Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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R2TR CCLXXII.BC v. 2.1
   
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Tags: mod, Overhaul
File Size
Posted
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54.524 MB
12 Jul, 2014 @ 1:23am
15 Jan, 2015 @ 2:38am
28 Change Notes ( view )

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R2TR CCLXXII.BC v. 2.1

In 1 collection by Rome II Total Realism
R2TR Mod Collection
8 items
Description
Version: 2.1011515a

**Check out our 4 turns per Year version of R2TR CCLXXII.BC v. 2.1 here!**

Introduction

I'd like to wish you a warm welcome on behalf of the Rome 2 Total Realism Team. After weeks of hard work, we are proud to release a new version of our mod which has been optimized for CA's Emperor Edition. This is essentially the next step in our development process, which has now been going on for more than a year. Today, we have released the 2.0 version of our first main campaign: the CLXXII BC Beta. In this campaign, starting in 272 BC like the vanilla Grand Campaign, we will continue to slowly introduce and test our game mechanisms. Ultimately, this will lead to some big releases of campaigns with various start dates and their own flavours. For now, though, we hope that you will enjoy this initial project brought to you by our team of gifted and enthusiastic individuals!

For those unfamiliar with the RTR modding family, we'd like to explain what our core values are. The team is an international group of modding specialists with a special interest in history. Our two core values are and have always been a good combination between challenging gameplay and increased historical accuracy, the 'realism'. This is achieved through a modding process supported by- and carried out in a constant dialogue with professional historians. We plan to work on historically accurate units, that will be enriched by detailed descriptions. Battles will be made more fun and challenging by a clever combination of coding and historical source information. All in all, we will attempt to modify the campaign mechanisms in such a way that we're able to provide you with a great and unique gaming experience.

In this announcement, we will present all (new) features of our mod and introduce the team that has been working on them for the past months.

R2TR CLXXII BC Features

The Campaign Map has been changed in order to accurately portray the historical situation in 272 BC. Walls have been enabled for some settlements, factions in the East were reformed and Italy has seen significant improvements. Now, the Etruscans, Campanians and Bruttians will feature as seperate vassals of Rome, forcing the player to work together with- and protect his Latin allies (the Socii). This adds a new dynamic to the Roman game.

Besides map changes, R2TR also adds a set of new mechanics to the campaign. The 'double time' stance has been removed, while patrolling and raiding have a much larger effect on Public Order and your income. Armies in cities will now cause unrest, they do provide a stability bonus when camped in the province. The most radical change has been the addition of a manpower system. All recruitment is now linked to the size of your settlements. Minor towns or cities will provide 1 recruitment slot per turn, larger cities 2 or even 3 slots. In order to upgrade your settlements, you will require food. This is gained through agricultural industries or trade ports. The system stimulates the fact that in order to recruit larger armies, you need more people who in turn require the presence of a certain quantity of food. In this new version of our mod, we have implemented this new mechanism to portray this.

Yet another important batch of changes are these to our economy. In R2TR, you will face the difficulties of ancient magistrates as the game will force you to choose between economy and military investments. While upkeep has been lowered, the recruitment of units- and the construction of buildings alike has become much more expensive. Trade and taxes will provide more income, to make sure that investments into your economy are rewarded. In order to survive, you will be challenged to spend your gold on the right things at the right moment.

Another important part of our mod are JaM's changes in our combat mechanics. Based on historical information, physics and real-life tests, a new combat model was being designed to portray the realities of ancient combat in the game. With charges being more effective, morale requiring to really keep an eye on your units and reserves being a vital element in winning the battle, you will be challenged like a real general! The way in which units gain experience has also been altered. Experience levels are much harder to reach for militia units than for elites such as Spartan Hoplites or the Hypaspystai and will have a more significant influence on the performance of your units. Finally, special combat abilities and siege mechanisms have also been overhauled to make them more in line with real historical practices.

Besides land battles, naval warfare has also received lots of attention from our team. Transports have been reworked into the passive, unarmed ships they were and will really need to be protected by combat vessels. The availability of ships to the various factions has been altered and these have received specialities based upon their traditions. Where Rhodos has superior pursuit triremes and Carthage will rely on sophisticated ramming attacks, Roman crews will perform better in boarding actions. The generic land units have been replaced by specialized Marines, whose missiles have been optimized for naval fighting conditions and who have both experienced soldiers and lightly-armed sailors in their ranks. Sea battles have never been this dynamic and interesting!

Recently, our team has been reinforced by a Graphics department. While this is still in an initial phase, some work has already been done. In this version of our beta we have included the first two examples of the new building cards that are being created as we speak. Besides that, we will continue working our way through our unit rosters to make existing units both better looking and more realistic and fill the gaps based upon our historians' research.

R2TR CCLXXII BC Beta Download

In order to download our mod, you will simply need to subscribe to it on our Steam page, located here. Log into your Steam account and press the 'subscribe' button, then the mod will automatically be downloaded the next time you launch the game.

The R2TR mods are the most fun with our own original music scores, available through our add-on R2TR I MUSICA, R2TR II MUSICA,and our authentic names mod R2TR NOMINA AUTENTICA.

Credits

Project Leader:
Maurits

Graphics:
Avetis

History:
Mausolos of Caria
Mulattothrasher
Bucellarii
Caligula Caesar
Phalangitis (+ DB)
Basileos Antiokhos Euergetes

Database Editing:
JaM
^OvO^
Splenyi

Beta Testing:
Finn
La Tene
Kepper
Moacyr
H0CHM31573R

Scripting:
Causeless

Music:
Mackles

Website Manager:
HouseofHam

Past Contributors:
Muizer
Bethencourt
T.C.
DaVinci
Kelindi
Necronox

Special Contributions:

Axe Animation Fragment Mod - credits to AggonyDuck.
Realistic Unit Names - credits to Splenyi.
Alii Colores Romae: Omnes Factiones - credits to Demokritos.
Realistic matched combat - credits to mester
Closer Deployment Zones - credits to Sheridan.

Conclusion

We hope that you will enjoy our mod as much as we enjoy creating it. We will continue working to keep bringing you new challenges and an increased historical accuracy!
163 Comments
•LGA• Cyrus: Emperor of Mankind 14 Jan, 2019 @ 4:30pm 
Is this updated for the new patch?
Geo Guy 7 Oct, 2016 @ 5:11pm 
(continued)

I watched hastati walk away, shattered, from ceiltic tribesmen who cut them down effortlessly. The fact that my men can't run completely ruins the battle for me.

Now, I understand and appreciate the desire for putting tactical commands for unit discipline into the game, but this is much too far. The Total War serries has been about being a general, not an officer. This is too much micromanaging. I appreciate the insight into how the formation comes to grips in combat, but no general has to command every single unit on the battlefield.

Please provide explanation!
Geo Guy 7 Oct, 2016 @ 5:11pm 
I plaed RTR for about 8 years and could not turn back to vanilla, so please consider my questions without resorting to rude remarks.

I first want to know, why is there no running? Soldiers ran in battle, that is absolutely a known fact from historical accounts. It has also been tested with modern-day athletes being fully equipped with hoplite armor and runnning one mile, and then being asked if they are still in condition to fight. They were. This was to test if it was possible for the general, Militides to have led his men on a 1 mile run into battle against the Persian at the battle of Marathon (i may have the general and battle mixed up, but it was a battle from that time period.)
Protector 4 Oct, 2016 @ 4:37am 
Hi JaM,
That sounds very good ! How shortly will it come ?
Because on your link are no details about it at all. Last changes on main instruction are already 2 years old.
JaM 3 Oct, 2016 @ 11:34pm 
new version is coming shortly, for more details go to:

http://www.twcenter.net/forums/forumdisplay.php?2054-Rome-II-Total-Realism
JaM 2 Sep, 2016 @ 11:13pm 
Rocky: its for armies, and should not keep them in cities..thats what gives negative public order. (citizens are not very happy having army in the city) Keep army around the city, and it will actually improve the public order by military presence.
tiptoethroughthetulips 10 Aug, 2016 @ 1:22am 
Seems to crash in custom battle. Is it not supported?
Rocky 1 Aug, 2016 @ 5:22pm 
-20 PO for characters?How does one avoid this?
JaM 26 Jul, 2016 @ 10:54pm 
new version is in the works.. lots of updates, lots of new features. ;)