Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Total Rebalance - Rome Rerostered III
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18 Dec, 2021 @ 8:32am
27 Aug, 2023 @ 4:16am
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Total Rebalance - Rome Rerostered III

In 2 collections by JonkoXL
Total Rebalance: Rome Rerostered III + DLC
15 items
JonkoXL's Rome Remastered Mods
34 items
Description
Please note that a Definitive Edition of "Total Rebalance: Rome Rerostered III" has been released at the following page: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2821730989

Total Rebalance: Rome Rerostered III

<< What is "Total Rebalance: Rome Rerostered III" all about ? >>

As the third iteration of the Rome Rerostered Series, based upon the Rome Rerostered 2 Installment more balance changes and new units have been added, with the main intent to increase the replay value for those familiar with the Vanilla game.

Most notable is that all units now all have altered Attack and Defense statistics, making the game more unpredictable for seasoned players. ( See attached screenshots for examples )

Units will now fight longer than before based upon higher defense, and horsemen are more powerful than in the base game.

Recruitment time has also been changed, lower tier units require 1 or 2 turns to recruit, higher tier units between 3-5 turns.
All cavalry units require at least 4 turns to be recruited (to balance that they have 2 or more hitpoints)
General Bodyguards (different kinds) can be recruited, but require at least 5 turns to be recruited.

I'd highly recommend using the following patch 'Decreased Unit Recruitment Time' together with this mod, decreasing recruitment times and unit cost to decrease difficulty in campaigns. (place on top of the base mod in the mod launcher)

Patch #1: Decreased Unit Recruitment Time (less turns required to recruit units)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2698076775

Patch #2: Extended Battle Duration' (extend the battle duration by improving sodliers hitpoints, also includes the 'Decreased Recruitment Time' patch):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2751251205

Patch #3: Alternative Technology Tree (ranged units can be made available one City Level earlier)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2816395209

< Based upon Rome Rerostered 2 (consider consulting the following page first) >
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2575008267
(note: not save game compatible with Rome Rerostered 2)

Make sure to also check out the following ampaign overhauls for Europe270 BC (highly recommended):

"Campaign bundle for Europa 270 BC"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2821841524

"Para Bellum" Campaign for Total Rebalance - Rome Rerostered III:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2939385997
(starting units & mercenary pool units based on units from Total Rebalance - Rome Rerostered III)

"Midgame Campaign":
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2818222491

"Europa Romanorum: 120 AD":
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2820170555

<< What is the Rome Rerostered series all about? >

Rome Rerostered adds new and existing units to the faction unit rosters (campaign buildings like trader, port and smith can recruit units), and rebalances some unit statistics.
This mod has been intented to increase the replay value of the base Rome Total War game and includes some rebalancing concepts by changing faction roster unit availability, tweaking early game units stats, and includes new General Bodyguard units, along with the support for Onagers, Stone Wall and Huge City for Barbarians
Multiplayer factions also have access to new and existing (mercenary) units.

There are also new building requirements for the different units, there are now more units available from the start.
( See attached screenshots for examples )

Concluding: "Total Rebalance: Rome Rerostered III" is primarily meant to increase the replay value, by increasing strategical planning requirements in the campaign (recruitment times have to be accounted for, different buildings are required to unlock certain units) and more tactical awareness in battles ( battles might go on longer, units have different statistics in defense and attack, morale has been increased to improve early game units ).

The separately downloadable mod "Rome Rerostered v2" is more suitable for beginners of the Vanilla game as " Total Rebalance: Rome Rerostered III" puts more reliance on experience with the original game.

<< Note >>

Starting a new campaign is required, previously started campaigns without this mod are not supported.

Note: Any files or changes in this mod may not be re-used.
Do not download this mod if you can not respect this.

<<<<<<<< >>>>>>>>>>>>

This mod supports 2.0.5, and is compatible with Mundus Magnus, Europe 270 BC, RTR Graphics pack and Swagger's Blood FX.
(mods altering unit statistics, like "Chivalry", will not be compatible)

Mundus Magnus:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2491524210


Europe 270 BC June 2022 (compatible version for use with 'Midgame Campaign')
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2818222491

Europe 270BC (official version by Ganim, future updates of this Europe 270BC map version might break save games, use at your own risk)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2688041180

Europe 270 BC snapshot January 2022 (deprecated snapshot version for this mod, no land bridges)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2706942964

RTR Graphics Pack:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2624625027

Swagger's Blood FX
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2674375439

Better AI Battle Formations
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2485055901

SPQR Mod ( if Rome Rerostered is put above SPQR mod, map / campaign mods are not supported)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2474951113

Be aware that special patch versions have been made, so that rebel cities now also include the new units introduced in this mod:

Midgame Campaign (highly recommend campaign mod for Europe 270BC)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2818222491

Imperial Campaign Patch
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2694201072

Ave Caesar - Imperial Campaign (Julii controls all of Italy)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2729150083

Mundus Magnus Patch
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2694131329

Europe 270 BC Patch
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2696675541

< How have the Attack and Defense stats been changed? >

Every point that goes to Attack and Defense is an increment of 3.

The Defense rating is based upon Defense Skill, Armour and Shield.

<Defense>

Shields:

No Shield - 0 DEF
Small Wooden Shield - 3 DEF
Large Wooden Shield - 6 DEF
Small Iron Shield - 3 / 6 DEF
Larger Iron Shield - 6 / 9 DEF

Armor:

No armor - 0 DEF
Leather - 3 / 6 DEF
Iron - 6 / 9+ DEF

Defense Skill:

Very Low Tier Units (Peasants, Slingers) - 3 DEF
Low Tier Units (Town Watch) - 6 DEF
High Tier Units (Entry Level Soldiers) - 9 DEF
Very High Tier Units (Legions, Bodyguard) - 12 DEF
Ultra High Tier Units (Elite Bodyguard, Berserkers) - 15+ DEF

<Attack>

Simple Spear / Sword - 9 ATK
Basic Spear / Sword - 12 ATK
Quality Spear / Sword - 15 ATK
High Quality Spear / Sword - 18 ATK
Very High Quality Spear / Sword - 21+ ATK

Basic Pilum ( Infantry throwing spears) - 12 ATK
Quality Pilum - 15 ATK
Higher Quality Pilum - 18+ ATK

Basic Javelin (Skirmishers) - 9 ATK
Higher Quality Javelins - 12+ ATK

Slingers - 6+ ATK
Bow - 9 ATK
Higher Quality Bows - 12+ ATK

Noteworthy changes

- Axes are armor piercing

- General Cavalry have 3 HP
- Non-General Cavalry have 2 HP
139 Comments
Baba S 23 Apr @ 4:01am 
Fryslân boppe
JonkoXL  [author] 21 Mar, 2023 @ 3:25pm 
Service Announcement:

A new campaign bundle for Europa 270 BC has been released, based on an updated version of Total Rebalance - Rome Rerostered III
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2950340481
JonkoXL  [author] 26 Feb, 2023 @ 8:16am 
Service Announcement:

A new campaing mod has been released exclusively for Total Rebalance: Rome Rerostered III
For more details, click here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2939385997
JonkoXL  [author] 14 Feb, 2023 @ 6:06am 
Hi Eddy,

Thank you for your feedback, I am glad it worked out :)
eddy.t 14 Feb, 2023 @ 5:05am 
ive switched the order of mods into map first and units second :) thank you
JonkoXL  [author] 14 Feb, 2023 @ 2:03am 
Hi Eddy,

Based on you having played 20-30 turns with both mods active would suggest that both mods are compatible, but apparently there still is a crash after 20-30 turns.
It also seems that the other mod doesn't add other factions / units, so that also suggest compatibility (even though I never tested his mod personally, so there is no "official" support)
JonkoXL  [author] 14 Feb, 2023 @ 2:03am 
Have you tried changing the order of the two mods in the launch menu, as in , placing Rome Rerostered above the Imperator Map or vice versa?
Did you run any other mods alongside the two you mentioned?
Otherwise (and without any good tools from Feral for troubleshooting) it's hard to find out where the problem originates, have you encountered any crashes playing "Imperator Map for Vanilla" without my mod?
(note also that Kirsi just recently released a new update, which may or may not have unintentionally broken your current save game)

Perhaps, you could try starting a new campaign or maybe you can look into the following campaign bundle which is 100% compatible with my mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2821841524

I hope any of these suggestions help you continue to play with Rome Rerostered, make sure to leave a like if you enjoyed Rome Rerostered on it's own or with the suggested campaign map.

Thank you!
eddy.t 13 Feb, 2023 @ 11:14pm 
is there a possibility to make this mod competable with the "Imperator Map for Vanilla" mod i like the idea of slow conquering all 900 provinces. I thought there wouldt be a problem as both mods are doing different things but i was wrong and it crashes after like 20-30 turns.
JonkoXL  [author] 2 Sep, 2022 @ 1:52am 
Hi Gino!

Thank you for your reply!
I don't think any "non-phalanx Hoplite" mod will be compatible with this mod since they change the same files and "only one can rule them all", and I don't allow other people to make changes to my mods (and then upload them).
You could try to change things yourself in the EDU file if you know a little bit of modding, I believe you only need to remove the "phalanx" capability and it should work. (just make sure to make a backup of your file in case this mod gets updated)
Have fun playing!
that_guy 1 Sep, 2022 @ 1:06pm 
@JonkoXL I hadn't considered the map issues, but that does make sense. I'm so used to playing with the Mundus Magnus map I forget it's not vanilla. I would prefer to keep a bigger map mod over new mercs. Fair enough. And yes, I was referring to non-phalanx hoplites; basically normal spears like Samnites or Hillmen, but on the Greek units with spear wall or no ability instead. And as far as plugins, I forgot there's multiple plugins already, so double everything would just be super annoying for you. Hopefully someone makes a no-phalanx Hoplite mod that's compatible with this. Thank you for the responses!