Total War: ROME REMASTERED

Total War: ROME REMASTERED

Cultural Conquest - Expanded - FEU 1.3
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Update: 10 Jan @ 12:48pm

Faction Expansion 1.3:
-Fixed the counting so when the number of recruits falls to zero, the notification for number of troops left disappears

Update: 10 Jan @ 4:54am

Faction Expansion 1.2:
-Changed mercenary shield values to be lower, now they shouldn't be unstoppable with missiles
-Merc Desert axeman shield value reduced from 24 to 2. So now it won't be able to resist every thing thrown at it
-Brutii and Scipii start with 6 ships each instead of 3 and 5 respectively

Update: 17 Dec, 2024 @ 8:31am

Faction Expansion 1.1:
-Fixed some Captain cards for a few different factions
-Added timer to all unit refresh rates
-Changed the number of units initially added building a military building from a set value to an incremental value
-Notification added for Gothic Cavalry
-Fixed Mars temple randomly appearing in German building tree as a level 3 building
-Fixed description for level 4 and 5 barracks for barbarians
-Head hurler text fixed
-Added JaceX script for Senate Peace. Now when you peace out one Roman faction, you'll peace out all of them

Update: 25 Nov, 2024 @ 1:51am

Faction Expansion Update:
-Cantabrian Cav now requires 40% instead of 30% religions, and is available one set of stables higher than before
-Celtiberians Lovers will no longer spread Boii culture
-Adopted Boii kids should no longer be Celtiberian sometimes
-Added Auleric faction, which is a Gallic faction
-Added Caledonia faction, which is a Briton faction
-Added Illyria faction, which is a Dacian faction
-Added Sarmatian faction, which is a Scythian Faction (Can horde)
-Scythia can now horde
-Barb cataphract now only need 50% culture, but also needs level 3 stables
-Barb Legionary now need level 4 barracks
-Celtiberians now start with city militia like they're meant to instead of barb infantry gaul
-Celtiberia can no longer horde, Aulerci can Horde in their place
-Celiberian now counts as an Iberian religion not as a Gallic
-Battle units recoloured for Celtiberia, Mediterranean League and Boii
-Notifications for unit availability added to:
*Government Building
*Barracks
*Archery Buildings
*Stables
*Markets
*Armoury
*Taverns
*Temples
-1 Battle Win needed, before the trait of General can be attained. Once it has been gained, it will grow as normal when you spend time in the field

**This update is not save compatible

Update: 25 Nov, 2024 @ 1:47am

Mistake Update, nothing happened here

Update: 25 Nov, 2024 @ 1:41am

Mistake Update, nothing happened here.

Update: 31 Jul, 2024 @ 1:28am

Barbarian & Cities Update 1.4
-Julii family tree will no longer crash at game start

*If you weren't playing the Julii, it's save compatible, if you were, you'll need to start a new game

Update: 27 Jul, 2024 @ 7:20am

Barbarian & Cities Update 1.3
-Fixed bug with everyone starting off as interested in Lysimachids

Update: 27 Jul, 2024 @ 6:11am

Barbarian & Cities Update 1.2
-Updated description for cavalry stables and hippodrome for barbarians
-Updated the Rugii so that their capital starts off with 3 warbands, not 2
-Updated some wording for the Govenor Traits
-Added a new barbarian equivalent to the Governor Traits as the barbarians getting Governor titles felt unrealistic
-Fixed Ancillaries and Traits to do with religious buildings
-Added Conversion and Expertise Mechanics to Generals:
*All generals can now convert to another religion. This can only happen once per general. Afterwards, they'll become a XLover and will be obsessed with that culture
*Generals can also gain expertise in another faction by spending time in a city that has a foreign culture in it
*After they gain expertise, assuming they aren't already obsessed with another culture, they might become obsessed with the culture they are spending their time with


***This update is not save compatible

Update: 20 Jul, 2024 @ 11:09am

Barbarian & Cities Update 1.1
-Fixed issue with all rebel settlements having full building capabilities
As a side note, if you edit the mod to play the rebels, it will not be possible to have level 5 cities

*This is save compatible, however, to see the effects of this, you'll need to start a new campaign
(I say this part crying as I was like 120 turns into a campaign when I noticed this bug)