Total War: ROME REMASTERED

Total War: ROME REMASTERED

Rome Expanded
806 Comments
wombat93 31 Jul @ 4:03am 
Getting the Marian Reforms in this mod is different than vanilla. You need, I think 3 Huge Cities in Italy, and Rome doesn't count. The settlements in the north of Italy named Patavium and Mediolanum count, too. I bring this up because Patavium has the highest growth on the peninsula outside Rome itself.
从容少年 29 Jul @ 3:34pm 
May I ask how to trigger the reform of Marius
Rumtin 16 Jun @ 3:08pm 
I noticed that the other Roman factions, or just Roman factions in general are almost passive. They hardly expand beyond one settlement, and the northern factions become allies to Rome. Also, the advisers voice or the narrative voices are completely mess up. I get the Eastern adviser playing as the Barbarians, the Barbarian adviser playing as the Greeks and the Greek Advisers playing as the Eastern factions. Only Rome seems to have the correct adviser. Also, I dislike very much the changes made to Hoplites. Just keep it vanilla, not all factions get Pikemen.
joelhaynes1994 15 Jun @ 11:15am 
honestly its just boring. managed to take greece easily like 20 turns before hannibal spawns in rome, also once you get the ability to recruit cretan archers at will the game becomes a total joke. 5 unitsof these and the enemy loses 1/3rd or more of their army before you've attacked with any melee troops. they even completely melt principes.
PerX` Live General 12 Jun @ 4:59am 
This could be a great mod, the only gameplay issue is that it feels like big factions send endless swarms and have infinite resources. Even when you are destroying stacks of 20 in the sea, maybe to make up for the extra settlements the unit upkeep or cost should slightly raise for the AI it feels like they have extra bonuses. Which isn't needed since their are endless factions on the map.

And that I had a 5 hour play through with about 120 turns and it crashed and won't load my gameplay or on any of its last turn auto saves anymore. Feels like wasted time.
PucPuc:{} 10 Jun @ 5:51pm 
how do i get the marian reforms to fire
ThePieLord 10 Jun @ 11:09am 
theres too many macedonia generals
Meik 30 May @ 2:56pm 
@❟❛❟BenteBørge I was having the same issue when trying to conquer a city in Iberia, Emporium to be exact, after I won the siege and try to conquer the city my game would freeze and then CTD. I canceled the siege and moved on until about 20 turns later I was able to conquer it with no freezing/CTD, so I think it's the mod's way of telling you that you are conquering too fast lol but I almost restarted my campaign thinking my game broke.
❟❛❟BenteBørge 23 May @ 7:10am 
I play as the Claudian Dynasty (Rome) and have the Hannibal Invasion event happening now. Hannibal and his armies took tarentum from the Valerians (Rome). Now everytime I recapture the city it just freezes my game and I have to force shut it down. What's happening? Is it because the game thinks, I just took my roman Ally city too early and shouldn't be able to do that?

Anyone else have this?
I super enjoy this mod, so it is really annoying
Bjørn 14 May @ 4:03am 
It seems fine for me, but I've only played Roman factions so far.
Simon Sullivan 14 May @ 2:53am 
has the mod got issues now? I thought it was ok and nothing updated / patched from the main game means it should stay ok? Obviously not?
Ligon Flarius 13 May @ 7:49am 
I think this mod has been abandoned...?
achuchable 13 May @ 7:28am 
The Brigantes campaign is legitimately impossible to play. Why give the AI unlimited money?
Having trouble getting elected to the Roman Senate as anything other than an Aedile or Quaestor
DasMarthan 3 May @ 10:30am 
Anyone have issues with there being no music or battle sound?
Zolton- 29 Apr @ 3:21pm 
Does anyone know why the Roman generals give_trait cheat doesn't work? Works for all faction but Rome?
Ligon Flarius 22 Apr @ 10:32am 
No. Actually my AI was very active. Maybe it's the romans only? @PapoeaStrojder
Fedup 21 Apr @ 5:14pm 
I see this has 200 regions. How many more than the original is that? Also, do all factions have shadow factions for civil wars?
wombat93 17 Apr @ 9:07pm 
@Azrill - Getting the Marian Reforms in this mod is different than vanilla. You need, I think 3 Huge Cities in Italy, and Rome doesn't count. The settlements in the north of Italy named Patavium and Mediolanum count, too. I bring this up because Patavium has the highest growth on the peninsula outside Rome itself.
Bjørn 16 Apr @ 2:23pm 
Fridericus, you're a star! And I'm an idiot :lunar2019deadpanpig: I had completely forgotten that there was a separate mod manager in the launcher. All is good now, many thanks! :steamthumbsup::letsgo:
Fridericus 16 Apr @ 1:56pm 
Bjorn - the mode may not be activated in the mod manager i your new computer.
Bjørn 16 Apr @ 3:03am 
Great mod! Yesterday I installed the game on another PC along with this mod, and wanted to continue the game there. However, when I start the game on the 2nd PC, the mod doesn't appear active, and the save games from this PC (via Steam Cloud) does not load there. Starting a new game only give the original factions as options and such.

I tried uninstalling and reinstalling the mod, and the mod is activated according to the Steam properties for the game.

Any tips, anyone? Any settings file that might need tweaking, or something? Do I need to complete a normal campaign first on the other PC? I don't use other mods.

Many thanks in advance.
NUTCRACKER 13 Apr @ 4:00pm 
just started a round, cimbri. but the capital has a roman building, traditions.. so I have cultural unrest about. is this fine?
Mceffe 12 Apr @ 7:32am 
Compatible with imperum surrectum?
[INV] Azrill 9 Apr @ 11:57pm 
I have built the imperial palace in Tarentum, but i didnt got the Marian Reforms, is it a bug?
Johny Silverhand 6 Apr @ 7:12am 
Can you make version of this mod without senate factions? I mean with just one roman faction and carthage as well.
Fridericus 25 Mar @ 11:04am 
JaceX was not here since December - is someone working on this Mode?
Julimoon22 24 Mar @ 1:01pm 
@Hadrien1er I have done the same experience with the Nabataeans. The better spearmens and bowmens are gone with the highest buildings.
@Etruscan I could see the Marian reform information appears at 200 bc.
Hadrien1er 23 Mar @ 1:08pm 
I'm currently expanding the Celtic Culture further East with the Galantian and i have noted that the stables Lvel III allow to recruit Gallic Champion Cavalery but hte Stable level IV doest not allow the recruitement of this unit.
Same goes for all the Celtic faction
Etruscan 18 Mar @ 9:18pm 
I've built a huge city in italy when do the Marian reforms fire? Has it been changed?
Lone 18 Mar @ 10:44am 
Really enjoy the mod otherwise.
Lone 18 Mar @ 10:44am 
I feel like AI is a bit too traitorish/aggro and the roman factions are a bit overpowered. Playing Brutii and seeing like a spam of Julii and Scipio stacks everywhere while im struggling to fund a proper army and defending myself against everyone.
glamedrehl 15 Mar @ 1:08am 
I don't get it, I subscribed to the mod but when i start up the game it doesn't seem any different
ESKEHL 8 Mar @ 9:38am 
@ JaceX Any chance of trying to implement Vanilla enhanced map for this mod 🙂
wombat93 7 Mar @ 4:01am 
@tdizzle The Roman factions are real spiced up. With SPQR and 3 Roman factions with them all in Italy, they blitz real hard because they have each other's backs. It's not like the Carthaginian factions that are spread out and can be overwhelmed as an isolated faction. It is IMO why Carthage never becomes a behemoth like the Romans often do.

The Roman juggernaut makes it also extremely tough to play as any faction that is close to them, especially any starting in Italy itself like the Samnites and Etruscans. The Roman steamroller is no joke. Like playing Piscenum is impossible if you try to stay in Italy because you were going to get overwhelmed no matter how perfectly you fight your battles manually. The only strategy that worked was to literally abandon Italy and go somewhere else and re-establish yourself. Even repositioning to Patavium was pointless because you start seeing non-stop Roman stacks coming for you.
tdizzle 25 Feb @ 2:15pm 
SPQR is still a steam roll no matter what. Ai Valerii in my campaing have already conquered all of Greece, Balkans, Panmonia and Anatolia by 215bc, damn bro.
Hengurifisu 25 Feb @ 7:02am 
Good mod, but my game starts crashing after 50-70 turns
Jankrzryc 24 Feb @ 3:08am 
"AI does a better job of building up armies and attacking strategically"

Just played campaign as Carthage Magonid. AI is clueless. Barcid lost three provinces in first 20 turns, and was bleeding out trying to retake Palma, while Iol was hardly defended. Hannonids were sending random armies to Rome, only for the to be destroyed by SQPR. They did nothing in africa, Both families.

Not to mention that Valerii and Claudii were attacking only me.
wombat93 18 Feb @ 2:55pm 
I returned back to RTW Remastered + this mod after some time away. Tried out the Roman Separatists and that city east of the Etruscans, Asculum. Interesting and in the latter case, a very tough start. Actually a pretty strong defensive army roster. Strong spear units with shield wall. Archers with 170 range and some good cavalry later on. Not Companion or Cataphract levels of cav but good enough for a variety of work. No siege engines though.

Roman Separatists lets you get your Sertorious game on while all Roman groups are already hostile to you at the start.

I was also wondering how Hoplites unit fared against cavalry after losing phalanx ability and anti-cav bonus. They still handled cav well.
wombat93 18 Feb @ 2:48pm 
@Coocoodas: Yeah, Vanilla RTW + Remastered both had that flaw. Once you got a conquering army you were basically steamrolling. Especially in more civilized areas with advanced buildings.

Some mods even back in RTW's younger years tried to slow that down with culture and other mechanics to assimilate a population and allow recruiting of faction units there.
Exotic 16 Feb @ 12:06pm 
add units instead of basic vanilla ones
Andrew 11 Feb @ 3:48am 
Seems my mod has one issue. The Thorakitai units recruitable by romans in helenistic cities show up without a card, with the default peasant unit card. I guess the card is missing from the UI folder?
Coocoodas 8 Feb @ 7:13am 
Would have been perfect with having to convert settlement for faction units in newly conquered provinces which was R1's biggest pitfall but otherwise nearly perfect, thanks!
Ligon Flarius 29 Jan @ 4:32am 
I'm not a fan of united Rome and Carthage. But I understand making an alternative mode might be good bc it would please part of the community.
edenll6008 28 Jan @ 2:22pm 
best mod for me, it could be perfect with the united rome and carthage.
I saw more comments here asking for it.... so please- make a dream come true !!!
Fridericus 22 Jan @ 10:53am 
Hello JaceX,
I saw you "softens" the Hannibal invasion; however, is there a reason why he is not attacking the other 2 Roman Factions when they stand right next to him?
The sewers are not associated with health - is this on purpose or an oversight?
The Breuci have no "Trade" button; hence no trade agreements can be made.
The rebellions are now stronger for some, but others have only 3 units which are hard to kill, at least 3 attacks by superior force are necessary to eliminate them.
Your mod improved greatly.
Princeps Senatus 21 Jan @ 12:54pm 
Amazing mod, would be great to have the option to begin the campaign with united rome and carthage
Дитя Украины 21 Jan @ 11:47am 
Why was the phalanx formation removed from the Hoplites of Carthage and the Greek factions? This is moronism. Now even the Hoplites of Sparta are nothing before any swordsmen, principi. pls fix it
Totalitarismus 18 Jan @ 2:19pm 
Any update on the plans for incorporating Danymoks Expanded Roster with additional units? That would really bring it all together! Love the work, JaceX!
Fenriz-CH 9 Jan @ 2:08am 
Love this mod, would be great to have the option to begin the campaign with united roman and carthaginian factions