Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Total Rebalance II - Campaign Bundle for Europa 270 BC
   
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4.717 GB
Mar 21, 2023 @ 2:54pm
Nov 17, 2023 @ 12:08pm
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Total Rebalance II - Campaign Bundle for Europa 270 BC

In 2 collections by JonkoXL
JonkoXL's Rome Remastered Mods
32 items
Total Rebalance II - Campaign Bundle DLC
2 items
Description
All files pre-packaged and included, no need to download or have anything else enabled to play this mod.
A new updated version of this campaign bundle has been released, including the new "Rise of Empires Campaign".
Please consider updating here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3004910214
(It is save game compatible with this mod)
For the "older" campaign bundle version that does not use the new features of Total Rebalance 2 - Rome Rerostered III visit:
https://steamcommunity.com/sharedfiles/filedetails/?id=2821841524
For a standalone release of Total Rebalance - Rome Rerostered III that can be used with arbitrary maps, please visit:
https://steamcommunity.com/sharedfiles/filedetails/?id=2821730989
A remix patch has also been released (Recommend), making units less overpowered, with specific faction bonuses and mercenaries are recruitable without the embassy, in relevant regions:
https://steamcommunity.com/sharedfiles/filedetails/?id=2996277676


Total Rebalance II - Campaign Bundle for Europa 270 BC

A campaign bundle for Europa 270 BC based on a updated version of Total Rebalance - Rome Rerostered III.
( based on Total Rebalance - Rome Rerostered III (Definitive Edition) + Increased ammunition and stamina DLC)

This campaign bundle for the Europa 270 BC map features four previously released campaign that have now been updated to include special "Total Rebalance - Rome Rerostered III" features.

Features:

- Bundle contains four previously released campaigns updated to use starting units from Total Rebalance - Rome Rerostered III
-> Europa 270 BC Campaign (Original by Ganim)
-> Para Bellum Campaign
-> Midgame Campaign
-> Europa Romanorum Campaign

- Updated Total Rebalance - Rome Rerostered III into Total Rebalance 2, featuring
-> New embassy system
-> More new units
-> Increased ammo and stamina for units (and rebalanced charge statistics for less collision bouncing)

Embassy System:

The new embassy system is integrated in all four campaigns and works as follows.
An embassy can be constructed when a foreign settlements has been conquered.
Constructing an embassy allows for auxiliary, mercenary troops and /or certain "native" troops to be recruited, depending on the settlement level.
Factions can train all their local troops on native territory, but are restricted to fewer troop types on foreign territory.
In practice, most tier one and tier two troops can be recruited on all territory, but tier three units and up require an embassy to be built.
Depending on the faction, culture and location of said settlement either special "auxiliary troops can be trained or local troops, but not all "native" troops can be trained on foreign territory.

For example, barbarian factions can train most barbarian troops on barbarian territory (with an embassy present), and get access to special "Italian Auxiliary" on Italian territory or "Greek Helot / Mercenary" troops on Greek territory.
Roman factions have access to special "Auxiliary troops" when building an embassy on non-Roman territory.
Most other factions are able to train tier one, two and four type units on non-local territory and have access to special mercenary troops when building an embassy in foreign territory.

(See pictures at the top to get an idea of how this works)

In other words build an embassy in foreign settlements to unlock different troops to accompany your local army.

Tip: Be strategical with use of local troops in foreign territory, use logistics (move local troops back and forth between foreign and local territory) to replenish your local troops.

Tip II : Make sure to demolish other faction's embassy in conquered settlements to obtain some money, prevent the negative culture penalty and to thwart the enemy in the event the settlement gets recaptured.




Note: This is a beta release and may be subject to changes in the future.
You are welcome to leave your feedback.

Note: Any files or changes in this mod may not be re-used.
Do not download this mod if you can not respect this.

All credits for the original Europa 270BC map go to Ganim and Webbird:
https://steamcommunity.com/sharedfiles/filedetails/?id=2688041180)





This mod is also compatible with the following mods:

RTR Graphics Pack:
https://steamcommunity.com/sharedfiles/filedetails/?id=2624625027

Swagger's Blood FX
https://steamcommunity.com/sharedfiles/filedetails/?id=2674375439

Better AI Battle Formations
https://steamcommunity.com/sharedfiles/filedetails/?id=2485055901


Enhanced Battle Camera:
https://steamcommunity.com/sharedfiles/filedetails/?id=2857196246

Enhanced Sounds: ( provided that Rome Rerostered is put above Enhanced Sounds in the mod launcher)
https://steamcommunity.com/sharedfiles/filedetails/?id=2857630157




Bonus:

For those wanting to play 4 or 12 turns per year, you can follow this guide by Wamce:

"For anyone else wondering; simply go into your preferred campaign's descr_strat text file, they can be found in the mod's workshop folder in your steamapps.

C:\Program Files (x86)\Steam\steamapps\workshop\content\885970\2950340481\data\world\maps\campaign

At the very bottom of the specified campaign's descr_strat text file will be the !12tpy commands.

Remove the ;; colon marks from your preferred form of turn typed (either 4 turns or 12 turns per year), and then remove the marks from script as well."

Note: any update I may do in the future will most likely overwrite these custom changes, so they will have to be done by yourself again if that's the case, but any such update would only affect new campaigns and not saved games.
21 Comments
JonkoXL  [author] Aug 25, 2023 @ 10:20am 
Hi Wamce!
It uses the :Vanilla Rome" units for Egypt and then adds a few more (local) units like African Swordsmen, Gbeto, Mameluke General for Egypt.
So no, it's not Ptolemaic Egypt :)
Despite this, if you are still interested, there is an updated version of the mod from this page available on this page:
https://steamcommunity.com/sharedfiles/filedetails/?id=3004910214
Wamce Aug 24, 2023 @ 5:13pm 
Hey friend, quick question. Does this use the Ptolemaic Egypt?
JonkoXL  [author] Aug 15, 2023 @ 11:18am 
Thanks bro, really appreciate it!
And thanks for letting me know!
I sometimes find such things and try to patch them, but yes, not bad for a free mod :)

Make sure to check out the ultimate campaign bundle too, you probably will enjoy the Rise of Empires campaign a lot too (which comes in 2 flavors)
https://steamcommunity.com/sharedfiles/filedetails/?id=3004910214
Cptdeadpool Aug 14, 2023 @ 2:47pm 
this mod is dope af my dude !
but a head up some banners are wrong in the battles for example greek swordsmen have the carthage banner.But overall great mod man keep up the good work!
JonkoXL  [author] Jul 15, 2023 @ 2:15pm 
Announcement:

A new (save game compatible) version of the Total Rebalance II - Campaign Bundle has been released:
Total Rebalance II - Ultimate Campaign Bundle
This version includes a newly released campaign called "RIse Of Empires" and includes the latest "Remix patch" with some additional balance changes.

https://steamcommunity.com/sharedfiles/filedetails/?id=3004910214
JonkoXL  [author] Jun 29, 2023 @ 7:12am 
A remix patch has been released for Total Rebalance II - Campaign Bundle.
With the patch, units are less overpowered and mercenaries are recruitable without the embassy in relevant regions:
https://steamcommunity.com/sharedfiles/filedetails/?id=2996277676
JonkoXL  [author] Jun 9, 2023 @ 11:01am 
Update 2:

Fixed Genitour Bodyguard and Eastern Swordsmen 3D model texture
JonkoXL  [author] Jun 9, 2023 @ 10:59am 
Thanks Wamce!

I added your guide as a bonus to this mod page.

Note however that any update of this mod in the future will overwrite your changes, but would only affect new campaigns, not saved games.. the change would have to be manually added again if I update this mod.

(but I don't plan to update this mod , unless things are game breaking)

Thanks again Wamce!
Wamce May 19, 2023 @ 12:57pm 
I figured it out! Thanks for your reply, though!

For anyone else wondering; simply go into your preferred campaign's descr_strat text file, they can be found in the mod's workshop folder in your steamapps.

At the very bottom of the specified campaign's descr_strat text file will be the !12tpy commands.

Remove the ;; colon marks from your preferred form of turn typed (either 4 turns or 12 turns per year), and then remove the marks from script as well.

So this means that nobody needs to download an extra mod for it to work, it's built into the game by default!

You could probably add this to your description at some point to let people know that the 4 and 12 turns per year option works in your mod as it's built in. They just need to go into the folder of the mod, then go into their preferred campaign's folder and go to the bottom of the descr_strat text file to change it.
JonkoXL  [author] May 19, 2023 @ 11:18am 
Hi Wamce!

Thank you for your comment.

I believe that is some left over code from Ganim's Europa 270 BC map which this mod is based upon.
I did not remove the commented lines, but I guess we now found out why they were commented :)
I am also not really sure what would be required to make the 12 turns per year thing work either, or at least, I am not really motivated to look into it :D
But you could probably find a "12 turns per year mod" somewhere and then put those changes into this mod, if you really had wanted that.


Hope this at least helps you (partially) answer your question.