Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Rome Exp + QOL (RX-QOL)
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5.182 GB
7 Aug, 2023 @ 11:33am
9 Jan @ 2:30am
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Rome Exp + QOL (RX-QOL)

In 1 collection by Austere Hare
RXQOL Companion Mods
3 items
Description
"Rome Expanded features a loyalty system, religion system, recruitable generals, 8 cultures, 17 religions, 200 regions, 106 factions, new units, new legions, an expanded senate, 46 campaign AIs, 5 battle AIs, more historically accurate map, characters, faction relationships (such as Athens and Sparta's rivalry), and much more."
--Vanilla Rome Expanded


QOL (quality of life) tweaks:
  • 4 turns per year (with additional army movement range)
  • Greatly reduced agent spam --(Not more than 1 agent per type, until late game cities)
  • No peasant/city watch army spam -- (Now you will have to fight REAL ARMIES.)
  • All Romans with a scutum shield can testudo -- (Like real Romans!)
  • Culture Units! -- (Recruit units from the culture you just conquered! --Alexander style)
    * Roman culture : Gladiators
    * Numidian : camel riders

    AND MANY MORE EASTER-EGG UNITS!
    (round-out your armies with the best from conquered factions!, --try looking for units in the temples and amphitheatres --gotta catch em all!)


    Minor Historical Unit Tweaks:
  • Romans and greeks get basic archer units at the same time as other cultures
  • All pikemen use directional phalanxes, carry long sarissas and are generally slower, and are less skilled fighting outside of a phalanx.
  • All true hoplites (not militia). get shieldwall and carry short light spears & aspis, and have high mobility. regular hoplites throw thier spears first, and then close with xiphos swords, elite hoplites and beyond fight only with spears. Unit spacing adjusted for hoplites, select loose formation to return to vanilla values.
  • Militia & Levy units have less stats and skills, and carry short pikes but are 0 turn (you can recruit up to 10 in one turn, if you can pay for it)
    (this is historical... most cultures (on occasion) had to raise a militia army in a few months or less (3 months = 1 turn) Remember, these are not battle hardened professional soldiers...

    "CAPTAIN! --I want every man, woman, and child (that can hold a spear), armed and on the field for live training in 2 hours!" -Your general, probably.

    The high militia/levy costs reflects the fact that you are cannibalising the very fabric of your city to produce these units. (high cost, -but low upkeep)

    NOTE: once you can acquire a City Barracks or above, the city will no longer tolerate the creation of "militia" armies.


  • Greek Achaen League Senate (currenly dominated by staunch Macedonian armies in the heart of the would-be Achaen capitol) Some Achean league members have adopted the Macedonian style of warfare. (have some macedonian units sprinkled into their lineup)
  • Greek Aetolian League Senate (resisting the Acheans and the yoke of Macedonian oppression).


    Very hard (battle difficulty) is punishingly fun if you are into that sort of thing!

    Check out the original Rome Expanded here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2785337814
    I also incorporated the great work in these mods: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2471724790
    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2782445366
    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2733018869
    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2474537155

    Huge thanks to Ementy, for collaborating with me, bouncing ideas around, and teaching me how to mod new things.
129 Comments
Austere Hare  [author] 5 Jun @ 7:49am 
sure if someone wants to pick it up. i suspect its not super hard if you know what you are doing, someone versed could proably do. it in an hour. it would probably take me a week. so i wont be doing it.

:steamthumbsup:
bobmanton 4 Jun @ 9:59am 
Nice mod, I'm playing through all the vanilla factions in RTWR using a different mod every time to keep it it interesting.As The Valerians (Brutii) its good to have town watch and samnite mercs to build a more Greco-Roman army.Had an interesting time taking Carthage, got attacked by a full stack of Generals which i reckon is because Carthage is split into three the AI didnt have enough money to create a proper army so family members kept spawning, anyway it took two battles before i could actually assault the city. iv'e noticed that the generals commentary is confusing as fighting various factions they get referred to as another Roman faction or the Selucids or Macedon or what ever, i guess this is a by product of the amount of new factions, some of the new unit cards have peasant icons despite me playing on realistic, alot of them seem to be ok though,
any chance of an RTRIS re-skin for the units?
Austere Hare  [author] 15 Apr @ 9:24pm 
yes its a simple number change in a text file. i forget which one. :lunar2020halodragon::steamthumbsup:
poopy mane 15 Apr @ 7:13pm 
Great mod, can movement be nerfed?
Austere Hare  [author] 3 Apr @ 11:31pm 
nothe original author my say it was intentional, but No, its not intentional from my point of view.

to correct this, you need to go in and add a spy/diplomat for catiatoi, or do without until someone else does. :lunar2020halodragon::steamthumbsup:
asdf 3 Apr @ 6:19pm 
I started with Catiratoi and was not given a diplomat or spy. A spy can only be hired once the city level is up to 4, and a diplomat can only be hired once the city level is up to 5, but during that time, I cannot engage in diplomacy or spy activities. Is this intentional?
Austere Hare  [author] 7 Mar @ 11:22am 
hmm i dont know anything about the marian reforms changes, this mod was built on top of rome expanded, so whatever thier settings are for marian reforms is what we've got. best to ask the original author. :steamthumbsup:
San te voy a escoñar 7 Mar @ 1:39am 
Hi there mate, I am doing a campaign with the Romans and the 'Marian Reforms' have not been trigger even after I have built an imperial city with top barracks. I have also tried with the command console but to no avail. Thank you
Austere Hare  [author] 23 Feb @ 1:21am 
the cards are fixable, but its a lot of work. feel free to take over the mod , i'm not currently working on it.
Racist Squidward 22 Feb @ 5:48pm 
Any way to fix the unit cards? I've tried both vibrant and realistic and the cards are still peasant?