Total War: ROME REMASTERED

Total War: ROME REMASTERED

Barbarian Engineering
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Update: Jun 21 @ 9:33am

Fully included all of Danymok's units in Barbarian Engineering.

Update: May 31, 2024 @ 12:30pm

Fixed bugs introduced with the last unit update

Update: May 29, 2024 @ 11:48am

All new units from Danymok's last update are now available

Update: May 26, 2024 @ 1:12pm

Small update to fix crashes with newest update for Danymok's Rosters Expanded. Just a crash fix, new units are not yet implemented.

Update: Mar 29, 2024 @ 4:21am

Small Bugfix Update
  • Megalith now correctly applies -20% construction time for Barbarian factions
  • Mercenary Peltasts now have the correct amount of ammunition
  • Adminstration Bonuses are no longer applied twice after capturing another faction's capital (requires new campaign to take effect)

Update: Jan 5, 2024 @ 5:32am



New buildings
Barbarian
Treasuries give tax income per military improvement of the settlement (weapon upgrades, armour upgrades, experience, morale and iron in the region)
  • Warlord's Hoard: 1% tax income per military improvement (maximum 10%)
  • Treasury: 2% tax income per military improvement (maximum 20%)
  • Vault: 3% tax income per military improvement (maximum 30%)

Barbarians can now build T5 temples (called Sanctuaries)
Taverns have a new third tier, called Meadhall (gives happiness and morale to units)

Carthaginian
Trading Ports are new buildings available to all factions, but carthaginian factions have an improved version:
Gain additional bonuses based on the resources in the region
  • growth for hides, lead or wild_animals
  • happiness for pottery, textiles, glass, amber, purple_dye or tin
  • farming for olive oil, wine or grain
  • law for copper, silk or incense
  • 10% construction cost for timber, marble or iron
  • trade income if the region has no resources

  • Warehouse: +1 per resource (not stackable)
  • Docklands: +2 per resource (not stackable)

Carthaginian academies changed:
  • Scriptorium: adds +1 naval weapon upgrades
  • Ludus Magna: adds +3 experience to ships
Carthaginians can now build T5 temples (called Temple Complex), these are dedicated to a single god and do not have pantheon bonuses

Eastern
Caravans changed:
  • Caravan: +20% trade
  • Spice Road: +30% trade, +1 merchant
  • Silk Road: +30% trade, +1 merchant, +100% land trade

Eastern academies changed:
  • Scriptorium: adds +1 happiness
  • Great School: adds +2 happiness
Eastern Markets now provide +1 growth per level
Eastern factions can now build T5 temples (called Temple Complex), these are dedicated to a single god and do not have pantheon bonuses
Removed T5 farms for eastern factons

Egyptian
Egyptian academies changed:
  • Scriptorium: adds -2% consturction cost for temples and walls (factionwide)
  • Ludus Magna: adds -2% consturction cost for all buildings (factionwide)

all despotic law buildings now have 2 law per level, law bonuses for scriptorium and ludus magna removed for carthaginian, eastern and egyptian factions

Greek
Greek pantheons now provide 2 additional bonuses
removed T5 farms for greek factions

Theatres changed:
  • Odeon: +1 happiness, -50% temple building time
  • Lyceum: +3 happiness, -50% temple building time
  • Theatre: +5 happiness, -50% temple building time



Event Changes
Marian Reforms
Marian Reforms have new trigger requirements:
  • if the player is roman: 3 huge cities in italy, 35 regions controlled by roman factions
  • if the player is not roman: 2 huge cities in italy

When the Marian Reforms are triggered, all Roman units are instantly upgraded to their Marian counterpart:
  • Hastati ---> Sword Auxilia
  • Velites ---> Light Auxilia
  • Italian Spearmen ---> Auxilia
  • Roman Archers ---> Archer Auxilia
  • Principes ---> Early Legionary Cohort
  • Triarii ---> Legionary Cohort
  • Equites ---> Roman Cavalry
  • Equites Extraordinarii ---> Legionary Cavalry

First Cohorts are now trainable in Capitals, if a roman faction holds rome they are trainable in every settlement
BI style legion names added to first cohorts

Royal Roads for Eastern factions
Eastern factions can now build Royal Roads after they complete the reconstruction event.
To rebuild the Persian Royal Road you need to hold Susa and Sardis, and collect 20 points by building caravans
  • 1 point for each Caravan
  • 2 points for each Spice Road
  • 3 points for each Silk Road

Barbarian Paved Road and Dockyard
All barbarian factions can now build Paved Roads and Dockyards once they capture the respective building.
For Example: The player controls Britannia. Germania capturs a roman city with a paved road and unlock them for all their settlements. If the player now captures a germanic settlement with raods built, they are now unlocked for the player too.



New Economy update
Sea trade reduced by decreasing the value of trade resources by 50%. Land trade increased by 100% to adjust for this change
Merchant income adjusted to depend a bit more on the resource value
Tax income added to farms, mining income increased by 50%
Adminstration System added
New Capital bonuses added



Unit Changes
All non-phalanx Spearmen gain the Shieldwall ability
Chariots are now trainable in stables (still require a smith though)
Principes: increased attack (11 -> 13 // 7 -> 9), charge (2 -> 3), morale (6 -> 8), cost (490 -> 560), upkeep (170 -> 190)
Triarii: increased attack (7 -> 12), armour (7 -> 9), defense (5 -> 7), cost (500 -> 710), upkeep (170 -> 190)
Auxilia: increased attack (5 -> 7), cost (430 -> 450)
Armenian and Numidian Legionaries now have Early Legionary Cohort stats (originally Principes), increased cost (500 -> 600), upkeep (220 --> 260)
Carthage barracks changed: Libyan Spearmen require T2 (was T3), Poeni Infantry require T3 (was T4), Sacred Band require T4 Barracks (Was T4 temple of Baal)
Carthaginian Heavy Archers range reduced (170 -> 120)
Carthage can now train Balearic Slingers (T4 missiles)
Numidian Spearmen: increased attack (7 -> 9), charge (2 -> 3)
Iberian Spearmen: increased attack (8 -> 10)
Veteran Warriors: reduced secondary attack (13 -> 11), increased armour (7 -> 8), defense (5 -> 6), can sap
Bull Warriors: reduced cost (1150 -> 950)
Scutarii: increased morale (4 -> 6), gain good stamina and can hide in long grass, cost (430 -> 450)
Iberian Infantry now fast moving
Scythian Cataphracts: increased attack (8 -> 11//10 -> 13), defense (4 -> 5), morale (8 -> 12), cost (760 -> 810), upkeep (170 -> 240)
Dacian Noble Lancers: increased attack (8 -> 11//10 -> 13), defense (4 -> 5), morale (8 -> 12), cost (630 -> 740), upkeep (170 -> 190)
Celtic Berserkers: reduced attack (19 -> 11), morale (16 -> 14), cost (930 -> 740), gain ap (similar to Hounds of Culann in BI)
Chosen Axemen: increased cost (580 -> 700)
Briton Barbarian Warlord reduced morale (12 -> 10)
Hillmen: increased attack (5 -> 7), morale (4 -> 6), cost (290 -> 310)
Greek Cities can train Spartan Hoplites with T5 barracks factionwide, if they hold Sparta or Syracuse
All Heavy Peltast units gain +2 morale, +1 missile attack and +4 ammunition. Cost increased slightly
Hoplites, Nile Spearmen, Levy Pikemen, Phalanx Pikemen and Scythian Hoplites all gain +2 morale
Several Mercenaries have increased morale (+2) and slightly higher cost



Other Changes
Redesigned barbarian unit training (again)
Starting armies for Numidia, Egypt, Scythia and Germania adjusted
Added elephants to Alexandria, Memphis and Thebes
Recruitment points added to walls (elder council for barbarians)
AI personalities redone
AI bonuses implemented to prevent them from getting stuck. AI is now active throughout the whole campaign
The senate's military is massively boosted, taking rome is more challenging now
New unique and powerful building in Rome, to make capturing it worth the effort

Update: Oct 27, 2023 @ 2:51pm

added new features of Unique Walls and Settlements

Update: Oct 3, 2023 @ 4:17am

Pontus crash fix

Update: Aug 19, 2023 @ 5:55am

Royal Roads bug fix

Update: Jul 31, 2023 @ 7:01am

Unit changes
-Berserkers: added ap, cost increased (930 -> 980)
-added frighten_foot to all gladiators
-Velite: cost increased (620 -> 650)
-Mirmillo: cost increased (700 -> 740)
-Samnite: cost increased (720 ->760)
-Arcani: unit size increased (40% -> 50%), cost increased (900 -> 950)
-Bastarnae: defence increased (2 -> 4), added warcry
-Barbarian Horse Skirmishers: increased moral (4 -> 6), armour (1 -> 2), cost (360 -> 410) and upkeep (90 -> 110

-Druids (Britons) moved to Sacred Grove of Brigania
-Druids (Gaul) moved to Sacred Grove of Epona
-Cantabrian Cavalry moved to Sacred Grove of Epona
-Berserkers moved to Sacred Circle of Woden
-Naked Fanatics (Germans) moved to Sacred Grove of Donar
-Gothic Cavalry moved to Sacred Circle of Donar
-Dacian Horse Archers moved to Sacred Shrine of Hebeleysis
-Mirmillo Gladiator moved to Amphitheatre
-Samnite Gladiator moved to Coliseum

Pantheon Changes: (new//old)
-Battle (+5 morale, +2 law, +2 growth//+4 morale, +1 armor, +1 heavy weapons)
-Forge (+1 light/heavy/missile/naval weapons, +1 armour, +2 exp, +2 law // +1 light/heavy weapons, +1 armour, +2 exp, +2 law)
-Governors (+2 growth, +2 exp // +2 farms, +2 exp, +2 missile)
-Justice (+2 happiness, +2 growth // +2 happiness, +2 growth, +2 health)
-Law (+1 light/heavy/missile weapons, +1 armour // +1 light/heavy weapons, +1 armour)
-Love (+2 law, +1 exp, +1 morale // +2 law, +2 trade, +1 exp)
-Trade (+2 growth, +2 happiness // +2 health, +1 exp)
-Violence (+2 law, +2 farms // +1 trade, +1 health)
-Alexander (+7 law, +3 exp, +2 morale, +2 growth // +7 law, +3 exp, +2 morale)

Temples redesigned: (new//old)
-Hunting: T3 (+3 happiness +2 missile, +1 exp // +3 happiness +3 missile), T4 (+4 happiness, +2 missile, +1 exp, +1 light // +5 happiness, +3 missile), T5 (+7 happiness, +2 missile, +2 exp, +1 light, +2 farms // +5 happiness, +3 missile, +2 law, +2 farms)
-Naval: T1 (+1 naval weapons // --), T2 (+1 naval, +1 exp to ships // -- ), T3 (+1 naval, +2 exp to ships // --) T4 (+1 naval, +3 exp to ships // --), T5 (+1 naval, +3 exp to ships, +1 armour, +1 light/heavy, +2 law // +1 light/heavy, +1 armour, +2 law)
-Healing: T1 ( +1 happiness, +1 health // +1 happiness, +1 health), T2 (+2 happiness, +1 health // +2 happiness, +2 health), T3 (+3 happiness, +2 health // +3 happiness, +3 health), T4 (+4 happiness, +2 health// +4 happiness, +4 health), T5 (+5 happiness, +3 health, +1 law, +1 trade, +1 exp // +5 happiness, +5 health, +2 trade, +2 exp)
-Viking: T1 (+1 morale // +1 exp), T2 (+1 morale, +1 exp // +2 exp), T3 (+1 morale, +1 exp, +1 heavy weapons // +3 exp), T4 (+1 morale, +2 exp, +1 heavy // ---), T5 (+1 morale, +2 exp, +1 heavy, +1 armour, +2 law, +2 growth // ---)

Temple Sets for each Faction: new//old
-Julii: leadership, farming, violence // leadership, fertility, fun
-Brutii: fertility, trade, fun // health, trade, violence
-Scipii: law, naval, forge – no changes
-Armenia: battleforge, fertility, leadership // battleforge, fun, leadership
-Britannia: healing, trade, victory – no changes
-Carthage: farming, justice, trade – no changes
-Dacia: battle, farming, forge – no changes
-Egypt: fertility, fun, healing, justice, law – no changes
-Gauls: battleforge, hunting, justice, horse – no changes
-Germania: viking, violence, fertility – no changes
-Greeks: leadership, victory, trade, healing // leadership, victory, trade, love
-Macedon: love, governors, viking, violence // farming, governors, hunting, violence
-Numidia: farming, governors, hunting // farming, justice, trade
-Parthia: one god – no changes
-Pontus: justice, healing, violence // governors, love, violence
-Scythia: law, love horse2 – no changes
-Seleucids: forge, fun, farming // forge, fun, healing
-Spain: battleforge, love, leadership, horse // battleforge, hunting, justice, horse
-Thrace: battle, fun, hunting // battle, fun

New names and descriptions for temples:
-Numidia: Amun (governors), Astarte (hunting)
-Spain: Nabia (love), Reo (leadership)
-Pontus: Themis (justice), renamed Hercules to Ares
-Macedon: Herakles (viking)

-redistributed a lot of ancillaries (priests) to fit the new temple sets

Building changes:
-odeon: added construction_cost_bonus_religious bonus 10
-lyceum: added construction_cost_bonus_religious bonus 10 and construction_time_bonus_religious bonus 50
-theatre: added construction_cost_bonus_religious bonus 20 and construction_time_bonus_religious bonus 50
-removed trade bonus from carthaginian shipwright and dockyard (moved to drydock)
-added drydock for carthaginian culture
-academy: added population_growth_bonus bonus 1 requires factions { eastern, }
-sciptorium: added population_growth_bonus bonus 2 requires factions { eastern, }
-ludus_magnus: added population_growth_bonus bonus 2 requires factions { eastern, } and trade_level_bonus bonus 1 requires factions { eastern, }
-added Royal Roads to eastern culture with new requirement
-added naval weapon upgrades to smiths_workshop and foundry (naval weapons use weapon_other)
-increased cost and building time for all ports

-Added fix for roman buildings in non-roman settlements
-All ai-personalities (building and military) rebalanced
-Changed huge city settlement plans for eastern and egyptian culture, Royal Cavalry Stables and Siege Engineer will now show up on battle maps for these cultures.