Total War: ATTILA

Total War: ATTILA

Successors of Rome - Romanisation mod
333 Comments
tater_99 5 Dec, 2024 @ 10:33am 
Does this mod still work?
PandaDogxD 20 Jul, 2024 @ 3:12pm 
i want a mod which only alters visigoths and ostrogoths not converting roman towns into wooden burgs, i don't want any other changes, none of the various "fixes" and things you list like changing other faction colours, changing their voices, i don't any of that garbage, i simply want to avoid bulldozing roman cities
Lordofallpugs 28 May, 2024 @ 10:38am 
Anyone else having an issue wit actually getting the last roman units in the campaign. Did all the tech and reqiued buildings but cant recruit them.
Rebel Marksman 1 Mar, 2024 @ 8:18am 
This mod is full of bugs.
tater_99 19 Feb, 2024 @ 4:53pm 
Does anyone know how to add the Alans to this group? or the white huns
GangstaBoudi 3 Feb, 2023 @ 1:15pm 
Why are the buildings eastern roman style when the cities are western roman style, feels a bit weird but great mod
Boots 13 Aug, 2022 @ 9:17pm 
I second this! Germanic voices would be great for the modded nations.
TheDash 15 Jun, 2022 @ 12:05pm 
This is a pretty great and immersive mod, I only wish there was a way to bring back Germanic voices for the modded nations, I just prefer them and find it kind silly that Visigoths say shit like "for the glory of Rome" when they are still migratory barbarians that are pillaging Rome.
SweetSoy>_< 15 May, 2022 @ 7:30pm 
If Alans have these features they will be the most OP faction
alvaropintos474 15 Mar, 2022 @ 11:38am 
Ostrogothic garrisons are OP
miguel_bessa 15 Feb, 2022 @ 12:05pm 
Hi ShrekIsLoveShrekIsLife could you romanize Visigothic city buildings? They were very romanized - v.g. https://en.wikipedia.org/wiki/Reccopolis .
Polemarchos 2 Jan, 2022 @ 3:41am 
Is this mod compatible with Age of Justinian / Majorian / Clovis / Aetius series ?
Ostrogoth2299 2 Jul, 2021 @ 5:37pm 
This mod is fun with another mod called " Kingdoms of unknown age" thank you for making this
AnyaLiovanda  [author] 29 Jun, 2021 @ 1:39pm 
[!Kencko] Duplicate farms line is intentional. Normally the game will use 50% nerfed farms from The Last Roman campaign which leads to famine once mini-Ice Age hit. So I added its Grand Campaign counterparts (which look identical) to building line. Just go with farm that yields more food
Kencko 29 Jun, 2021 @ 6:16am 
getting duplicate buildings is this intentional?
AnyaLiovanda  [author] 15 Apr, 2021 @ 3:57am 
Mighty Mattia Since fields for Romano-Barbarian culture in TLR have been nerfed and yield less food (-40-50% iirc) and AI factions can't manage food properly. So I added fields line from Grand Campaign which has full bonuses to balance it and give AI more survivability.
Basically just go with the one that yields more food.
Mattia23 8 Apr, 2021 @ 6:12am 
Hi, I was wondering why two fields appear as options when settling with the Visigoths?

I'm guessing its a bug. Could you recommend which one is better to choose to ensure the game does not crash? Thank you.
AnyaLiovanda  [author] 12 Nov, 2020 @ 3:13am 
Sorry, it's not compatible with FotE nor Europa Perdita
SnowBlind 12 Nov, 2020 @ 2:46am 
Sorry if this has been already asked, but is it Compatible with FotE and Europa Perdita?
+Holy+ War Pig 3 Sep, 2020 @ 6:13pm 
It could be balanced to do that. Just remove the roman upgrade conflicts. But doesn't FoTE do something like this? Maybe not to the same extent. Regardless, very cool mod!
Vindhler 13 Aug, 2020 @ 10:06pm 
Do you think this would work with Fall of the Eagles
Overlord -Prince DouchMeister- 11 Jun, 2020 @ 11:15am 
Is there any way to restore the barbarian voices?
AnyaLiovanda  [author] 4 May, 2020 @ 4:44am 
updated some compatibilities and balanced garrison a bit more.
AnyaLiovanda  [author] 29 Mar, 2020 @ 10:19am 
Herr Otto, no worries, just let me know what need to be addressed. Since vanilla Vandal roster is lackluster, I added some Alani units for Vandals since they migrated together historically.
Herr Otto 29 Mar, 2020 @ 4:51am 
Oh that explains it then, I was playing the Vandals and dsicvoered yesterday tht I had acces to Levis.
All good then, I suppose. Sorry to bother you, but thanks for the help :D
AnyaLiovanda  [author] 28 Mar, 2020 @ 10:41pm 
Herr Otto Can you tell me which faction were you playing?
Also only 5-6 vanilla Roman units are added to Germanic factions and not all faction get all the units.
Meanwhile the Ostrogoths will have generic Roman units via Western Roman barracks but those will be limited to low-mid tier as in vanilla.

I'll list the units I added to factions here, note that I didn't add vanilla units to Ostrogoths since they already have access to it :

Franks : Cornuti Seniores, Noble Foederati Javelineers, Foederati Spears, Levis Armaturae
Burgundians : Noble Foederati Javelineers, Foederati Spears, Levis Armaturae
Visigoths : Noble Foederati Javelineers, Levis Armaturae
Suebi : Levis Armaturae, Palatina Defectors
Vandals : Levis Armaturae
Herr Otto 28 Mar, 2020 @ 2:10pm 
I've tried it out, as you said, the DLC-units won't be available (as is to be expected).
I do not have access to "vanilla" Roman units either though.
AnyaLiovanda  [author] 28 Mar, 2020 @ 11:15am 
Herr Otto, IIRC if you don't have TLR then this would work too but without new units from the dlc. You might try this and give feedback so I might try something to workaround it.

✪wildn1ght As far as I can tell, missing city description only happens with Ostrogoths because the amount of recruitable units in City centre is too large for game UI to handle. That's because I disabled upgrades for their units. So a single unit that used to have tier 2-3 upgrades now became 3 separate units. Hence the missing UI, I'll see what I can to reduce their number.
UndefeatedHU 24 Mar, 2020 @ 4:39pm 
Update please, the city description is missing, thx
Herr Otto 19 Mar, 2020 @ 8:08am 
I wondered if it was possible to get a version of this mod that worked with non-DLC Roman units?
I wasn't really into TLR that much and as such didn't get the DLC, but rebuilding Rome as "Barbarians" seems like a wonderful concept that works fine with just the cities, but I was wondering whether the "vanilla" Roman units could be added anyway, just for us goons that didn't want the DLC?
Is such a thing possible?
AnyaLiovanda  [author] 27 Feb, 2020 @ 10:09am 
I'm back at the mod again , I'll try to see what I can do with Burgundian unique building
scoffey2 13 Oct, 2019 @ 12:44pm 
Hi Theodomar. I'm involved with a mod called 555AD. Because of the period our mod is set in, we would love to make Roman style buildings available to the Frankish and Visigoth kingdoms. Would you be willing to consider letting us use your mod and incorporate it into 555AD with full acknowledgement and credit to you? If you want to talk by PM I sent you a friend request. Many thanks. Scoffey2.
Andrew_Ghrandt 30 Mar, 2019 @ 4:40am 
The barbarians can't build farm :/
Curious George 19 Jan, 2019 @ 11:40pm 
Just wondering playing as the burgundians i couldn't recruit royal warriors (axe unit) Just wondering if someone could explain this or am i missing something? great mod aswell:steamhappy:
Valder 11 Nov, 2018 @ 11:48am 
Interesting mod, but I think there should be a option, if possible, to build barbarian farms. I was playing as Burgundians with this mod, but this mod disables curing shack building chain.
Piero 5 Nov, 2018 @ 2:14pm 
I wonder whether this amazing mod will ever be updated
yk 17 Aug, 2018 @ 6:18pm 
When is your mod updated?
sizarieldor2 3 Aug, 2018 @ 10:18am 
Can you make a "Lite" version of this mod, that only changes building rosters for the Goths, Franks, Vandals, Suebians, Burgundians, etc.? The way it is, seems to clash with other mods, such as reskin mods.
Alex the Great 1 Aug, 2018 @ 4:12am 
Have you tried changing the culture of the Franks to the culture that they use in the last Roman dlc?
GreenBeard 30 Jul, 2018 @ 12:28pm 
Hey, Can you please make the alans romanised with east roman flavor like the Ottomans.
Henry V 9 Jul, 2018 @ 2:44pm 
It is possible to create a translation in spanish?
FPC 27 Jun, 2018 @ 7:58pm 
Good mod but several buildings seem to dupe, such as farm buildings and recruitable units. Slightly different costs or number of crew/soldiers per unit, but same names, etc. Other than the tech duplication I enjoy it. I went franks, migrated, converted to minor religions, and had a blast (Aquaduct network + Shrine of the Dark Cult = win) xD
yk 22 Jun, 2018 @ 2:17am 
When is it updated?
AnyaLiovanda  [author] 20 Jun, 2018 @ 6:01am 
Yes they're next
tater_99 8 Jun, 2018 @ 11:38pm 
will the saxons be added?
yk 12 May, 2018 @ 5:29pm 
Do you use international QQ? There is a good chat
AnyaLiovanda  [author] 11 May, 2018 @ 3:31am 
you mean giving a faction new tech tree?
yk 28 Apr, 2018 @ 8:15pm 
I know how to modify the technology tree
AnyaLiovanda  [author] 27 Apr, 2018 @ 4:45am 
Schnell_Scheisse It's possible, earliest version of this mod actually did that. The thing is, when you upgrade main the building (eventhough it's Roman building), the city would turn into wooden burg since the faction is still classed in database as 'barbarian'. It's hardcoded.

If you've played The Last Roman, I think using building and tech tree from the DLC would fit that well. For now I can't figure out how to make a faction from base game to use tech tree from any DLC yet.
Schnell_Scheisse 20 Apr, 2018 @ 11:51am 
I was just wondering is it possible to make existing roman buildings usable for the barbarian factions, without giving them the roman technology tree?

I think this could depict the use of existing roman structures by the conquering barbarians, but limit their ability to construct high tier roman buildings by their own efforts.

It just hate to have to turn advanced roman cities to wooden villages when playing the barbarians, but it also doesn't seem right having the same technology tree as the romans.