Total War: ROME REMASTERED

Total War: ROME REMASTERED

730 ratings
Total Conquest 2.0
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Feature: Campaign, Map
File Size
Posted
Updated
7.072 GB
Dec 3, 2021 @ 4:49am
Dec 29, 2021 @ 9:27am
26 Change Notes ( view )

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Total Conquest 2.0

Description
ATTENTION

ATTENTION! SWITCH OFF LOGGING IF YOU HAVE IT ENABLED! A bug was discovered which causes crashes when logging is enabled. Only turn logging on if you get a repeatable crash again!

Mod will work in ENGLISH ONLY! In other languages you're bound to get a start up crash.

This mod is in beta. Please report any bugs and problems in the discussion.

If you'd rather play older version (which has less crashes) please download it here:
TC 2.01[drive.google.com]

You can read about the major features HERE[docs.google.com]
Discord Link![discord.com]



We are back and better than ever! After a long delay, Total Conquest returns with a vengeance. Experience Rome Total War like never before: with brand new mechanics, factions and features which Total War games had not seen in the past.

TC utilises the engine's various new features: from lifted faction limits, through combined gameplay features of Rome's original expansions, to heavily scripted events.





Total Conquest features 51 factions on its campaign map. Spartans, Athenians, Ptolemaic Kingdom, Brennus' Horde and various others have joined the fray.

In addition to vanilla factions, there are nine new playable factions. Others will be made playable as time goes on and their roasters are fleshed out! At the moment, many are copies of existing factions, but we want to provide a unique experience to many of these. Sadly, we didn't have the time to do everything... yet!

In addition, some factions can only appear if specific conditions had been met. It's all for you to find out!





The mod makes use of various features from the game's original expansions. On top of that, completely new mechanics had been built, utilising expanded scripting functionality Feral has built into the latest patch. Total Conquest has completely custom scripts allowing us to depict things like Roman Civil War, Senate system, Garrison spawning, Recent Conquest penalties, Civilisation Mechanic, Area of Recruitment system and many others.

As time goes on, new mechanics will be added, and existing ones improved. Total Conquest is here to stay!





Rome was not built in a day, and nor will your new Empire! TC has increased costs and build times for buildings, meaning you'll have to think carefully about what choices you make. No longer will your settlements sit idly because everything has been built already. Ability of a settlement to reach a higher level depends on its Civilisation Status, which grows slowly over time. Different factions have different growth rates, meaning Barbarians are far less likely to achieve sprawling cities in the same time frame as the Romans or Greeks.

Razing and enslaving a settlement will now hinder its ability to grow for many turns, meaning mindless extermination will cost you in the long run. When a settlement is captured, if it's not considered a core of your nation, you'll receive severe economic and public order penalties for a number of turns - until the situation stabilises. You can always go in heavy handed and establish brutal oppression of the local populace, but that will cost you - both in coin, and in flight of the people who live there. You're also only able to recruit your faction's troops in core settlements - otherwise you'll have to rely on local levies, meaning you armies will need to march out on campaigns, and eventually return to their homelands to resupply.


New units for both new and existing factions supplement an already rich roster. These units have been carefully balanced in mind with existing vanilla troops. Recruit local levies of various cultures, discover a new Roman military reform and find new ways to play!


Special thanks to:
  • My amazing wife Liia for being really supportive of my hobby, even though it takes up so much of my time :)
  • Feral for making all this possible and putting up with our whining
  • Ahowl and Makanyane for their work on MM and modding research
  • wilddog for his work on IWTE and short but funny remarks
  • Agugus, Pinarius, Lusted, KLA, Algaman, Milner and Ferresfor for their awesome unit models
  • KurdishNomad, Ardwin22, Swagger, Aradan and all the others not named here for their Remastered modding research
  • Melkor for contributing his awesome and refreshing ideas
  • Lanjane for running the RTW Modding Community discord, which is a great resource
  • Warlock Engineer, Senor Kuchen and Engel for their contribution to TC
  • Main theme: Legionnaire" by Scott Buckley

Popular Discussions View All (18)
100
Sep 18, 2024 @ 10:11am
Current Issues and bug reports
Komisarek
53
Aug 26, 2024 @ 11:49am
Feedback and ideas
Komisarek
4
Apr 29, 2024 @ 11:12am
Recruitment and Building Development
Romi
618 Comments
Rangus Apr 5 @ 1:24am 
Update this please!!!!!!
ShadowSun Mar 25 @ 4:20pm 
I can have a basic hoplite unit surrounded by four roman units. The basic hoplite unit is slaughtering the trarri unit in front of it and has killed over half the unit in seconds while the supporting units of hastati and principes poke helplessly at it's flanks. Archers have been hitting the unit the entire time on flanks as well and it took max of three or four losses from those volleys tops. Hoplite units are also faster than their roman counterparts and can catch up to them.

This mod is ridiculous.
ShadowSun Mar 25 @ 3:40pm 
@Muro

That's a fun history lesson but it doesn't make for compelling gameplay. There was a reason why base game rome made compromises for better faction balance versus pure historical representation. I already know the strategy you have to do to deal with them, it isn't fun and I prefer to have access to units more akin to the base game Romans who are able to at least match 1:1 to their enemies.

Roman units also didn't shatter in three seconds from contact with the enemy either and armies had to be supplied and have access to food and water, none of which is modeled either.
danieldinezza97 Mar 22 @ 5:06pm 
Hey ive subscribed to the mod and it installed but for some reason it still opens up to the vanilla game. Am i doing something wrong please help, are there any other requirements for the mod ive missed?
Muro Mar 10 @ 4:14pm 
@ShadowSun You are right, that was the strength of the phalanx hoplites of the Greeks or Alexander the Great with the 5 metre long spears. He was able to conquer such a large empire in such a short time that his name is still in our minds today. 2000 years later.

The Greeks were the strongest until they faced the Romans and not the Persians, who raced against them in hordes. No, the Romans had disciplined, individually manoeuvrable units, which in turn were divided into smaller units.

Set them up in a front line and retreat slowly and in such a way that you tear gaps in their ranks, try to cause casualties with skirmishers and archers and create unrest among the enemy troops. This won't force them to flee, of course, but it will make them disobey orders (the number of stars your general has also affects how well they obey orders).
Muro Mar 10 @ 4:14pm 
Secure your flanks. Have at least 2 units of skirmishers, archers and cavalry in each army to ensure hammer and anvil tactics.

Use the slow motion function. Your early troops will not last long in close combat. Find weak spots in the ranks (weaker units), rough them up with ranged combat, go into close combat, flank them with your cavalry and put them to flight. Do this 3 times as quickly as possible. 1 Fleeing units do not decide a battle.
ShadowSun Mar 7 @ 11:46am 
I cannot recommend this mod. The unit balancing for Rome in particular is just awful.

Roman units are completely shattered by hoplites and cannot match them beyond just mass dogpiling on them one by one and abusing dumb ai by making them chase cav and skirmish units. Hopites are basically moving ww1 tanks who can turn on a dime to annihilate whatever poor unit is in front of them, do not rout, and do not care about morale shocks. Every battle against Greek factions is a complete slog of you having to methodically separate each unit to get a 3v1 advantage to morale shock them one by one.

I understand Rome was pretty busted in vanilla and some corrections needed to be made but this is just way too far in the other direction. Please look over the unit balancing and stats. I do not want to wait 50 plus turns playing with complete garbage to fire events to get the better units.
Viking Feb 27 @ 8:20pm 
Take your time Komi, people getting worked up on a free mod are not people it's worth paying attention to. You've made something very good, and the one takeaway from peoples anger is that they do want more of it. It's a very fun time.
Komisarek  [author] Feb 27 @ 6:32am 
@nc_cyberman it is being worked on, but I'm moving to another country, switched jobs and dealing with a lot of stuff right now. Things are complicated.
Pickle Feb 24 @ 2:21am 
go play RTR: Imperium Surrectum 0.6.7