Total War: ATTILA

Total War: ATTILA

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Successors of Rome - Romanisation mod
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Tags: mod, Overhaul
File Size
Posted
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1.294 MB
Jul 30, 2016 @ 3:30am
May 4, 2020 @ 4:01am
30 Change Notes ( view )

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Successors of Rome - Romanisation mod

Description
To every other modders, assets from my mod are free to use and implement, a proper credit will do. No need to ask for permission. Thanks

Info

Tired of seeing the Goths, Franks, Vandals, Suebians, Burgundians turning Roman cities into Wooden Barbarian towns? No more! This is a mod which completely change the historically romanised germanic factions into Romano-Germanic faction group from "The Last Roman DLC" to correspond historical facts that these peoples were building their kingdoms on the basis of former Roman administration, culture, and ideas. These once friends and foes of the Empire are know to have preserved much of Roman cultures as we can see in modern day Italy, France, Spain and Portugal.
So now you can persue the idea of "Renovatio Imperii" and bring back the Empire's former glory with these worthy successors!

These factions now have access to TLR Roman building chains when settle and still retain migratory building chains when horde. Plus their cities both in campaign and battle map will now look as proper Roman! But note that you'll have to convert grand campaign roman chain into yours first since they are two distinct chains.


List of features

-Alter the faction group of Visigoths , Ostrogoths, Franks, Vandals, Burgundians and Suebians into the Romano-Germanic group from The Last Roman DLC. The Langobards are still grouped as barbarian but have access to certain units below.

-Give these factions an access to buildings and units from TLR eg. Milites, Milites Comitatensis, Spear Milites, Spear Milites Comitatensis, Veterans, Spear veterans, Domestici, Iuvenes, Sagittarii, Elite Sagittarii, Ballistarii, Vandali Comitatus, Vandal Noble Swordsmen, Foederati, Foederati cavalry, etc.

-The Franks can recruit 'Cornuti Seniores' when occupying Roman settlements due to their historical proximity to the Empire.

-The campaign character sets are now the ones from TLR.

-Roman voice-over for modified factions instead of barbarian one since they saw themselves as representatives of the imperial authorities.

-No more unit upgrades so now unit rosters are very diverse mainly for the modified factions

-When horde, you still have vanilla migratory building chains but you won't be able to recruit romanised unit until you capture or convert a settlement.

Some other tweaks

-Units tweak which enabled and add some units from certain factions for various factions like Germanic and Celtic units for Saxons, Germanic spearmen for Alans. Some units are shown in custom battle.

-Altered faction/uniform colours for certain factions ; Dark blue for the Franks, Teal green for Suebians, More reddish tone for the Visigoths. Violet for ERE. Cyan uniform for the Alamans.

IMPORTANT!!

*Incase if you don't have TLR, This mod still works without additional units from the DLC.

Also, I highly recommend you to play this mod with 'Dynamic Faction Names' mod for the aesthetic.

Known issues

-Horde buildings still don't need techs to upgrade.


Update notes - 23/10/2017
-Fixes general recruitments and upgrades. You can now upgrade your general properly with technologies.
-Re-enables Salian Frankish Lancers and Frankish Lancers. They are available from level 2 barrack.
-Added garrison for Legendary Government building.
-Removed some left over entries to optimise compatibility with other mods.

Update notes - 6/6/2017
-The mod is now compatible with new 'Langobard Romanised' mod.
http://steamcommunity.com/sharedfiles/filedetails/?id=940890874

Update notes - 1/5/2017
-The Burgundians are now romanised with functional tech trees and buildings. Their voiceover also changed to Roman accent.

Update notes - 08/03/2017
- Corrected tech trees for some units and buildings.* A reconstruction or upgrade the buildings is needed to see some changes*
- Fixes main buildings name and description(info, stats, garrison will now display)

Update notes - 06/03/2017
- Fixes garrison number so it's now normal.* A reconstruction or upgrade the buildings is needed to see the changes*
- Fixes messed up technology trees. Now Ostrogoths and Visigoths will convert their germanic units to romanised units in late game.

Update notes - 13/02/2017
- Fixes building names and descriptions for Roman buildings.
- Langobards and Burgundians can build Roman buildings while maintaining their old barbarian buildings.
- Brings back upgrades for several units.
- Germanic levy now upgrades to Germanic Spearmasters to prevent early game OP.
- Removed some unnecessary units to reduce garrison OP.
- Added campaign character models from TLR for Langobards and Burgundians.

Update notes - 23/11/2016
-Fixes issue with Patriarchal Sees, along with religious buildings issues. Now it should be compatible with other religion mods.
-Fixes some repetitive building chains.
-Corrected building upgrades.

Update notes - 29/10/2016
-Corrected Tech trees for buildings, now you can have functional tech trees :))
-Corrected Tech trees to upgrade some low tier units.(Although some are intentionally left for the sake of roster diversity)
-Langobard can now build some Western Roman buildings.
-Fixes text name for Western Roman buildings.
-Updated recruitment for TLR and GC barracks. Meaning the Romanised factions can now build Western Roman Barracks. Ostrogoths can recruit Roman units from there.

Update notes - 11/9/2016
-Fixed Western Roman administration buildings for the Vandals.
-Fixed campaign Western Roman building models not showing up.

Update notes - 4/9/2016
-Enables Western Roman administration/city centre/sanitation buildings for Romanised factions.
-Balanced units for said factions a bit, so their garrisons are now reduced a little. Still in the progress.
-Technology trees are now compatible with Western Roman building chains.
-Langobards can now recruit Bejewelled Nobles from TLR barracks.

Update notes - 5/8/2016
-Fixes the issue of not being able to build religious buildings for non-Christian religion.
-Fixes the issue of not being able to build resource buildings for dyes, silk, spices port.
-Fixes the issue from TLR that players are unable to recruit Frankish Skirmishers.
-Enables player to recruit certain Burgundian and Langobardic units through TLR barracks.
332 Comments
PandaDogxD Jul 20 @ 3:12pm 
i want a mod which only alters visigoths and ostrogoths not converting roman towns into wooden burgs, i don't want any other changes, none of the various "fixes" and things you list like changing other faction colours, changing their voices, i don't any of that garbage, i simply want to avoid bulldozing roman cities
Lordofallpugs May 28 @ 10:38am 
Anyone else having an issue wit actually getting the last roman units in the campaign. Did all the tech and reqiued buildings but cant recruit them.
Rebel Marksman Mar 1 @ 8:18am 
This mod is full of bugs.
tater_99 Feb 19 @ 4:53pm 
Does anyone know how to add the Alans to this group? or the white huns
GangstaBoudi Feb 3, 2023 @ 1:15pm 
Why are the buildings eastern roman style when the cities are western roman style, feels a bit weird but great mod
Boots Aug 13, 2022 @ 9:17pm 
I second this! Germanic voices would be great for the modded nations.
TheDash Jun 15, 2022 @ 12:05pm 
This is a pretty great and immersive mod, I only wish there was a way to bring back Germanic voices for the modded nations, I just prefer them and find it kind silly that Visigoths say shit like "for the glory of Rome" when they are still migratory barbarians that are pillaging Rome.
SweetSoy>_< May 15, 2022 @ 7:30pm 
If Alans have these features they will be the most OP faction
alvaropintos474 Mar 15, 2022 @ 11:38am 
Ostrogothic garrisons are OP
miguel_bessa Feb 15, 2022 @ 12:05pm 
Hi ShrekIsLoveShrekIsLife could you romanize Visigothic city buildings? They were very romanized - v.g. https://en.wikipedia.org/wiki/Reccopolis .