Total War: ROME REMASTERED

Total War: ROME REMASTERED

Europa Barbarorum I Unofficial Mod (2.0.4)
682 Comments
miller_kurt Nov 15 @ 3:36pm 
This is an excellent mod - it deserves more play! It's challenging even as the Romans, and the map is large but not cluttered with provinces. Well done and thank you!
Sharky Nov 2 @ 4:21am 
@Raven Most of your empire is EXTREMELY happy to be Mauryan, so you can disband your one unit garrisons across most of India, leaving only armies where you expect to expand or have to defend yourself from rebel princes. The Eulethoroi AI will get active and attack you, so you must plan to defeat the rebel provinces nearby, not simply ignore them.


After that its not hard to get a peace and trade agreement with the Seleucid Empire and you can safely disband or "use up" your elephant and elite cav units until you are making a positive income in the first turn. By turn 4 or so I was making 6k-13k per turn. It feels risky, but you get a lot of adoptions early and can start re-garrisoning your empire with family members.
Sharky Nov 2 @ 4:20am 
@Raven:

Ok so here is what I did: You start out with 4 units of Indian Elephants costing 3250 per turn... each. They also have a bunch of Mace infantry at 685, and some heavy cav at over 1000. Then their most basic garrison unit costs like 275 and they have them in like... 20-30 regions? All in all, a very large army to start with, just massively spread out.

You have three main elite armies at the beginning of the game, so- I used one of them extremely aggressively to capture two rebel settlements in the south right away, and accepted high casualties.

The north also has your faction heir with Elephant units, so I used him to defeat the rebel general outside of the settlement and lay siege to the settlement in the mountains.
Raven Nov 1 @ 5:51am 
@Sharky I haven't tried them out yet, and they were never in the original EB so they've been added in only here, BUT, I do know that money is a huge issue for a lot of factions starting out. I've only ever attempted Greek campaigns, but I remember if you didn't take a few settlements and/or cut down a bit on spending at the very start, you'd be in debt.

-27,000 of debt per turn is harsh though. Worth looking into.
Sharky Nov 1 @ 5:07am 
Hey uhhhh how the heck do you get started as the Mauryan Empire with -27k per turn income? lmfao i am lost.
Pluto Oct 28 @ 4:04pm 
Error in descr file
Q:\Feral\Steam\Workshop\2637753606/data/descr_cultures.txt,
line 872 :: 26: "Could not find culture name 'INDIAN' in expanded
string table"
Nightduhbe Oct 27 @ 7:25am 
the folder name reforms is "major_event_scripts" , be careful.
SucceededMist Oct 25 @ 10:32am 
Does anyone remember how to get the reforms or how to find them in game or in the mod folder
ypestis25 Oct 20 @ 5:21pm 
Really loving this mod - out of curiosity, is there a recommended battle difficulty? I've been playing on hard battle difficulty and very hard campaign (as recommended) but wanted to check!
Nightduhbe Oct 13 @ 7:51am 
Europa Barbarorum I New Units From EB1.33 removed workshop :steamsad:
Mr. Gorfeld Oct 6 @ 12:22pm 
Great mod, but crashes far too often...
Chris P. Bacon Oct 1 @ 8:08pm 
Thank you for the mod! A question, how do you use forced diplomacy thats included in the Jirisys mod pack? Thanks!
Raven Sep 25 @ 4:58am 
It's possible, I think. I have tried the RTR stuff and that seems to work in that manner (unit diversity). But it'd be a bit odd, picking and choosing from EBII to port the models, while still only having EBI units, descriptions, icons, and so on.

I'd love an official EBII port personally, but sadly I don't think they'd do it while still working on the sequel.
Vaandaal Sep 24 @ 8:45pm 
I wonder if it were possible to get the units to use textures from EBII? EBI is one of my favourite mods of all time for any game, but the unit textures simply look really bad in the remastered engine, and coupled with not having variant models in the units just makes the effect even worse.
Raven Sep 20 @ 7:24pm 
M2TW was the first to add fancy kill animations as well. While they are cool, they ultimately will always slow down and disconnect pairs of combatants into magic plot-armor until the animation ends. I completely understand why they wanted more cinematic, hand-tailored animations, but they would have to be interruptible to be realistic (or at least very short). This is why despite RTW having basic, single-effect animations, it will always be snappier and more responsive. Interrupting is a huge part of group fighting where local superiority of numbers is big.

Some little details that were nice that M2TW added; upgrades to armor and weapons actually reflect on the models, and units get bloodied if they were attacked but survived the stat roll. It also added the ability for archers to shoot enemies that are very close but behind an obstruction by arcing very high volleys. Realistic? I don't think so; imagine a strong wind sending them all back. But cool gameplay-wise.
Raven Sep 20 @ 7:21pm 
I agree. I feel that M2TW was built with the classic medieval heavy cavalry momentum in mind, but it applies across the board, and makes units extreeemely sluggish to gain momentum, even if they're a relatively light unit.
Henchmen no. 25 Sep 20 @ 5:53pm 
Raven's assessment is fair. The research in EBII was better. The distribution of factions was better. (Id kill for the Boii and Galatians to be in EB1) but mechanically a lot of the unit behaviors was borked, I felt MTW2 was really built with cavalry in mind, rather than infantry, and it shows. Similarly the sieges were pretty abysmal.
Raven Sep 20 @ 4:15pm 
To conclude, EBII is great for history buffs, but gameplay wise I feel is a lot less fun. The Greek cities + Macedon are some of my favorite units to use in this era, and having to have them a bit fudged in M2TW's engine will never feel great. Native Testudo is nice, too.
Raven Sep 20 @ 4:13pm 
In M2TW:

- Units appear under water. Turning 90 degrees takes what seems like three times as long as it should. Unit responsiveness is not delayed, it's simply slow. Battles feel like you're running them at half-speed in terms of motion.

- Collision is similar to RTW, but not as snappy. Units charging sometimes intermingle strangely before starting their attack. Units are VERY slow to disperse into each other, even with guard mode off. Overall there's a feel like everyone is in 3'' of molasses.

- Due to the period in history, testudo isn't a thing and cannot/has not been made to work.

- Pikes are broken. A fact we can't escape. Native M2TW has broken pike mechanics. If a single pikemen swaps to sword, the rest follow suit even if they are still well within pike range. In RTW, an unthreatened phalangite will bring the pike down again. Pikes work best in a purely static, defensive formation, or when micro-managed aggressively, which isn't fun and makes them high-maintenance.
Raven Sep 20 @ 4:10pm 
To break it down a bit, imo:

In RTW:

- Units are realistically responsive. There is a slight delay when you tell a unit to halt, bringing weapons up, to charge, to turn, etc. Enough to give a sense of weight/inertia, and it can be exploited, but not so much to feel sluggish/clunky/

- Collision is excellent. Designed with mass melee combat in mind, units can flood, push and be pushed. Although tight formations can bug out and send people flying rarely, generally really damn good for simulating crowd physics/momentum.

- Combat is SIMPLE but nuanced. Attack, block, armor hit, knocked down, killed. ALL can result from multiple units attacking the same unit. This allows realistic "Local superiority" when critically out-numbering an enemy in an area. Interrupted animations are a thing you'll see a lot.

- RTW natively supports testudo and pike formations/animations.
Raven Sep 20 @ 4:05pm 
-- Gameplay wise, RTW(1) to this day still has arguably a better game engine. This is a very nuanced thing, but after thousands of hours playing the various games, you will know it intrinsically, even if you can't quite articulate the various details of why it feels so much better/different. They both use variations of what's called in-house, the "Total War Engine 2", (after which they disastrously moved to Warscape), but the differences between RTW and M2TW's capabilities and game-feel are massive.
Raven Sep 20 @ 4:05pm 
EBII is superior in terms of modern historical accuracy with the units (we generally learn more over time), and of course also in proper unit diversity (not being clones). Those are BIG benefits, especially to people who genuinely love history and like to learn as they play. There is significantly more detail and variety of detail they can add here that they couldn't due to RTW's engine being limited to a unit consisting of a single model. They represent, at the moment, the most accurate and up-to-date rendition of the many various units, to see what they would have looked like (RTR I would place second). That's a big plus for me.

However..
drphilmynuts Sep 19 @ 9:56pm 
Do you guys prefer this of EBII in your opinions
Thales Sep 3 @ 7:16am 
Less Than Three,
Thanks, you're correct. This info should be in the Known Issues in the description.
Less Than Three Sep 2 @ 4:02am 
Have you ended a turn yet? Roads don't appear on turn 0 but after you end a turn they appear.
Thales Sep 1 @ 12:47pm 
Roads are missing on all three campaign maps, how to fix?
Shahanshan Aug 17 @ 8:22pm 
Year anniversary of the last update. Looking forward to more! : )
| Umbra Aug 8 @ 7:31am 
This mod is fantastic, but when using the Imperatoris Mundis Mod, the travel distance is insane. Can someone help me fixing it please??

For example travelling from Syracuse to Rome takes my GENERAL, not an army 6 seasons.
Raven Aug 7 @ 7:15pm 
So that one, (here I believe: https://steamcommunity.com/sharedfiles/filedetails/?id=3125270648&searchtext=EB ) seems to be specifically a version where they've added in a bunch of their own new units and have done some other reworks, (alleged QoL improvements).

Interesting.
Chris P. Bacon Aug 7 @ 7:10pm 
Thank you Raven. I was wondering what are the differences between this and the EB 1.33 port also on the workshop.
Raven Aug 7 @ 7:06pm 
This is "an" EB port. I don't know of any official "the EB port" port. Since the team is currently still very deep into work on EBII (for M2TW).
Chris P. Bacon Aug 7 @ 7:04pm 
Sorry if I'm dense, but is this supposed to be together with the EB port or is it standalone?
Is it me or archers are shooting all over the place? Can't figure if this is a remastered thing or this mod's
YuK_metaluis90 Jul 28 @ 10:51am 
YuK_metaluis90 Jul 28 @ 10:45am 
@JuulUp Recommended difficulty by OG team was VH/H campaigns and M battles.

H and VH battle difficulties simply stack up units' morale and defense making levy units become elite tier
Raven Jul 28 @ 3:16am 
What did Jirisys' modpack do again? I remember liking how he altered phalanx spears, but that was a separate mod.

https://www.twcenter.net/threads/jirisys-phalanx-mod-reduplicated.401437/
YuK_metaluis90 Jul 27 @ 8:03pm 
Another thing: Supposedly this contains Jirisys's modpack which uses TuCoT's Eastern Hellenic Portrait Pack.

But looking at Seleucids and Ptolemies, they use the standard vanilla greek portraits.
YuK_metaluis90 Jul 24 @ 12:14pm 
Do you still need to move your characters to Rome on winter to be elected in cursus honorum offices?
Raven Jun 19 @ 11:52am 
I see. I don't know what to tell you; I've always played standard difficulty because I unless I know exactly what a game does when you increase difficulty, I avoid it because sometimes AI can be unfair, and it may in the end give you a warped impression of how the game actually plays.

If I can defeat said units as I usually do in custom battles, then maybe it is the difficulty playing the part, but as far as I can tell, it's not because the mod, or its units, are broken.
JuulUp Jun 19 @ 6:32am 
all of this may be a symptom of vh vh but it is extemely difficult to route any army that isnt early game trash
JuulUp Jun 19 @ 6:28am 
Fighting to the death would be better but they rarely do that. general HAS to be dead and still a gamble. fighting to death weakens their stats and makes killing them much easier, this would be preferable but is very rare unless general dead, surrounded and cycle charged and event then still a gamble.

final point is im playing on vh vh so this may contribute to some of the difficulty. but i have rebuilt the roman conquests in almost every mod released for this game. This is one of the most difficult and unfun late games to play due to the absurd difficulty of pikes. at the late stage i cant stand to play for more than a few turns due to pike spam and absurd difficulty of killing them
JuulUp Jun 19 @ 6:28am 
Another point is how weak the roman infantry is. They have poor match ups vs almost every faction late game which doesnt seem historical at all. If u dont have good and numerous cav and kill the general early and repeated cycle charge almost every faction overpowers in a straight melee.... when that should be Romes strength. Every battle i have the highground and flank to some degree and its amazing how close most the battles can be. I have had numerous heroic victories mostly due to extremely advantageous terrain but thats not historic or fun.
JuulUp Jun 19 @ 6:28am 
see the problem isnt Macedon. they arent that big of a problem but the seleucids are. selecuids own, keep and take more land than their historical counterpart late game and they just pump out full stack after full stack of pikes which is beyond annoying to fight. They had 20-30 stacks waiting in anatolia for me. Im lucky to fight the medium ones and luckier even to fight the native phalanxs.

But the majority of the time its stack spam of their elite phalanxs. I have already wiped out 40-50+ full stacks while taking all of rome's historical eastern conquests and they are still sending multiple stacks every few turns. And yes 3 marian infantry units with high tier chevron barely win against 1 elite selecuid elite phalanx completely surrounded.

I am well aware of how to fight phalanxs and have killed many stacks but the spam and strength of their phalanxs is absurd and very unfun to play.
Raven Jun 18 @ 10:45pm 
Pikes in the original engine were as powerful as they actually would be when well-organized.

Fighting pikes is all about doing all you can to NOT absorb the brunt of it. If you have even two units, you should put one in a wide, loose line and put them on defensive stance. This minimizes casualties and gives you stalling time. A second unit should hit them from the side or rear. Ideally, rear. AI turns? Swap which unit defends and which hits the rear.

1v1 with no other options, you're slightly screwed, but one way to initially get the most out of the engagement is to place your unit in a line that is wider than the pike block. Take them off defensive stance when in contact and your units should naturally wrap around/surround the enemy. It is a slog, but this is your best bet, aside from trying to juke around the AI until they engage at a bad angle and your formation is able to mostly sit in their side/rear.
Raven Jun 18 @ 10:38pm 
Well.. if a unit is completely surrounded, they may go into "fighting to the death" status and be unable to rout.

When you say heavy infantry are losing 1v1 to pikes.. you're not facing them head-on, right?

Using the custom battle submod, I was able to beat 3v1 (post-Marian cohort v. Macedonian argyraspides) handily.

Doing that 1v1 was veeery difficult because it's tough to not hit some part of them head-on, but it is doable and I was just barely able to make it work. There is a method to it if you absolutely have to face them 1v1 which I'll get into.

The 3v1: https://puu.sh/KvEat.png
The 1v1: https://puu.sh/KvEav.png
JuulUp Jun 18 @ 9:08pm 
pikes are farrrrr tooooo strong. specifically selecuids. I have gold chevron marian infantry that easily lose 1v1, and even with 3 units completely surrounding 1 medium/elite phalanx they wont route
Chris90 Jun 10 @ 11:02am 
Is there a way to retrain Marian first cohorts outside Italy if not is there another mod that allows this?
hugoromeoc Jun 3 @ 8:06pm 
Does it work with other installation rather than English now?
donovan74 Jun 3 @ 4:08pm 
@Julimoon22: you're welcome, good to hear you solved the issue. have a nice campaign.
Julimoon22 Jun 3 @ 4:32am 
@donovan74 thank you very much. Sounds stupied but I could not see but hear were the problem were when I scrolled around the map. It was in east europe were all these big armies of the Eleutheroi run around. I could sent a diplomat and buy (gold cheat) three of there big armies. That solved the problem.