Total War: ROME REMASTERED

Total War: ROME REMASTERED

Alexander Total Overhaul V2
General of Rome  [developer] 26 Mar, 2022 @ 2:06pm
All changes Philip II 356 BC Third Sacred War
Map Changes:
Added a completely new giant map for a Philip II 356 BC / The Third Sacred War setting (510-231 pixels map_regions map, basically the biggest it can get).

Map was made using a greyscale map from https://tangrams.github.io/heightmapper/ and then edited using gimp and paint.net.

Map mesh and stuff was generated with the IWTE tool.

Map has 61 settlements currently (almost all regions are new, i think only 7 or so are from the base Alexander game).

Settlements placed partially based on where they are in the base game, but mostly after some own research.

Resources were placed based on their position in the Alexander and Imperial Campaign.

Map was in the first place made for a Greco-Persian war scenario (workname of the map is perhel /persiahellas) but that really wouldn't fit the theme of this mode. Maybe something to be done by me or other modders in the future? Also i think this map would work really well for Chivalry II as a map for a 4th crusade scenario.

Map includes the Balkans, Anatolia, some of Syria, southern Italy and Sicily.

Added strait crossings near Gallipoli and Byzantium.


Campaign Changes:
Manually placed all units on the map. Did some rebalancing with the units so that the AI behavior is a bit better, and so settlements shouldn't revolt all the time (big problem due to distance from capital). Unfortunately Persia seems to be very unstable in this campaign despite de public order being fine if you play Persia yourself. Although the Persian economy is completely trash for some reason.

Added new factions
1: base game fations that are not in other campaigns in this mod: Julii (renamed the Roman Republic), Scipii (Renamed the Italian Confederation = Italic/Umbrian people), Brutii (renamed The Samnite League), Carthage (in western Sicily only).
2: Completely new factions with recolored base game units: The Peloponnesian League (Sparta, is greek_cities clone that can recruite spartan hoplites in Sparta and Thebes), The Boiotian League (Thebes, is greek_cities clone that can recruite Theban Sacred Band units instead of Spartans in Thebes and Sparta), The Delian League (Athens, greek_cities clone without spartans, currently no recolored units).
3: Since the Rebels are not on the map (no starting settlements), they cannot be used as an obversing nation. So i added fan favorite Pontus as a selectable nation that will never spawn because a screwed up the spawning trigger on purpose so this faction van be used as an observer nation. To be honest, observing works better by first entering the campaign with another nation, and then typing "toggle_fow" followed by "control_pontus" as console commands. In this way you can see the whole map and you can more around as well.

Added historical leaders for some factions:
Philip II with his brother and 3 children, including a 0 year old Alexander. Wonder what he will do when he grows up?
Mostly accurate family tree for Persia, although not gonna lie, the completely accurate tree was not possible. the game would not allow it because the branch where Darius comes from isn't yet in power, and his claim to the throne came from his mother, not his father in real history. Had to make it through his father though, because the game would not include them into the family tree if i did it through marriage.
Added the 2 correct Spartan Kings.
Added an accurate Roman Consul as well as his son.


Scripting changes:
Disabled most events because the current finished event scripts are linked to an Alexander Scenario, not Philip II.

Added a game start event that all nations will get that gives some information about the political and military situation around the map.

Implemented 4 turns per year so the movement points line up a bit better with the amount an army should be able to walk on these bigger maps.


Diplomacy changes:

Diplomatic situation is suposed to be based on the Third Sacred War. This war in Greece was fought between 2 alliances: Macedon and Thebes with allied states vs Athens and Sparta and allied stated. At the same time Macedon is also at war with Thrace (eastern campaign of Philip II). Persia is at war with Thebes and Athens who support some last Ionian strongholds and survivors of the Great Satrap Rebellion, while Persia is allied with Sparta... this complicated the Spartan-Athenian alliance in Greece.

All 3 Greek nations (Thebes, Sparta, Athens) also hold territories in northern Greece, Thrace and Anatolia based on alliance webs and defensive pacts around the the time.

All 3 Greek nations (Thebes, Sparta, Athens) also hold territories in Southern Greece and Sicily. While sometimes based on actual allegiances, these holdings are mostly based on which greek language dialect was spoken in different Italian regions.

The Samnite League starts at war with Thebes and Athens due to their holdings in southern Italy. All other italian states, as well as Carthage, start neutral with everyone. Italy seems pretty balanced right now. While the Samnite League wins the area most of the time, i have also seen Rome, the Italian League, Sparta and Carthage win while doing some testing.
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General of Rome  [developer] 12 Nov, 2023 @ 11:54am 
Version 2.2 update:

Map Changes:
Moved the Athenian army in Naples 1 tile to the north because the previous patch placd them outside the settlement by mistake.

Slightly modified the availibility and strength of the available samnite and greek mercenaries in all of Italy.

Added a lot of resources to provinces in Anatolia to try to make the Persian economy a little bit more stable.

Fixed Bithynia not being in a mercenary pool.

Moved Sardeis a few tiles to the east. Old placement was incorrect.

Split up the province of Bithynia into 3 provinces.

Removed a few units from the starting Persian armies. Not needed for public order, they were only hurting the economy.

Downgraded the temple building in a few Persian settlements. The public order was too good.


Scripting changes:
If Macedon captures Crenides the city will automatically be renamed "Philippi" next turn, and a global event will pop up to tell the player about it.

Added a hidden modifier connected to "distance to capital" that adds public order due to law and so makes both public order and corruption a lot more manageable for large empires (no more -30000 per turn Persia)
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