will need to conquer in order to achieve various bonuses.
They start out with a basic hellenistic roster, and are hit with the Legion Reforms once the Samnites are destroyed.
At that point, each faction receives a legion (4 hastati, 4 principes and 2 triarii) in their capital, and that legion is not retrainable or recruitable. They regenerate a small number of men per unit each time they end the turn in a region that has a City Barracks. Once a roman faction hits 11 settlements, they gain access to a second legion that works in the same way. (they are not recruitable, but if one dies, the option to recruit another appears)
Additionally, they are also able to recruit groups of auxiliary units. These come in 36 different forms and are randomly generated according to the region of recruitment (first option has 3 units, exp 0-3, better one 6 units 0-5 exp, better units also have a better chance of generation).
When there are 40 Roman-controlled settlements, the Marian Reforms hit, at which point the legions are replaced by Marian Legions. These consist of 10 Legionary Cohorts and are recruitable, though they do not regenerate. Auxiliaries stay the same, and Artillery becomes available.
Once the Civil War is over, the remaining roman faction becomes the Roman Empire, and along with the Imperial Reforms, which improve the quality of the Legions, they gain access to 8 Praetorian Cohorts (non-recruitable or re-trainable, they regenerate a small number of men if they end the turn in Latium). They are also able to recruit up to 8 units of Catahractarii in Antioch, and 6 Sarmatian Auxilia in Chersonesos.
All along, they have an additional building tree, the Dominion Builings. These represent the level of romanization of a settlement and unlock other buildings once built, as well as provide some bonuses or maluses depending on the level.
They also have 2 Auxiliary Barracks buildings, available at tier 2 and 3 respectively.


The Carthaginians have access to a load of new mechanics, listed below.

Recruitment:
The Carthaginians have access to a core roster in the regions near Carthage. In all other regions, they have access to groups of local mercenaries, which are randomly generated depending on the settlement's level, buildings, and geography. They can also conscript a settlement: this will give them access to a quick local army, but is economically rash and should be used as a last resort.
In regards to elephants, the Carthaginians have access to 3 different units: African Forest Elephants, Towered Forest Elephants, and Cataphract Elephants. For the first 2, they must send a party looking for elephants in a region with the Elephants resource, and then they can either recruit or breed the elephants to be able to recruit more units. For the Cataphract Elephants, they must import Indian Elephants through the Cothon (Carthage's unique port), and then recruit the unit.
The Cothon also gives them access to a Merchant Fleet Conscription in an emergency.
In all regions, Peasants, Town Militia and artillery are available.
There is also the Sacred Band, more on that below.

Laws:
The Carthaginians have access to a series of proposals they can make to the council if they meet some requirements:
- Sacred Band laws: a series of proposals that improve the Sacred Band units. These are non-recruitable (they replenish automatically though). Only the council starts with 4 units, and overtime this number goes up and other factions get some too.
- Intrigue laws: a series of proposals that look to undermine other families if they are too powerful.
- Dictatorship: under very hard to achieve circumstances, a Carthaginian Family can impose itself as Dictator of Carthage, and take control of all Carthaginian land and armies.

Local Policies:
In each settlement, the Carthaginians have access to different policies they can implement:
- Populate Settlement: brings people from Carthage to populate the settlement. Can cause trouble with public order.
- Forced Labor: causes major unhappiness, but makes a difference in building times and cost.
- Import/Export focus: a balance of happiness and trade. Mutually exclusive, each is appropriate in a different situation-
- Magnate/State Administration: mutually exclusive, different approaches to management.
- Strict/Loose Law Code: mutually exclusive, can be appropriate in different situations.
- Civilian/Military Rule: factionwide policy, available in capital. Civilian is the default, but in a dire situation the Military Rule can be activated, providing great military perks at massive economic costs. The Samnites and Etruscans have small rosters of Italic units. They are minor factions and do not stay alive for very long, and are a challenge for an experienced player.

Rebel sub-factions and Mercenaries are also completed for the Italian Peninsula, Iberia, North Africa, and Greece and include some new units.

All units that belong to the Romans, Etruscans, Samnites, Carthaginians, Numidia, Iberian factions, Massilia and Greek factions or Italian Peninsula/North Africa/Iberia/Greece mercenaries or rebels have been done over with variation models and textures, meaning they look a lot more diverse and accurate than vanilla units. There is also a large number of new units added into the game.


The Tales of Antiquity team would like to give special thanks to Lanjane, Edwin Smith, Artacord, KurdishNomad, Sirrianus Dagovax, Komissar, JaceX, Swagger, Makanyane and Wilddog for their valuable help, directly or indirectly, for the building of this mod; and to the RIS team for providing quality texture parts that we were able to use.
Popular Discussions View All (1)
2
22 Sep, 2024 @ 2:55pm
Bug Reports
Alex
72 Comments
alex1994 13 Jul @ 7:27am 
a squad of Greek generals now destroys 2-3 squads of pikemen head-on, instead of 4-5 as before. Maybe they should reduce the severity of the edu?
eduardo7010  [author] 12 Jul @ 6:00am 
@alex1994 I've never played any total war other than RTW and RR if thats a concern lol. But I did notice that the 2-handed pikemen animations seem to not work as well while fighting even though it looks better visually. As for the bodyguards, since the greeks dont get bodyguard upgrades the idea was to give them bodyguards that could match the late ones for other factions - but i've noticed in my own playthroughs that it makes them a bit OP in the early game, I'll probably have to tune them down a bit (as well as the syracuse starting position as it seems they are getting the better of the carthaginians in sicily most of the time)
alex1994 11 Jul @ 9:42am 
Give pikemen an advantage against cavalry. Pikemen are easily destroyed. And the general's guard is generally imba.... Were you inspired by Warhammer Total War?
Nikos 6 Jul @ 1:24am 
Oh, an update ! Great, tonight i try it
eduardo7010  [author] 26 Mar @ 5:02am 
@nsheon yes, that is basically what happens (not through the same mechanism though). I will say though it is quite hard to get it to work, and it will only work with small numbers of units (such as the sacred band which never has too many of them) as otherwise the game crashes - complicated to explain why here but if you want more info ask on discord where it is easier to explain (there's a link in the mod description for the mod discord server)
nsheon 15 Mar @ 2:32pm 
Quick question - when you say the Sacred Band units "replenish automatically" do you mean their numbers replenish, rather than needing to be retrained, as with general units?

I ask because I've been trying to figure out how to add this ability to other units for years and can never figure out how to get it to work.
Aristoxenus 15 Feb @ 7:43am 
About Balearics: Yeah it makes sense, I also thought they were nubians at first sight

About Spartans: Yeah, but I was more mentionning for the vanilla Spartan hoplites will this red dress it looks like more a magus or a servant of Mephysto. I never liked the dressing of the vanilla Spartans.
But some Spartans valued agility and had less armour, they were not like in the movie 300 but still prefered to be able to be very agile.
Regardless.

About Iberians: Like I said I really love the units you made/reskined. People think of Iberians as pyjama (tunic) wearers but they also had their own warpaint units like the celts and germans. They also used bow, which in the mainstream Spanish media is a taboo, for some reasons...
I read a lot on these ancient peoples, thats why i get so disapointed when most modders just simplify them
eduardo7010  [author] 14 Feb @ 4:18pm 
@Aristoxenus Glad you like it!

I'm pretty sure I assigned Baliares as balearic slingers' home region, and Nubia for nubian units.
The way it works is each vanilla region has a set of "colors" assigned to it, and you specify the region for each unit, so if the balearics are indeed darker than nubians, that is probably also an issue in vanilla (i can play around with giving them a different default region though since that doesnt make any difference other than for this, can make them for example come from Taraconesis)

The spartans need the armour, doesnt make sense for them to have the high stats without having the armour to show for it. I understand that the half toga would give them a more spectacular (and hollywood) look, but it simply wouldnt make much sense both historically and logically
eduardo7010  [author] 14 Feb @ 4:13pm 
@Hampuzio yes, there will be more updates. Currently working on the greeks
demonon 13 Feb @ 11:37pm 
question,

the sacred band auto replenishment, where is that in the code? thanks