Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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R2TR CCLXXII.BC v. 2.1 4 Turns-Per-Year
   
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Tags: mod, Campaign
File Size
Posted
Updated
5.729 MB
14 Nov, 2014 @ 5:02am
7 Dec, 2014 @ 9:56am
6 Change Notes ( view )

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R2TR CCLXXII.BC v. 2.1 4 Turns-Per-Year

In 1 collection by Rome II Total Realism
R2TR Mod Collection
8 items
Description
Version: 2.1120614c

**THIS PACK IS NOT A STANDALONE VERSION**
**REQUIRES R2TR CCLXXII.BC v. 2.1 TO BE SUBSCRIBED?ACTIVATED TOGETHER**

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:
Necronox (+ DB)

Deputy / PR:
Maurits

Graphics:
Kelindi

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

Special Contributions:

Axe Animation Fragment Mod - credits to AggonyDuck.
Realistic Unit Names - credits to Splenyi.
Ancient Colors - credits to Épaminondas The "Oblique".

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!
11 Comments
Thomas Jefferson 28 Jul, 2016 @ 7:15pm 
How is the mod coming guys? Would love to try it out!
Fruddy 5 Jan, 2016 @ 2:05pm 
Is any update coming?
ariabagheri2 19 Nov, 2015 @ 4:36pm 
How do I actually download this game and does it work on MAC? I want to download Rome II via steam on my mac OSX and then install Rome II Total Realism on it.
Rome II Total Realism  [author] 28 Apr, 2015 @ 1:11am 
We'll be back !
ferragus_ares 20 Mar, 2015 @ 8:22am 
UPDATE, please! :)
Manius Julius Prime 9 Jan, 2015 @ 5:04am 
I liked it to start off, but then as far as diplomacy issues came up. The computer doesn't want to negociate any peace treaties once a war starts. Even if that faction had managed to lose over half of its territories.
kadenIV 3 Jan, 2015 @ 4:31am 
Why doesn't it work with all factions,. I was dissapointe when it didn't work because i was planning on playing the lugii as a slavic faction. also can it work with more towns and cities mo
Arch 23 Nov, 2014 @ 5:03am 
I want to try it. But it does not start.
Jesus Loves You^_^ 15 Nov, 2014 @ 1:00am 
Absolutely fabulous......