Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Vanilla Campaign Reworked + Unit Rebalance + Larger Historical Battles
   
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41.378 MB
Apr 30, 2021 @ 7:06pm
May 16, 2022 @ 8:28pm
13 Change Notes ( view )

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Vanilla Campaign Reworked + Unit Rebalance + Larger Historical Battles

Description
This mod is meant to keep a vanilla style campaign but with a number of changes to make it more enjoyable, all unit stats have been adjusted to make nearly every unit in the game usable in battles, and the campaign start has been adjusted so that every faction has a city with a mid-tier military building to get you started, as well as many minor changes to what buildings do, and how the marian reforms are triggered. Also included are Extreme scale Historical battles, each tested to be winnable on very hard.

Campaign Changes:
-Starting populations and settlement levels adjusted for every faction
-Every faction has a starting minor city with city barracks
-Starting armies for all factions adjusted
-Rebel settlements have much larger garrisons
-Rebel army spawns are much larger
-Building effects adjusted
-Larger pool of mercenaries available to hire & faster replenishment rate
-0 turn recruitment for militia/levy troops
-Ships are much more expensive to reconcile the fact that 1 unit can ferry entire armies across the map (consider each unit of ship as being a fleet of 20 ships being constructed)
-When in settlement view, 6x as many civilians will appear, as well as soldiers patrolling and rare spawn chance of a general walking around (1 in 600)
-Pre-Marian roman units are harder to recruit outside of Italy
-Marian Reforms are triggered by upgrading one of the following settlements to huge city (Damme, Alesia, Porrolissum, Chersonesos, Scallabis, Ancyra, Bostra, Nepte). This is to make the reforms trigger by establishing any of these locations into a provincial capital for an expanding roman empire as the reforms were a reaction to Rome's growing need for standing armies to control its expanding borders.
-Urban Cohorts can only be recruited in Italy.

Unit Changes:
-All units stats have been reworked
-Most units are larger in size
-Artillery units have more siege engines but deal less damage to buildings
-Unit costs + upkeep adjusted
-Horde formation removed from all units
-Higher morale for most units
-Companion Cavalry and Triarii now give a morale boost to nearby units
-All units default to a deeper formation

Historical Battles Changes:
-All have been increased in scale to Extreme scale
-Some battles have been rebalanced in unit composition to account for stat differences between this mod and vanilla, and all have been tested to be winnable with Very Hard difficulty
21 Comments
Ligon Flarius Mar 8, 2023 @ 11:18am 
Hello! Does the "unit rebalance" mean a relative nerf for Roman units? What's the desired outcome of your rebalance?
AdmiralDoucheBag  [author] May 13, 2022 @ 3:54pm 
@Alan Dragnel
@Krupp

I have now updated the mod to work with 2.0.5 version of the game, let me know if it still crashes for you
Krupp Apr 23, 2022 @ 9:42am 
Same what Alan wrote
Alan Dragnel Apr 16, 2022 @ 4:32pm 
when i start the game i get an error: vanilla_barbarians_extended/data/descr_cultures.txt, at line 8,column 1. DATABASE_TABLE error found: error reading record from file.
I tried to fix it but it was not possible.
Do you know why this happens?
Riekopo Dec 15, 2021 @ 9:33pm 
Please update!!!
Simbolon Aug 29, 2021 @ 1:05pm 
@AdmiralDoucheBag It works now, thank you very much :)
AdmiralDoucheBag  [author] Aug 27, 2021 @ 7:55am 
@Simbolon I have updated the mod to work with 2.0.2, let me know if it still crashes for you
AdmiralDoucheBag  [author] Aug 27, 2021 @ 7:37am 
@Simbolon looks like the 2.0.2 changed how the map.rwm is formatted, will have to generate a new one to fit with the new patch, should still work with the previous patch of the game
Simbolon Aug 27, 2021 @ 6:34am 
My game crashes everytime I try to start a new campaign :(
Moonlighter May 14, 2021 @ 10:40pm 
The culture penalty is a proportion of how many of "Your culture buildings" there are vs "their culture buildings"
So normally you overwrite it with your own buildings but if tech limitations prevent that, there's nothing preventing you from just demolishing their cultural buildings down to a level where yours *can* overwrite them.