Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Total Rebalance II - Ultimate Campaign Bundle
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8.172 GB
15 Jul, 2023 @ 1:40pm
30 Apr, 2024 @ 8:50am
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Total Rebalance II - Ultimate Campaign Bundle

In 2 collections by JonkoXL
JonkoXL's Rome Remastered Mods
34 items
Total Rebalance II - Ultimate Campaign Bundle DLC
4 items
Description

Please note that a more complete edition of Total Rebalance III + Ultimate Campaign Bundle + Unit Variation Project is available here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3252101212

Note: Aside from the mods listed below this page, do not enable other mods that changes the campaign map or alters units/factions/buildings, as it will cause compatibility issues)


Total Rebalance II - Ultimate Campaign Bundle

The ultimate (final) campaign bundle for Europa 270 BC.
Based upon the Total Rebalance - Rome Rerostered III and the previous released "Total Rebalance II - Campaign Bundle.

This campaign bundle for the Europa 270 BC map features six (+1) campaigns that use all features and units from "Total Rebalance - Rome Rerostered III".

What is Total Rebalance - Rome Rerostered III?
In short, a rebalanced vanilla experience with additional new units.. also expect longer battles with less quick routes.
For more information, please read here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2821730989

Features:

-> Bundle contains six (+1) campaigns (for the Europa 270 BC Campaign map) and uses units from Total Rebalance - Rome Rerostered III

-> A new "The Great Reset" Campaign
-> A new "Rise Of Empires" Campaign (two versions)
-> Para Bellum Campaign
-> Europa Romanorum Campaign
-> Midgame Campaign
-> Europa 270 BC Campaign (Original by Ganim)

- Included an updated and new rebalanced version of Total Rebalance - Rome Rerostered III
-> Most notably, lowered recruitment times for cavalry (2-3) and General units (4)
-> Note that cavalry units now have 3HP instead of 4 HP

-> A new building (Embassy) has been added for additional economy / civilization bonuses.
-> Region dependent mercenaries can now be trained at the market
-> Each faction has unique bonuses, as follows:

The faction bonuses are as follows:
(note: XP means experience point, which is +1 Attack, +1 Defense and +1 Morale)

Roman Julii -> +2 XP for Barrack Units + Barbarian Mounted Skirmishers available at Arena
Roman Brutii -> +2 XP for Archery Range Units + Mounted Archers available at Arena
Roman Scipii -> +2 XP for Stable Units + Elephants available at Arena
Roman Senate -> + 3 XP for Legions and Praetorian Cavalry, + Elephants available at Arena

Gauls, Britons -> + 2 XP for Barrack Units
Spain, Dacia -> +2 XP for Archery Range Units
German, Scythian -> +2 XP for Stable Units

Greek, Thrace, Pontus, Egypt -> +1 Attack and +1 (Armor) Defense for All Units

Macedon, Carthage, Numidia, Seleucids, Armenia, Parthia -> +1 XP for All Units
(starting from tier 2 government building, large town)

Roman Scipii, Carthage -> +2 XP on Ships

The Great Reset - Campaign (new!)

The Great Reset is a vanilla-like campaign where each Faction starts with 3 territories.

In this campaign, a "Great Rebellion" occurred where all factions from the world suffered an internal decline.
Factions are on the brink of collapse and are desperately trying to hold on to any territory, fighting the rebels.
As a result most factions fighting the rebels are mostly neutral towards the other factions and the game progresses from recapturing neighboring territory captured by the rebels towards an eventual all out factions war.

Depending on the faction chosen, the initial three base territories are either spread out from each other or close together.

This campaign should give players a more fun, challenging and less predictable campaign experience,.

Note:
- Senate faction is playable! (and quite strong!)
- Roman factions start allied, but may turn onto each other sooner than later.
- 4 turns per year has been activated (1 turn winter)
- Be aware that ending the first 1-3 turns of the game may take a little longer than usual.


Rise of Empires Campaign (new!)

Based on the concept of the vanilla Imperial Campaign, the latest Europa 270 BC campaign called "Rise of Empires" lets factions start with just one settlement and a few starting armies.
A unique selling point of this campaign is that all other settlements are owned by way more competent rebel army compositions (manually added, including units from Rome Rerostered III)
Capturing these rebel settlements proves for a more challenging experience (special care too unit compositions has been made) and makes it so that each faction can expand in different ways before factions will be fighting against each other.
In this campaign, most factions are initially neutral towards each other, except for the Romans towards the Carthaginians.

This campaign should give players a more fun, challenging and less predictable campaign experience.

Note:
- 4 turns per year has been activated (1 turn winter)
- Roman factions are allied and remain allied for a long time (just as vanilla)
- Be aware that ending the first 1-3 turns of the game may take a little longer than usual.

Note:

A second version of "RIse of Empires" has been added, which increased population and some buildings to all settlements.
This version can be more interesting if you want opponents to wield stronger army compositions more early.

Sub mods

Unit Variation DLC (Uniform and shield textures)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3209347318



For an additional challenge the following "No-wall" DLC patch can be installed on top of this mod, removing walls and forts:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3019157618

For reworked Unit Abilities submod (Shield Wall, War Cry and so on) please visit here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3047057182

Be sure to place these mods above "Total Rebalance II - Ultimate Campaign Bundle" in the mod launcher.
(note that Unit Variation DLC is incompatible with Unit Abilities reworked)

Author Note:

Enjoy my latest mod release that combines both Total Rebalance - Rome Rerostered III and the final five campaigns I made for the Europa 270 BC campaign map.
Most likely this is my last and final mod release, as it nearly contains all my work of modding on Rome Remastered in one single package.
(Special thanks to Ganim for providing the port of Europa 270 BC to Rome Remastered)
I hope the culmination of all my work may please you as much as I enjoyed modding it and playing it myself over the years.
Thank you for all your feedback over the years and enjoy!

Sincerely, JonkoXL.

(Feel free to leave feedback, a comment, a like, a thumbs up or any other form of reaction, it is much appreciated.)






You are welcome to leave your feedback.

Note: Any files or changes in this mod may not be re-used.
Do not download this mod if you can not respect this.

All credits for the original Europa 270BC map go to Ganim and Webbird:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2688041180)





This mod is also compatible with the following mods:

RTR Graphics Pack:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2624625027

Swagger's Blood FX
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2674375439

Better AI Battle Formations
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2485055901

Enhanced Battle Camera:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2857196246

Enhanced Sounds: ( provided that this Total Rebalance mod is put above Enhanced Sounds in the mod launcher)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2857630157



117 Comments
SHITTY FLOOR 3 31 Oct, 2024 @ 11:23am 
yes, i will try the new mod as soon as i finished my macedonian campaign :scribe:
sad to hear all that, but thanks again!
JonkoXL  [author] 30 Oct, 2024 @ 4:19pm 
Hi there again!

Yes unfortunately not everything is accesible to us modders.
I think it's best to start a new campaign when using the new mod, since some data in your current game may be linked to asset references (textures) which have been changed in the new mod.
Unfortunately I don't believe there is a way to prevent the computer to field two armies or allow you yourself to field two at a time.
You can however toggle the use of AI control for the second army in the preview battle menu, although I believe that AI on your own armies is pretty suicidal.
SHITTY FLOOR 3 29 Oct, 2024 @ 1:24pm 
additional thing i am wondering about: would it be moddable to limit the AI to only be able to use one army during a battle? i find it extremely stupid and unfair that the AI can easily field two armies into one battle, while i have to wait for a unit to die/flee in order to get a new reserve one.. its kinda broken
SHITTY FLOOR 3 22 Oct, 2024 @ 10:18am 
thanks for the reply, although its sad to hear that there is no possibility to somehow mod traits for generals..
i am currently using this mod with macedonia in the 80th round, so i guess i have to stick with this mod-version for now and finish the campaign..? although "Hoplites now are stronger in the front, weak in the back, and while cavalry should be very effective by charging in the rear, cavalry availability is reduced as much as possible gameplay wise." sounds very tempting! maybe with carthage next, or is there a compatibility with this one and those additional rebalances?
JonkoXL  [author] 21 Oct, 2024 @ 2:11pm 
Hi JagdTiger!

Thanks for your valuable feedback and ideas!

Regarding the recruitment of Generals, I am not able to set any of the traits, as those traits are generated randomly when the General gets recruited.
I do have the ability to set the recruitment turns necessary but I find the 4 turn recruitment turn fair enough for what you get.
It's balanced in the way that it just take that 1 extra turn you may not want to spend unless you really need that General unit.
Of course I could make weaker General Units, but I don't want to make the player or AI have a too easy way of getting Generals and think of weaker General Units more easily losing from stronger units as a bit questionable :D

By the way check out the latest iteration of this mod here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3252101212
Also consider downloading the Realism Patch for more "realism" :)
SHITTY FLOOR 3 20 Oct, 2024 @ 10:46am 
this mod is certainly better than all their previous parts. i especially like being able to train certain units of different factions depending on the place of the map!
on the other hand i was thinking if it was possible to give each faction a lower tier general (2-3 rounds of recruitment time) who has better traits to permanently manage settlements, because 4 rounds for the existing generals are kinda long and they usually spawn with commando/assault traits. thanks.
JonkoXL  [author] 22 May, 2024 @ 7:11am 
Service announcement:

A new mod "Total Rebalance III - Rome Rebundled (Complete Edition)" has been released, including both Total Rebalance, Ultimate Campaign Bundle and the Unit Variation Project all in one bundle.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3252101212

Note that the balance changes differ a lot from both Total Rebalance - Rome Rerostered III and Total Rebalance II - Ultimate Campaign Bundle. (see mod's description)
JonkoXL  [author] 30 Apr, 2024 @ 8:56am 
Update:

In "The Great Reset" campaign, Gaul now has the Ancrya settlement in Galatia, Turkey.
(historically accurate, see: https://en.wikipedia.org/wiki/Galatians_(people) )
JonkoXL  [author] 10 Apr, 2024 @ 8:48am 
Another, another, another small update:

- Low tier skirmishers now have +2 XP starting from a Level 2 Archery Range.
JonkoXL  [author] 9 Apr, 2024 @ 10:58am 
Another, another small update:

- Roman Senate can now train Elephants at Arena building
- Roman Senate now has a faction bonus, namely +3 XP on Legionary Infantry and +3 XP on Praetorian Cavalry
- Numidia now has a faction bonus, +1 XP bonus on all units starting from a Level 2 Governement Building