Total War: ROME REMASTERED

Total War: ROME REMASTERED

270BC
ramfede 7 Sep, 2023 @ 5:14pm
observations
hi,

I've tried out this mod a little these past few days and i see good promise going forward!
have you thought on expanding the map to the 1700+ regions one?


i found some things that may need correcting though,

hoplites are way too strong and also more numerous compared to same cost barbarian units
they have javelins which seems they can't use for some reason, and a pull back ability?


there is something wrong with the population growth which tapers out too fast and even at low tax rate and buildings maxed out will plateau well before reaching the limit trigger for expanding the settlement

which compounds on the problem that some factions have a very weak start because their settlements are at only the town level

for example i tried knossos and on turn 25 the two towns they have cannot grow further which prevents them from building the ports they need to leave their island..

it could be possibly gamed by recruiting peasants and then disbanding them all but that is not quite a fix to the situation.


the wardogs are incredibly fun to play but are far too strong.
they use very little population, can easily overpower an equivalent unit and have frighten_infantry to boot

i feel at least the frightening they can do without, since you also took it away from the fanatics.
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Showing 1-4 of 4 comments
Austere Hare  [developer] 10 Sep, 2023 @ 6:29am 
@ Ementy these are some good observations. :steamthis:

i think the population ones can be resolved simply by tweaking the squalor. it stops growth flat out. I like that small islands like knossos etc dont get huge cities, but there should be steady although slow growth. then the player should be required to make the final growth ppush by importing slaves via warfare. the game is Total War afterall. (cant get a mega-city simply by trading)

the hoplites are leftover from QOL hoplites, which are actually light hoplites that function like alexanders hyspastists. this is a heavily greek bias change that folks not used to the greek way of warfare will essentially hate (because you have to babysit your basic hoplite units) ---you might just change them back to vanilla to resolve this. ( i do babysit my hoplites because they are fecking cool. )

wardogs should be nerfed hard, by taking away their armour, and health., and maybe looking at their damage, but i personally think they should keep fear.

:lunar2020halodragon:
Ementy  [developer] 10 Sep, 2023 @ 11:10am 
Hey, everything you mentioned has been tweaked, there is one thing that will probably never happen is a map change as that would take weeks and weeks of work.
Austere Hare  [developer] 10 Sep, 2023 @ 11:34am 
also all island towns should start with a basic port. :steamthumbsup:
Terlin 21 Oct, 2023 @ 10:08pm 
So i been playing as the Macedon's. I think you might wanna tweak them a bit, I don't really understand why the Macedon's get shafted a lot lately in mods but it seems to be a trend lately. Which i find odd as they were a Threat to Rome. Nothing compared to Carthage but enough so that Rome needed to play politics to keep them at bay. Anyways I am noticing population growth problems. there isn't enough bounty around for your slave idea. I share in your notion that not every town should be a huge city. May i recommend some counter balances instead of hard cap pop issues. Have buildings that give better money resources but negative population growth or something to counter balance stuff. For one Capitals should probably get some type of pop growth bonus by just being the factions capital. Not sure how you would code this stuff but there has to be a way.

oh and pretty big bug. Why do archers have 110000 ammo when they should have 80?
Last edited by Terlin; 21 Oct, 2023 @ 11:30pm
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