Total War: ROME REMASTERED

Total War: ROME REMASTERED

Rome Retrofit
Basileus 22 Jan, 2022 @ 9:42pm
Suggestions that (hopefully) make sense
First off, I want to say that I love this mod. I’ve been playing it for hours on end, and I’ve been loving every minute of it. The creator really improved the base game, without losing the ‘feel’ of vanilla RTW. I really what the modder was going for, and I wanted to keep my suggestions in line with the feel of the mod.

Second, these are just my opinion, so feel free to disagree, debate, or ignore them. The creator of this mod owes me nothing, and they can pick and choose my suggestions as they see fit. It’s possible that some of my suggestions aren’t possible, or aren’t good, so if you/the creator doesn’t like them, I won’t take any offence.

That said, here are my suggestions to improve the mod.

Suggestions

1. Culturally specific buildings, like arenas (Roman), theatres (Greek), taverns (Barbarian), and execution squares (Eastern) should add to religious conversion, at least at later levels. Religion wasn't restricted to official temple buildings, and could spread through more informal means. A 5-10% conversion for these types of buildings would give players a reason to build/demolish them in new settlements.

2. Repairing Balkan Paganist religious buildings (as Hellenes) seems to change the religious conversion of those buildings. I haven't tested it with other cultures/religion combinations, but it's possible that's a constant thing. Temples should keep their original religious affiliation, regardless of current ownership. This is possibly a bug, not a feature.

3. All factions should be able to recruit peasants in any owned settlement, regardless of religion, or culture of governor’s building. It just makes sense that a country could hastily mobilize some rabble without converting them to the same faith. Allowing peasants to be recruited would help in niche situations, without becoming game breaking.

4. In my opinion, you should be able to recruit units from wrong-culture buildings, so long as the settlement meets the religious requirements, (similar to how the Judean Zealots work in Jerusalem). As far as I can tell, you can’t convert buildings in RTW, you can only demolish and rebuild. While that’s fine for lower-tier troops, by the midgame recruiting/retraining mid-tier units can become an ~15-20 turn process. That’s a little much, and it seems to really be hurting the AI’s ability to expand into wrong cultured lands. I think requiring religion to recruit units, but remaining building-culture agnostic would slow players down enough to get the right ‘feel’, without preventing the AI from expanding into different religious areas. (You could also increase religious requirements to compensate for this change). Alternatively, if there is a way to mod in the ability to convert buildings, I'm all ears.


Those are all my suggestions. Keep up the good work!
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RMTH 30 Jan, 2022 @ 3:40pm 
Yeah i went to a tavern once and thats how i became a pagan. that being said my execution made me become a zoarastrian
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