Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Total Rebalance III - Refactioned (Campaign DLC)
   
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6.238 GB
29 May @ 12:17pm
18 Jul @ 5:05am
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Total Rebalance III - Refactioned (Campaign DLC)

In 1 collection by JonkoXL
JonkoXL's Rome Remastered Mods
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Description
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Requires a download of the base mod Total Rebalance III - Rome Rebundled. (~18GB)
Place this mod (Refactioned ) above the base mod (Ultimate Bundle).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3252101212



(Make sure to enable "Unit Variation" in the Graphics Settings, and use "Realistic" graphics mode color scheme)

Note that a new campaign will need to be started.


Total Rebalance III - DLC - Refactioned

A ~6.3GB rework of Total Rebalance III - Ultimate Campaign Bundle featuring newly added units, new factions and some balance changes.
  • Five new campaigns with reworked starting positions to offer a fresh campaign perspective.
  • New factions, such as the Frisians, Illyrians, Ionians and The People of Judea.
  • New units, such as the Illryian Pirates, Khopesh, Club Cavalry, Chosen Hoplites and Composite Bowmen.

  • Balance changes taken from the Total Rebalance III - Realism Rebalance Patch

Gameplay videos:
https://www.youtube.com/@JonkoXLTV

Campaign #1: "Historia a victoribus" (History by the victors)

As Churchill said, "History is written by the victors", how will you write history?

In this campaign expect to play differently then you are used to.
  • The Roman factions are all allied, although the Scipii faction is not part of the Roman superfaction system.
    Expect a war between the stronger Scipii and the other Roman factions to start sooner than later.
    (You are able to attack the other Roman factions as the Scipii at will, and the other way around too, but the Senate, Julli and Brutti will follow the vanilla superfaction system until the civil war breaks out)
  • The Illyrian faction consists of two subfactions, the Etruscans and Illyrians.
    While you play as one faction, you can build either an Etruscan or Illyrian embassy to choose between a Barbarian or Greek like tech-tree per city.

  • The Judean faction consists of a mix of new and eastern units
  • The Frisian faction consists of a mix of new and barbaric units
  • The Ionian faction is comparable to a more Greek Cities like faction, with some barbaric Thracian units mixed.
  • The Gauls, Britons and Spain faction have been rebranded to the Celts, which now possess most of the British Isles, France, parts of Spain and a settlement in Anatolia.
  • The Carthage faction has access to Ancient Phoenicia and the Cyrene settlement (i.e. covering parts of the Mediterranean)
  • The Thracian and Pontus factions no longer exist.

Campaign #2: Rex Italiae (King of Italy)

Watch gameplay here:
https://www.youtube.com/watch?v=G6h9eQJEOSI

Become the supreme ruler of the Italy region in this new regional campaign!
  • This is a regional campaign, meaning that an invisible wall has been placed around the Italy region.
    Meaning that everything outside the Italy region is not controlled by any other factions and only some factions are available for play.
  • Expect to have a shorter but more intense campaign experience!
  • This campaign mimics the Prologue campaign from the Vanilla Game

Campaign #3: Molon Labe ("Come and get them")


Liberate or conquer Greece and Anatolia at your discretion .
  • This is a regional campaign, meaning that an invisible wall has been placed around the Greek and Anatolian region.
  • This campaign mimics the events during the Persian-Greek war from between approximately 500 and 450 BC.
  • The Persians (Parthians) set out to conquer all of Greece, and are about halfway of doing so.
  • The Ionians are however rebelling against their Persian (Parthian) dictators and recaputred some settlements.
  • The Greeks aid the Ionians and are dealing themselves with an inland invasion of the Persians, hoping to stop them near Thermopylae and from the island settlement Chalcis.
  • The Macedonians are subjugated by the Persians, though if you look for a challenge you can try to liberate yourself in this campaign too!

Campaign #4: Hannibal ad portas (Hannibal at the gates)


Enjoy playing a new campaign where Hannibal is at the gates of Italy!
  • Hannibal just crossed the Alps with his army to take revenge on the Romas for the First Punic War.
  • Fight as Hannibal the Carthaginian, Scipio the Roman or any of the other factions in the regional theater of Italy, , Northern Africa, Eastern Iberia, Southern Gaul or Western Balkans!

Campaign #5: Legiones redde (Give back the legions!)


A barbarian invasion like regional campaign about the Roman conquest and barbarians fighting back around ~8 AD.
  • The Roman Legions (Julii), after having conquered Gaul, are directed by the SPQR to invade and conquer all of Britain and the upper parts of Germany.
  • Fight as Rome against all barbarian factions and revolting Rebels, keeping the conquered lands of Gaul, Southern Britain, Southern Germany and the Balkans.
  • Fight as the Germans, Celts, Frisians, Dacians or Scythian to take revenge on the Romans all the way up to Rome itself.


Note:
  • While a lot of content (icons, textures and text) has been changed to incorporate the new faction, some elements have not been changed or removed, such as intro cinematics, speeches and names.
    Expect some old references to some of the removed factions to still exist.
  • Ending the first 3 turns may take some time as the rebels process their moves.
  • You are free to leave feedback, but since I don't have much spare time I am not able to change everything that I would have liked.
  • Please do not redistribute any parts of this mod, do not download this mod if you cannot respect this.


  • Stay tuned for possible additional campaigns being added
  • Enjoy your game!

Mod load order:

Note that "Refactioned" mod should be placed above the "Rebundled" mod (required).
Total Reblaance III: Rome Rebundled:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3252101212
Using other mods than those listed in the recommended mod order is not necessarily supported.
Also, do not use this mod together with the Realism Rebalance Patch, as the changes of that mod have already been included..

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Popular Discussions View All (1)
0
5 Aug @ 1:26am
The Secret Method
TomSelleck'sMustache
50 Comments
JonkoXL  [author] 22 Jul @ 6:04am 
Hi jgoodman,

Thanks for your feedback and appreciation!

Yeah, I remember also having that crash or severe slowdown occur in some (but not every) river crossing battles.
I believe it's something related to the Europa 270 BC map terrain features which unfortunately I don't have much experience with (I didn't make the map originally, just made changes to it)
Luckily it's easily worked around by avoiding river battles (rollback a save game if needed) or auto resolving if forced to.

The town watch and roman infantry do have some differences, one has a solid color scheme and the other has a unit variation scheme.. in the thumbnails you can also differentiate by seeing a golden helmet instead of a iron helmet.
jgoodman53stj 21 Jul @ 11:05pm 
Theres a cdt error when you fight on the Tiber bridge south of Rome, the bridge north of Arretium, and the bridge on the northwest corner of Gregovia. I don't know if that can be fixed but it really isn't a hindrance to gameplay.

Btw, kudos on removing the Marius Reforms. I'm very anal about creating accurate pre-marian legions and it always creates a logistical nightmare for me to mix legions.

Another suggestion; change the town watch and roman infantry icons. I keep picking the wrong unit lol.

Love this mod. If you added Greek City States and individual Barbarian Tribes this would be my crack.
JonkoXL  [author] 21 Jul @ 9:35am 
Hi Alexander!

Thanks for resolving your own issue :)
Enjoy your game!
Alexander the adequate 21 Jul @ 8:23am 
Solved. It was my fault.Had another mod (Hold the Line unit cards) running, which messed it up.
I am clearly not bright.
Alexander the adequate 21 Jul @ 8:16am 
Hi JonkoXL
Love your work.
I am getting a crash which tells me Capua is assigned to unknown faction Campanians?
Any idea why?
JonkoXL  [author] 20 Jul @ 6:47am 
Thanks for your feebdack jgoodman,

FYi, if I happen to have a load of spare time again, I may look into giving factions a 1 turn low tier cavalry, I really think that idea is interesting and could improve gameplay experience even more.
jgoodman53stj 19 Jul @ 6:05pm 
Apologize if that came off as disrespectful I didn't mean it that way.

Background on me, I'm a classicist historian and I really enjoy the abstraction RTW offers for historical recreation but I've always been disenchanted by the AI's ahistorical nonsense (like the Brutii invading Dacia or Carthage getting a behind whooping in Sicily). I've modded the game before to try and change AI behavior before (for my own enjoyment) and i think you found a clever work around melding Britania, Gaul, and Spain.

And as a plus on your mod you changed up so many units like the berserk Thracians that you legitimately don't know what youre going to run into.

All you're missing is a legitimate Parthian threat.
JonkoXL  [author] 19 Jul @ 3:08am 
Hi jgoodman,

Glad you appreciate the change of modifyng the distance to the capital.
Luckily it didnt take too much time to fix it, and if it makes your playthrough more enjoyable then thats good to know.. I do agree that the change improves the gameplay.

I appreciate your other observatjons, but realise that improving everything is just not realistic for me spare time wise.
At the end of the day it's intended as a great mod package for RTW players, given as a free gift.
jgoodman53stj 19 Jul @ 12:29am 
I can send you that save if you want it but seeing as you changed the capital modifier I think you recognized the issue.

Interestingly 50 turns into the game with FOW off Carthage's eastern settlements went rebel and the Parthian AI had conquered a total of 1 rebel settlement.

In trying to fix the AI's clear PO issues i modified all the embassies to offer 25% po and for the sad Parthians I gave them a 25% trade bonus too.

As a student of the AI behavior i must observe however that the rebel garrisons in Scythia and Parthia are too strong for the AI auto resolve without infantry. Making the garrisons there empty would likely fix the inaction.
JonkoXL  [author] 18 Jul @ 5:11am 
Addendum:

I have now changed the capital to distance modifier (descr_cultures, capital distance multiplier).
I checked and it seems to work for new campaigns (!), it should now give you a lesser penalty on distance to capital. (pretty much -10% for a distance between Spain and Israel instead of -80%)

Make sure to also check the settlement details panel which may show there is unrest due to other causes (culture penalty and such)