Total War: ROME REMASTERED

Total War: ROME REMASTERED

Barbarian Engineering
Alex 9 Apr, 2024 @ 11:40am
Feedback about economy and AI expansion
Comments are too limited and I didnt want to spam the comment section so I put the feedback here:
Campaign with Parthia
I added the parts from the comments section so that it is all in one place.

I took Rome around turn 55. They had 6 generals and only 3 units with gold chevrons and nothing else. The roman factions were quite weak, all only 3-5 cities. Germania. Brittania and Nuimidia were the only factions that really expanded with Germania taking around 15 regions and Brittania and Numidia about 7 regions. I play as Parthia on VH VH, I felt like the marian reforms triggered quite late in around turn 50.#

Answer from Rhonon:
I hoped the harsh corruption penalties would be enough to prevent blitzing the map, but apparently not. I guess you exterminated everything?
Turn 50 for marian reforms is actually really early. In vanilla it usually takes the AI around 100 turns to get there and even during my testing of the mod is was somewhere around turn 60-70.
The AI in this game is very slow with expanding (and also modding capabilities are limited here) so what you describe sounds about right for turn 55. Romans only start to heavily expand after the marian reforms (Julii never expand at all most of the time, that's also a vanilla problem)
Feral gave the AI the capability to disband units in the remaster. For some reason the senat's AI is constantly recruiting and disbanding units while they are the richest faction. It does get better though after the marian reforms, they will have almost a full stack sitting in rome then. There is nothing really I can do about that.

My answer:
Yeah I exterminated any non-eastern faction that would give me culture penalty. However Parthia might not be indicative of a normal campaign, as I pretty much only fought with horse archers and thus didnt have much casualties and could move faster across the campaign map. Also I specifically started this with the goal to take Rome as quickly as I can while not just sending a ship there, so Rome is the most West I have gotten so far, otherwise I have only taken Greece/Macedon,/Thrace and all eastern factions. But it has definitely been more of a challenge than vanilla :) And I like that in the end game I dont have infinite money and actually have to think about what to build and where as I cant build everywhere so the limited money due to corruption is nice!
All in all, I actually liked that I dont have to fight just one faction over and over again as it does get quite boring. So no faction being super big was actually nice. It wasnt even meant as a Criticism I just wanted to give you some Feedback as you had made changes to the AI and also to Rome. I'll definitely play this over Vanilla from now on, and am excited to try out Barbarian factions with this.
And if one wants faster Marian returns or bigger AI, one can always just spend several dozen turns just ending them and maintaining without expanding.

Campaign with Germania
Economy and Administraion law level penalty
I have played a campaign with Germania now, completed 50 regions at turn 60. It was definitely harder especially economically once I was reaching administration lvl 7+. At that point it would have been impossible economically, without merchants (1/4 of my income) and exterminating cities as I was only making a maximum 10 k at around lvl 5 and from then onwards less and less and -3 k at lvl 10. Once I started taking greece and carthage region I managed to get back into positive income. This is with relatively cheap armies and I guess about 1 stack for Spain, 1 for scythia, 2 or 3 for greece region and 1 for carthage. Corruption was taking about half of my income towards the end. With Rome as capital I still had -1k from corruption in Patavium. Cities on the outside were making me only around 100 denarii and were only really worth it for having an extra merchant.

So the administration law penalty makes it difficult but maybe too difficult. Towards higher administration levels anything but law buildings dont make sense as the income more expensive higher tier buildings give is too little even in cities close to the capital. So e.g bigger mines take over 30 turns to return a profit. I actually like it though, as it takes the focus away from building which I dont enjoy once I reach 20+ cities. I think in general you go bankrupt unless without greece and exterminating is the only option, as occupy just leads to revolt and enslaving is not worth it as you dont have enough income to upgrade your existing cities (not really that different from vanilla). A fix might be to give more tax income based on population. This has also always annoyed me in vanilla, that you are not really incentivised to grow your population. The small benefit that you get in vanilla is counteracted by the peasants upkeep you need to keep public order in bigger cities.

My expansion and AI behaviour
I took Rome at turn around turn 35 with 20 regions, cause Julii started attacking me.It was still relatively easy to take SPQR, allthough the 7 generals with some of them with 3 gold chevrons make it difficult. Scipii were stronger than Brutii and gave more resistance, they actually had a full stack in italy and both of them kept landing full stacks in italy with ships once I had taken Rome. I also got attacked by everyone. Even Spain sent a full stack via boat towards italy even though Gaul was still between me and them. Without using only a few phalanx units on bridges to defend I couldnt have defended against scythia and dacia continually sending armies towards my east. Towards the end Egypt (turn 70, me with 55 regions) had grown pretty strong (same military force as me) so they would make for a nice late game enemy.
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Showing 1-12 of 12 comments
Rhonon  [developer] 10 Apr, 2024 @ 9:33am 
Thanks again for a very detailed report, that was really interesting to read!

Generally it seems the administration system seems to do exactly what it is supposed to do: punishing overextending and blitzing the campaign map. It is absolutely possible to counter the rampant corruption by slowing down the speed of expansion and building up your current settlements (higher developed settlement have more buildings with +law).
To give a different example: My last Armenia campaign ended with me taking the 50th settlement somewhere around turn 130. I had an income of +90k per turn, almost all cities were Huge Cities, some of them brought in up to 10k per turn with 0 corruption and my armies were full of really expensive units (Azat Knights, Cataphract Archers, etc.). Also I never exterminated any settlements.

But I'm happy to hear it's still possible to rampage your way over the map. I do not want to eliminate that sort of playstyle with this mod, rather make it a lot more challenging as it's a complete faceroll in vanilla. Seems like it's working as intended.
Alex 10 Apr, 2024 @ 12:42pm 
Interesting, I felt like if I didnt expand I would get steamrolled by Enemies, as especially with Germania I was attacked by everyone. But I guess that is also a Germania problem whereas other factions wouldnt struggle so much. And Germania also starts with very small/underdeveloped settlements.
I think I could at most support a single 20 unit army with the starting Germania settlements + surrounding rebel towns. And with that I would have struggled to defend against Gaul, Julii, Dacia Scythia and Britains, but again this is also made more difficult due to the long distance between german settlements. Because I was running into money troubles I actually considered the following strategy and also implemented it to some extent:
After fights merge units so that you have units with very few men and low upkeep costs and put them in relatively safe settlements. Over time you gather many of those and then when required you can disband newer troops and go "dormant" and save up money and focus on developing your settlements. Once you want to expand again or if you need to defend yourself you can just retrain those units and have a full stack army within 2 turns.

I am not sure and you probably know better: I felt like with eastern factions (Parthia) I had enough buildings with a law bonus whereas this was not the case with Germania. Maybe they could get some law bonus in a temple? And I actually kept a few romans or greek temples cause they were stronger than what I could get as Germania. I would also find it cool if it was easier to get weapon upgrades for the barbarian factions to make their units a bit stronger especially after marian reforms.
Also I have to say I really like the feature of having to capture paved roads or dockyards as barbarians to be able to build them. That way you kind of preserve historical realism without sacrificing gameplay!
One more thing I noticed regarding harbours: Often when I checked whether upgrades to harbour
would increase my income they didnt. I have almost never experienced this in Vanilla. Also dockyards would improve trade income but in the same settlement the upgraded harbour would not. Dont know if that is a bug.
Rhonon  [developer] 10 Apr, 2024 @ 3:12pm 
Germania is definitely an outlier with their starting position and all their settlements are pretty much worthless. What was your first expansion path? I think I'd immediately invade britannia, Londinium has actually a decent base growth level and the trade lane from Londinium to Samarobriva is probably the most lucrative in the whole game.
I agree though the starting economy for some factions (especially barbarians) is too tough. I think all total war games after Rome 1 have some sort of "King's Purse" mechanic (that's what it's called in medieval 2) and I plan on implementing something similar in the future to help boost the starting economy.

You're right with eastern factions having it a bit easier dealing with corruption as they get get the secret police buildings (carthage, numidia and egypt have them too).
Barbarian factions get the same amount of law bonuses as roman and greek factions though so they should be alright.
Also their military temples now also improve their economy with treasuries. The lv3 one can give up to +1200 denarii (on normal tax level). Obviously you need a huge city for that first. So they should be able to keep up with other factions in the late game.

I'm not sure what you mean by easier weapon upgrades for barbarians, can you elaborate on that? All of them (except britons) can upgrade at least one weapon type to gold and everything else to silver. That's quite similar to the other factions.

For the harbor thing: The normal Port buildings only give the first trade fleet and upgrades only give better ships. For the second and third trade fleet you need to build the warehouse and docklands.
But there is a max distance between settlements for them to establish a trade link via sea. Consequently there are a few settlements that will not establish a second or third trade fleet because the next available settlement is too far away. Not really a bug, more engine limitations and the vanilla map not beeing optimised for those limitations.
Alex 10 Apr, 2024 @ 4:03pm 
I matched my paragraph to answer to your paragraphs.

I was actually struggling quite a bit at the start. I immediately took all rebel settlements and then Gaul started attacking me and as I only had pretty much two half stack armies I went for them first. Secured the scythian/dacia border with a few phalanx on bridges/fords. I basically waited as long as I could to not have to fight britons and gaul at the same time and I think I took northern Italy before they attacked me and then I just destroyed several armies they sent by ship after taking samarobriva.
I dont know if you necessarily have to adjust the barbarian factions as I like the diversity of the different starts. As long as you can develop far enough which is what your mod now allows in contrast to Vanilla, I think its fine to have different starts.

Yeah, I guess it would be fine, I didnt have the money to really get all the law bonuses. What could maybe also help if one could start building the law bonus buildings one settlement level earlier.

By weapon upgrades I meant because the barbarians are so military focused it would be nice if they had easy access to upgrade their weapons. The only way to get them silver upgrades is by having huge city and building and building max market and then max weaponsmith, quite expensive for almost no other benefits but the silver upgrade. I pretty much never get that far and especially during expansion, its not really feasible to produce units back in the homeland and if I take expensive units I cant retrain them in taken settlements most of the time. But maybe this is also because of my playstyle. But I dont know, I feel like every faction should be able to reach gold upgrades in all weapon types eventually. Right now with Germania the only way would be in Rome where I still have the roman awesome temple (lvl 4) that gives a weapon upgrade. In comparison the germanian lvl 4 temple gives the same stats minus the weapon upgrades, no 20% law bonus and no public health bonus. So quite a bit weaker in comparison to roman. Maybe one could add the weapon upgrades for the barbarian factions to the Warlords holds or monliths. That way there would be also more incentive to build them.

Oh ok, I didnt realize the harbours didnt have a tradefleet bonus anymore. That explains it then.

All in all, maybe many of my issues would be resolved if I just had a slower playstyle :D I'll have to try it sometime :D
Alex 10 Apr, 2024 @ 4:32pm 
I have just checked again regarding law bonuses. If I see correctly the most one can get is 5% from walls lvl 3, 15% Megalith (lvl 3) and 5 % from tavern (vl 2). However, with e.g. Bylazora as my capital, in Londinum even with 15% law bonus from building I am still at the maxed out law penalty and the buildings do not decrease any corruption. Even if I could reduce the law penalty via the higher lvl buildings I can only decrease the corruption by less than 10% so I am still getting -2000 corruption with 3500 income.
Btw, is it possible that only the public order law penalty and corruption law penalty are different regarding their maximum values?
Rhonon  [developer] 11 Apr, 2024 @ 11:45am 
Oh I see. Well northern Italy would also be a good economic base to build up. Mediolanium and Patavium are both really strong settlements and Segestica (right next to Patavium) has both Gold and Silver.

I see your point with weapon upgrades now, but I disagree that every faction should be able to get all gold upgrades (easily). Giving each faction only a selection of gold upgrades adds flavour to them and they feel different to play. Also it would make a bunch of temples completely useless.
Currently only a Pantheon of Vulcan/Hephaestus gives access to all gold upgrades and only Scipii and Seleucids can build it - with the drawback of their other temples not being that great: Scipii have no growth temple and Seleucids no law temple. I think stuff like this is important to have unique feeling factions. Giving everyone everything is balanced yes, but also boring.
Also I am much more generous with weapon upgrades than vanilla when it feels like a particular faction should excel in a specific weapon class. Staying with Germania as an example, in vanilla they can only get bronze upgrades. I gave them silver for everything and gold weapons for every single axe-wielding unit they have as axes are kind of their thing. Other examples are Scythia got gold upgrades for missiles (because horse archers) or macedon getting gold pikemen instead of the gold missiles they have in vanilla.

The comparison with the temple in Rome is a bit lacking. This temple is a unique building, only the senate can build it and they can only build it in Rome (the three roman houses cannot build it). Yes, it's absurdly powerful and a bit broken, that is intended. I didn't think Rome was special enough in vanilla (it's one of the worst settlements in Italy), and I'd like to give some intrinsic motivation ("I want to conquer Rome because it has a super strong bonus") instead of the purely extrinsic motivation ("I want to conquer Rome because the victory conditions say I have to").

Let me give a brief summary of how corruption works: Corruption is always a percentage of your income. Your capital will always have 0% corruption, it starts at a distance of 16 and it caps out at a distance of 100 with 65%. +1 Law reduces it by 3% (consequently -1 law adds an additional 3% on top).
If you want more details I recommend this (quite old) discussion: https://forums.totalwar.org/vb/showthread.php/38146-Corruption/
Here is another one about taxes: https://forums.totalwar.org/vb/showthread.php/37831-Tax-Income
Now is it worth building something for that 3%? I'd say that depends on the situation. If the settlement is really wealthy probably yes, if it's just making a few hundred denarii probably not. Also if you expect to complete the campaign somewhere around turn 50 then it's also probably not worth it. But then there are actually very very few buildings worth building at all. I think it's fitting fore the administration system to cripple your finances if you're on a path of destruction. You are not investing anything, you are trying to stay afloat with pillaging. The vanilla game rewarding this sort of playstyle by giving you thousands of gold is a bit silly in my opinion.
Again, I think it's a valid way to play like this and you have proven it's still possible to do it.

Now back on track with corruption: If you're expecting to end the campaign somewhere around turn 150, it will be much more worth it to build stuff. How to get rich? Your capital will always have 0 corruption (and get +20% trade income through capital bonuses), so choose one that will be very rich later in the game. Also the neighbouring settlements should be potentially profitable too as those will have very low corruption values. Using your example with Londinium and Bylazora: those are miles apart so even in vanilla Londinium will be close to the corruption cap of 65%. I'd argue Bylazora is a poor capital choice, as it's not a rich settlement and the distance to it's neighbours is rather long. Set your capital somewhere in Italy or Greece instead. I only brought up Londinium as a pontentially early game money-maker for Germania, not really late game.
For example in my Armenia campaign my most profitable Settlement early on was Seleucia (lots of trade links with neighbours) but once I conquered all of the Seleucids territory I set the Capital to Antioch and never changed it. Antioch, Tarsus, Salamis, Sidon and Jerusalem then carried the whole campaign financially.
Last edited by Rhonon; 11 Apr, 2024 @ 11:47am
Alex 11 Apr, 2024 @ 10:01pm 
Thanks for all the info!
Weapon Upgrades:
I see your point especially about making each faction distinct and didnt know that germania could only get bronze I guess then your mod is already an upgrade towards my preference :)
I didnt realize that overpowered temple was just in Rome, I thought all roman factions had it, then it is fine, and i like the argument about adding intrinsic motivation.

Corruption:
Super interesting I read the forum posts, learned a lot. Btw, Bylazora as capital was just an example as it was the furthest city I have from Londinium. So far I kept it in Arretium/Rome for maximum income.
However, I think something is still going on. Because building the first 3 law benefit buildings does not decrease corruption in Londinium in my case with Bylazora as capital. What I would guess happens is that the 65% cutoff of corruption gets applied after calculating law benefits. So e.g. because of distance corruption would be 80% - 9% from buildings ==> 71% ==> 65% cuttoff gets applied. Instead of the buildings benefits getting applied after the cutoff to produce 65% - 9% ===> 56% corruption. I guess this could also be intended but it makes building law buildings on the edges of the map pretty useless. But I guess corruption is hardcoded and not accessible via modding?
Last edited by Alex; 11 Apr, 2024 @ 10:02pm
Rhonon  [developer] 12 Apr, 2024 @ 12:02am 
From my understanding (and I may be wrong on that) what is going on with corruption in this case is: the distance penalty will never go over 65% but the negative law bonuses from administration are still applied and need to be compensated before you see any effects.
For example: distance penalty 60% and administration lv 10 (-10 law) --> 65% corruption and -8 law remembered by the game. So you only see a reduction in corruption if you have +9 or more law.
You still get the public order increase for the first 8 law though, so not completely useless.

These are however edge cases and will only start to appear at the very end of a campaign and only for a few settlements.
You are right though with corruption being hardcoded. I wish it wasn't, then I could just increase the coefficient and would not have bothered with the whole administration thing. I came up with it as a workaround of the actual problem: corruption values are too low to have any noticable effect in vanilla.
Might be an oversight by Feral, they added a multiplier to the public order distance penalty that can be changed with modding but not to corruption.
Last edited by Rhonon; 12 Apr, 2024 @ 12:03am
shaliev.rasim 11 Jul, 2024 @ 1:21am 
is it possible to make a translation into the Russian version of the game for the rest of the audience, because it is not convenient to read scripts and descriptions of buildings and units in English without the necessary language skills, can you please do this, I will forgive you very soon, I will be very grateful to you, thank you!
Rhonon  [developer] 11 Jul, 2024 @ 6:56am 
I realize it's inconvenient to not have the mod available in your native language.
Unfortunately adding different localizations is not only a lot of work, they have to be redone every time there is a bigger update. I will consider adding them when the mod is in a more finished state but it will still take quite a bit of time to get there.
private 11 Apr @ 1:28pm 
Hello, after playing for a while I would also like to add my 2 cents about overall experience if you don't mind. Campaings are much more interesting than vanilla, many underused factions are better to play etc. however I noticed a few issues, most of them related to AI, not sure how many of them are directly linked to your mod, but for recent playthrough I only used your mod + danymoks expanded rosters + no friendly fire mod (I doubt it changed anything other than that). I tested with all remastered options enabled on various difficulties (Easy, Medium and Very Hard).

- I experienced game freezes when digging enemy walls during sieges (I believe they were on Italy and Roman culture) but still, could not complete manual battle, because every time wall has crumbled, then couple seconds later game would freeze/crash and it happened at least 3 times a row in that particular siege. Definitely something I never experienced in vanilla, but maybe just bad luck. No more crashes when using siege towers/ladders.

- Julii AI needs some serious help, they are the slowest roman AI faction in vanilla and often does not expand much compared to green and blue, but I feel that with your mod they are particularly bad. In most campaings I tested they secured at most their 5 initial cities and were slowly dogpilled by Gauls/Britons/Spain. In some campaings they outright died even before Marius reforms, leaving SPQR and rest of romans to fight for their lives.

- AI seems to hang and leave massive armies in strange places even more than in vanilla. For example Julli when failed to conquer Caralis (Scipii were slightly faster) they just left their faction leader and significant army just standing there for at least 20-30 turns, while Gauls attacked them and took Segesta. They also packed their other boat with troops and left them to chill with only 2 settlements under control. Another example would be Greeks having a few stacks just outside Scipii city in Sicilly and standing there for more than 250 (!!!) turns so far, even though they lost most of their cities. They do not attack and are ignored by Scipii as well, so only left massive trail of devastation behind. Or Scipii hanging out in force in southern Spain while losing their capital to rebellion and most of their cities in Africa to Egypt. There are many more examples of this and I fear in vanilla AI would not get stuck so much in strange places.

- AI is much more aggresive, sometimes to their own fault. When playing on VH as Carthage, Julii would contantly send new ships to Caralis even when dying from barbarians. I admit, it is something common in vanilla too, but in other campaign as Julii, I'm currently at turn 270 or something, conquered most of Europe, while Senate is dead, Brutii and Scipii are constanly attacking me and only me, do not even trade with each other or attack other neighbours, just fixated on sending massive armies to fight me, even while playing on Easy. In vanilla they would eventually fight each other or make peace. Not complaining about this one, but game is much harder compared to normal playthrough.

As of balance and economy it works well, at least for me. Bonuses to recruitment and contruction across empire are nice, so no problems here. So to summarize, I do not mean to criticize you or your mod, it's great and very close to vanilla, at least compared to most other mods. I am looking forward to updates and new features you bring, I just thought that maybe it helps you to pinpoint the issues and hopefully work around them. Keep up the great work!
Last edited by private; 11 Apr @ 1:47pm
Rhonon  [developer] 17 Apr @ 12:23pm 
Thank you for providing feedback, I do really appreciate it!
Let me give you some insights into the issues you described and how these might (or might not) be effected by modding:

The freeze during sieges is strange but since this is the first time I have heard of this issue and I did not change anything related to walls, I do not think this is caused by my mod. So until there are multiple indepent reports for this issue I don't think it's worth spending time investigating this.

Regarding all the AI problems: AI modding in general is unfortunately really, really limited for rome remastered. Even if I wanted to (I believe me, I absolutely want to), influencing the sometimes irrational behavior of the AI is not possible with modding. This includes the AI constantly getting stuck on islands. Similar to this, the only thing that's having an effect on AI aggressiveness is campaign difficulty. In general I would recommend to play on hard campaign settings, the only meaningful difference to very hard is how aggressive the AI is towards the player. On very hard the AI will do some pretty irrational things, just to constantly throw armies against the player faction.
Also the AI for this game is not only limited to attack a single target (for example: carthage will always lose their iberian provinces at the start of the campaign because the AI cannot target settlements on sicily and iberia simultaneously), it is also not capable of defending settlements on the campaign map at all. It will not react to enemy armies approaching or attacking their settlements. Which is why you encounter AI factions getting destroyed on one end of their empire and not reacting to that.

The one thing that should be possible to change through modding is how passive the Julii are at the start. I think this is caused by gaul having one the largest starting armies in the game, the Julii AI will not declare war on them because the difference in power is too big (I believe the remaster changed how AI calculate strenght of enemy factions). Rebalancing starting armies should do the trick and I already plan to do this at some time but this is a low priority issue right now.

Again thank you very much for writing down your thoughts on the mod, I does help to see what issues players are facing for planning future updates
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