Total War: ROME REMASTERED

Total War: ROME REMASTERED

Tales of Antiquity
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Update: 8 Mar, 2023 @ 8:38am

bug fix

Update: 5 Mar, 2023 @ 9:34am

fixed bugs

Update: 3 Mar, 2023 @ 1:29pm

Bug fix

Update: 3 Mar, 2023 @ 12:30pm

bug fix: initial general's bodyguard units were wrong.

Update: 3 Mar, 2023 @ 4:13am

Compressed textures

Update: 2 Mar, 2023 @ 5:43pm

THE CARTHAGINIAN UPDATE IS HERE

We have completed the Carthaginian Update and a beta version of it is available in the Steam Workshop page.

Additionally to the previously completed Romans and Italics, the Carthaginian factions (Council, Barcids, Magonids and Hannonians) and Numidia are now in place.
The Carthaginians have access to a load of new mechanics, listed below. (To see the previously implemented mechanics, see link)

Recruitment:
The Carthaginians have access to a core roster in the regions near Carthage. In all other regions, they have access to groups of local mercenaries, which are randomly generated depending on the settlement's level, buildings, and geography. They can also conscript a settlement: this will give them access to a quick local army, but is economically rash and should be used as a last resort.
In regards to elephants, the Carthaginians have access to 3 different units: African Forest Elephants, Towered Forest Elephants, and Cataphract Elephants. For the first 2, they must send a party looking for elephants in a region with the Elephants resource, and then they can either recruit or breed the elephants to be able to recruit more units. For the Cataphract Elephants, they must import Indian Elephants through the Cothon (Carthage's unique port), and then recruit the unit.
The Cothon also gives them access to a Merchant Fleet Conscription in an emergency.
In all regions, Peasants, Town Militia and artillery are available.
There is also the Sacred Band, more on that below.

Laws:
The Carthaginians have access to a series of proposals they can make to the council if they meet some requirements:
- Sacred Band laws: a series of proposals that improve the Sacred Band units. These are non-recruitable (they replenish automatically though). Only the council starts with 4 units, and overtime this number goes up and other factions get some too.
- Intrigue laws: a series of proposals that look to undermine other families if they are too powerful.
- Dictatorship: under very hard to achieve circumstances, a Carthaginian Family can impose itself as Dictator of Carthage, and take control of all Carthaginian land and armies.

Local Policies:
In each settlement, the Carthaginians have access to different policies they can implement:
- Populate Settlement: brings people from Carthage to populate the settlement. Can cause trouble with public order.
- Forced Labor: causes major unhappiness, but makes a difference in building times and cost.
- Import/Export focus: a balance of happiness and trade. Mutually exclusive, each is appropriate in a different situation-
- Magnate/State Administration: mutually exclusive, different approaches to management.
- Strict/Loose Law Code: mutually exclusive, can be appropriate in different situations.
- Civilian/Military Rule: factionwide policy, available in capital. Civilian is the default, but in a dire situation the Military Rule can be activated, providing great military perks at massive economic costs.

Update: 2 Mar, 2023 @ 5:33pm

THE CARTHAGINIAN UPDATE IS HERE

We have completed the Carthaginian Update and a beta version of it is available in the Steam Workshop page.

Additionally to the previously completed Romans and Italics, the Carthaginian factions (Council, Barcids, Magonids and Hannonians) and Numidia are now in place.
The Carthaginians have access to a load of new mechanics, listed below. (To see the previously implemented mechanics, see link)

Recruitment:
The Carthaginians have access to a core roster in the regions near Carthage. In all other regions, they have access to groups of local mercenaries, which are randomly generated depending on the settlement's level, buildings, and geography. They can also conscript a settlement: this will give them access to a quick local army, but is economically rash and should be used as a last resort.
In regards to elephants, the Carthaginians have access to 3 different units: African Forest Elephants, Towered Forest Elephants, and Cataphract Elephants. For the first 2, they must send a party looking for elephants in a region with the Elephants resource, and then they can either recruit or breed the elephants to be able to recruit more units. For the Cataphract Elephants, they must import Indian Elephants through the Cothon (Carthage's unique port), and then recruit the unit.
The Cothon also gives them access to a Merchant Fleet Conscription in an emergency.
In all regions, Peasants, Town Militia and artillery are available.
There is also the Sacred Band, more on that below.

Laws:
The Carthaginians have access to a series of proposals they can make to the council if they meet some requirements:
- Sacred Band laws: a series of proposals that improve the Sacred Band units. These are non-recruitable (they replenish automatically though). Only the council starts with 4 units, and overtime this number goes up and other factions get some too.
- Intrigue laws: a series of proposals that look to undermine other families if they are too powerful.
- Dictatorship: under very hard to achieve circumstances, a Carthaginian Family can impose itself as Dictator of Carthage, and take control of all Carthaginian land and armies.

Local Policies:
In each settlement, the Carthaginians have access to different policies they can implement:
- Populate Settlement: brings people from Carthage to populate the settlement. Can cause trouble with public order.
- Forced Labor: causes major unhappiness, but makes a difference in building times and cost.
- Import/Export focus: a balance of happiness and trade. Mutually exclusive, each is appropriate in a different situation-
- Magnate/State Administration: mutually exclusive, different approaches to management.
- Strict/Loose Law Code: mutually exclusive, can be appropriate in different situations.
- Civilian/Military Rule: factionwide policy, available in capital. Civilian is the default, but in a dire situation the Military Rule can be activated, providing great military perks at massive economic costs.

Update: 17 Aug, 2022 @ 12:10pm

small descr_strat and script bug fix

Update: 15 Aug, 2022 @ 6:34pm

small bug fix

Update: 15 Aug, 2022 @ 1:51pm

First Release