Total War: ROME REMASTERED

Total War: ROME REMASTERED

Cultural Conquest - Expanded - FEU 1.3
86 Comments
Milkerman  [author] 18 Jun @ 1:10am 
Cool, have a great time with the mod.
Bdeslaurs 17 Jun @ 10:42pm 
oh ok, so it`s only for first few tiers of unit, thx explaining. I really like the idea of playing greek but on a different part of the map. Might try bosporan later.
Milkerman  [author] 17 Jun @ 10:34pm 
@Bdeslaurs the Mediterranean League is an amalgam faction like a few in the base game.

It's actually a greek faction but can recruit a bunch of barbarian units due to the three cities it consists of, two of which would be in "barbarian" lands.

They can also recruit greek units at higher tiers.
Bdeslaurs 17 Jun @ 8:41pm 
Why is the Mediterranean league with Syracuse considered Barbarians when it comes to recruitment? Am I missing something?
Milkerman  [author] 30 May @ 3:31pm 
Hi Saber,

There is not as far as I'm aware. And I'm no artist so I've not tried to give it a shot. Well, I sort of have with some of the newer factions and their colours look all weird.

So I've sort of stopped recolouring them.
Saber 30 May @ 3:27pm 
kind of wonder if there is a complete unit variation mod for this mod.
Milkerman  [author] 27 May @ 10:55am 
@Marcus, that's awesome. I hope you have a great time with the mod.
Marcus Felix 27 May @ 6:20am 
works now thanks
Milkerman  [author] 27 May @ 5:48am 
@alex, hey Alex, this is a known issue in Rome Remastered and will happen in vanilla as well. Only Feral can fix it if they patch the game at some stage in the future.
www.alex-hasi 27 May @ 2:55am 
There is a Bug I encountered in my Cherusci campaign: if you want to check the bodyguard units of your general and that general is in a fort, the game will crash. This crash was reproducible for any other general in any other fort as well.
Milkerman  [author] 26 May @ 2:01am 
@Marcus Felix, I changed the title to say FEU instead of Faction Expansion Update, I hope that helps.
Marcus Felix 25 May @ 11:44am 
name is to long can you make it shorter I can't click the check button
Milkerman  [author] 27 Mar @ 4:59am 
@Alex, thanks for the detailed response. So, for major flaw 1, it is definitely possible to convert every settlement to your culture.

When a general from your culture spends a turn in a settlement, you'll be able to build your own local temples in that settlement.

For the second major flaw, it's all to do with governing a settlement, and it's something that I'm going to make more visible in the future, much like troop recruitment. You'll be able to see how a settlement is feeling and if it will rebel soon or not. In terms of a solution, well you can train governors/generals in your home settlements and send them out to govern these other ones.

The only issue with the next update that can help with the second issue is that I don't know when it will come. I'm focused on other things at the moment so the mod is not at the forefront of what I do nowadays.
www.alex-hasi 27 Mar @ 4:35am 
2. The second major flaw is connected with slave uprisings. I don't know if this was or is intended as a mechanic that is supposed to be an extra challenge or not. But during my campaign I hd to face slave uprisings on a regular basis. Even though the populace was perfectly happy (about 160% happiness). I faced those uprisings so far only in cities without governor. In the early game this gives an extra (though somehow senseless (senseless because there is no logic behind it and it seems to happen completely at random)) challenge. But in the middle and late game this turns out to be very tedious. Because you have to constantly face those slaves (who are no challenge at all, just a nuisance) instead of finishing your campaign. If there were more family members (considering this problem seems to be connected to having a governor or not) that might be managable. But the way it is, this is just frustrating.
www.alex-hasi 27 Mar @ 4:33am 
So I finished my first campaign on this mod (as the Julii). Besides some smaller problems I encountered 2 major flaws: 1. You can not convert every settlement to your own factions cultur (I don't know if this is supposed to be historically accurate, meaning that you are only supposed to romanize regions that were historically speaking romanized); but somehow you (as the romans) can convert a spanish or anatolian region to a gallic one? Personally I think converting regions to your own factions culture should be possible for all regions; also you should only be able to upkeep and develop native culture (or your own culture). Doesn't make a lot of sense to be able to convert a region to a "third party culture".
Milkerman  [author] 9 Mar @ 8:03am 
@Terlin, how Terlin, thanks for the report. But sadly, the AI is not something we can actually mod that well in the game. We can give it instructions on what to build based on some calculations, but in the end, it will make it's own choices.

The battle AI is the one that can be modded best, and I use JaceX's enhanced battle AI for this mod. The senate do get a bunch of extra gold every turn, but if they do nothing with it, I can't do anything about it, sadly.

I wish there was more control, but sometimes the limitations of the game engine just hold us back.
Terlin 9 Mar @ 6:35am 
i like this add on but i need to report unless you found and fixed this already in your most recent update. The computer is stupid. Factions including the Roman senate die off because they are too stupid and spend all their money.

I do not know how you would address this besides trying to make the computer more defensive some how. So they do not spend all their money and get their family's to die to plague.
Milkerman  [author] 24 Feb @ 1:07pm 
@Mqcak Tomcia, I've melt the bronze age roster as this mod doesn't aim to be super historical.
Macak Tomica 24 Feb @ 11:12am 
does egypt still have bronze age units or were they made more period accurate?
Milkerman  [author] 12 Feb @ 11:45am 
@alex That bug is known to me, but I'm just not sure what to do to fix it. I have some plans for the next update to give them more boats, and stronger boats to maybe help them.

And maybe have each faction start off with one army. However, in Remastered, the AI immediately disbands units if it's earning a negative income.

The general thing is something I want to make more controlled, in terms how how you can recruit them from different factions if you're in that region and have the correct religion number. However, to allow that feature, the generals will all end up being chosen from a combined pool due to how they are chosen. I might figure out a way to fix it at some stage in the future
www.alex-hasi 12 Feb @ 9:18am 
About Marian Reforms and Roman Factions: I do understand the mechanics behind the Marian Reforms (Huge City in Spain, Greece etc.). But playing as the Julii I have the problem that the other Roman Factions actually don't do anything special. Brutii do not invade Greece and Scipii don't actually do anything. Is there a Bug know for other Roman Factions not expanding? So far the Mod is pretty fun (good job!). Some other issue I have (that actually needs fixing) is that the Bodyguard Units are messed up: very often as Julii my Generals get Greece or Eastern or Cartheginian Bodyguards (I am still in the north of italy and have never seen those lands). Best regards
job one bro 12 Feb @ 1:48am 
Pergamon*
job one bro 12 Feb @ 1:47am 
fr Gauls can migrate? Ig it's time for a new game and Galatia 2.0 on the ruins of Permagon Kingdom
Milkerman  [author] 11 Feb @ 1:42pm 
@Moonie Nomands and Gauls can form hordes at moment. I need to do a rework of the units at some stage and maybe allow more barbarians the same power.
job one bro 11 Feb @ 12:24pm 
interesting mod, really enjoying it so far but sadly only nomads can form a horde. As Lugii wanted to move out of Germania to the Middle East and settle up there next to Greeks but welp, gonna try to do it anyway
Milkerman  [author] 15 Jan @ 2:37am 
@Tiberivs thank you, I'm glad you appreciate it.
Tiberivs 14 Jan @ 6:35pm 
Love your creativity. Truly a splendid mod.
Milkerman  [author] 11 Jan @ 1:49am 
I hope you enjoy the mod, remember to give it a thumbs up so more people can find it.
steven.cass 10 Jan @ 11:24pm 
Thanks! I think horde factions are great for adding some variety to campaigns!
Milkerman  [author] 10 Jan @ 10:40pm 
@steven.cass The Arverni, Boii and Aulerci are horde factions. And also the Scythians and the Sarmatians. The Sarmatians even start out as a horde.
steven.cass 10 Jan @ 10:04pm 
A quick question, apologies if it has been asked, but I haven't seen it. Do any of the factions have horde abilities?
Milkerman  [author] 6 Jan @ 11:19pm 
@suenchai thanks for the suggestion. I'll make the Marian Reforms requirements a little easier, but I do want to complicate them.

They happen too easily for the player when the game goes and for the AI makes the Romans unstoppable.

I would like the AI or the player to earn their strong units and give other factions a chance.

In my mod, I've seen many non-Roman factions actually become strong and take over. And I want to keep it that way.
suenchai 6 Jan @ 5:43pm 
ahhhhhhh, thats why I failed to get it so many tries. So, 4 huge cities in each of the four areas. This is fine for human player. However, this becomes an issue for AI Roman factions. Since your version of marian reform needs so many requirements to kick in, plus the Scipii and Brutii's failure to expand issue we discussed earlier, I think marian reform may never happen when human players playing other factions than romans. You see, marian reform affects others in a big way too. For example, Greek factions' early general bodyguards are notoriously weak. Without marian reform, it is very easy to win a battle against armies with those general bodyguards. This is because their generals die in the first 2 mins, creating a mass rout as a result. I think there is no need to complicate things when AI is so stupid, the vanilla version of Marian reform is better for the game as a whole.
Milkerman  [author] 6 Jan @ 10:50am 
@suenchai, those are all in Italy, as far as I can tell. You need to have a huge city in Italy, Spain, North Africa and Greece. And by you, I mean Roman factions. All four areas need a huge city controlled by a Roman faction for the reforms to kick in.
suenchai 6 Jan @ 9:32am 
played as Julii. had Bolonia, Patavium, Messana and Mediolanum as huge cities with Roman culture. Marian Reform didn't kick in. Maybe I missed something?
suenchai 6 Jan @ 5:14am 
thx
Milkerman  [author] 6 Jan @ 4:46am 
@Suenchai, you need to have a huge city in Italy, Spain, Africa and Greece. It doesn't have to be just you, any Roman faction can do this. So a Scpii city in Africa, a Brutti city in Greece, a Julii city in Spain and One in Italy should be enough to trigger the reforms.
suenchai 6 Jan @ 4:35am 
Anyone knows how to trigger Marian reform? According to the txt, I have to have a huge city, which means i need to own 20 province. The settlement local culture must be roman. Does that mean I have to convert all my settlements to Roman culture and give up Julii/Scipii/Brutii culture? Also, do I have to conquer every province in Italy/Spain/Greece to satisfy has the hidden resource requirement?
Milkerman  [author] 5 Jan @ 11:26pm 
@suenchai thank you for your testing and solutions.

I definitely don't have the skills to do solution 1. But two, I could do. I'll up the number of ships that the Romans start with.

I don't want to give them better units as that'll give them too much an advantage, and I've made the starts fair across the board for everyone.

I wish I could control pirate ship spawning rate, but though it can be reduced in chance, it's still fairly random in the game engine
suenchai 5 Jan @ 7:18pm 
Solution 1: change the map so that main land Italy are connected by land to Sicily and Eprius. This involves map editing. The author may not have time to mod.
Solution 2: give both Scipii and Brutii hastati as starting units instead of town watch. Also, give them minimum 4 tririmes instead of birimes at the start to defend against pirate ships (they are usually spawn in a group of 3) OR make pirate ships spawn no more.
suenchai 5 Jan @ 7:09pm 
After several play through, I know why Romans expand so slowly. The cause is amphibious assaults in Sicily by Brutii and Scipii at turn 1. When I played Scipii and conquered Sicily within 2,3 turns, the other 2 expanded normally as in vanilla. When I played Julii many times, the other 2 always fail to expand. Let me explain. Every AI factions get T1 barack units at the start of the game. So, town watch for 3 Roman factions, town watch for Carthage and militia hoplite for greek cities. After scipii and brutii land on Sicily at the end of turn 1, they will face units they can't beat behind stone wall. So, they wait and they give time to Carthage and greek cities to produce t2 barrack units. Things are getting worse when their birimes carrying their hastati reinforcement are sunk by the pirate ships at turn 4-10. So, the whole thing collapse.
Milkerman  [author] 31 Dec, 2024 @ 12:48am 
@luizpinafranca, thanks for the suggestion. I'm just not sure how to really make it work with the current system in place. With the way the system works, you'll just be able to make every single temple based on who has been in the settlement before, which would give you a lot of bonuses all at once and public order and religion differentiation would become meaningless.

I'll have to think of a way to properly implement it.
luizpinafranca 30 Dec, 2024 @ 9:06pm 
Great mod, congrats for the good work.
If I may add a suggestion, it would be a great if it were possible to build more than one temple even for different cultures to represent a slow cultural assimilation in conquered cities.
Milkerman  [author] 30 Dec, 2024 @ 1:24am 
@Sor Hugh, thank you. But sadly, no, there's no submod with a larger map around for this. People are free to make a submod though with a larger map.

Making a submod is a lot of work, so I haven't focused on that as I've just been focused on this main mod instead.
Sor Hugh 29 Dec, 2024 @ 12:29pm 
Great job! Any submod for one of the larger maps around?
Milkerman  [author] 29 Nov, 2024 @ 11:04pm 
@WinRar Trial, thank you for the lovely comments.

I've noticed the Romans too and am not sure what's wrong with them. They seem to not expand in this mod. This doesn't seem to apply to other factions as they still expand.

In terms of changing cultures, the AI doesn't actually change the culture of a region they take, they're happy enough to keep the local culture.

For your second comment, feel free to mod the mod or release a sub mod that does such things. I'm actually going to leave this mod alone for the next while.

The only plans I have is changing colours of the new faction units at some stage but outside of that, I consider the mod to be completed now.
WinRar Trial 29 Nov, 2024 @ 1:01pm 
Also I think a good idea would be to give some rebel towns different cultures than those of the surrounding regions. For example, when I was playing as Iberia I modded my game so that saguntum would start with roman culture in order to recruit hastati earlier. This could be replicated in other parts of the world, like giving a random town in the east the arveni culture. Historically accurate? No, but gameplay wise it could be cool and maybe make some factions more repayable. Anyway, thanks for all the hard work mod author!
WinRar Trial 29 Nov, 2024 @ 1:01pm 
This mod is great and its the sole reason I decided to play RTW again. Always loved the idea that your army would evolve depending on the conquered territories/factions. Also being able to use agents to culture bomb a territory is great and gives you more reasons to use spy/merchants etc.
That said I think the ai could use some help, in my playthroughs the julii barely expanded out of north Italy, the scipii and the brutii didn’t fare very well either. It seems the ai doesn’t know how to manage all the unrest if they happen to build a different temple, or doesn’t know how to handle all the changes to recruitment system with the new limited quantity units (which I think is also a great idea) . A think maybe these factions could use a hidden building to boost cultural conversion.
Milkerman  [author] 19 Nov, 2024 @ 6:18am 
@Aurelius, yeah, that's not a bad idea. But I'm wondering if that's necessary since you can have all units from every culture anyway.
Aurelius 19 Nov, 2024 @ 5:30am 
It would be cool if each faction could do reforms based on culture, where they choose which culture to do the reform based on, and get modification to their units roster based on that.