Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Rome II Total Realism IIII
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Tags: mod, Overhaul
File Size
Posted
Updated
161.170 MB
May 18, 2021 @ 2:19am
Jan 11, 2024 @ 10:44pm
135 Change Notes ( view )

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Rome II Total Realism IIII

Description
Rome 2 Total Realism is a comprehensive overhaul mod for Total War: Rome II that aims to provide players with a more historically accurate and immersive experience. This mod includes changes to unit rosters, battle mechanics, campaign gameplay, and more, all based on extensive research and historical accuracy.

With Rome 2 Total Realism, you'll experience a more challenging and realistic gameplay, as you navigate the complexities of ancient warfare and diplomacy. The mod features a redesigned recruitment system that allows for more strategic choices in unit composition, as well as enhanced battle mechanics that simulate real-life tactics and formations.

In addition, Rome 2 Total Realism offers a more immersive campaign experience, with changes to diplomacy, economics, and cultural integration that reflect the historical realities of ancient Rome. The mod also features new factions, units, and campaigns, all designed to provide a more diverse and engaging gameplay experience.

Whether you're a history buff or just looking for a more challenging and immersive Total War experience, Rome 2 Total Realism is the mod for you. Try it out today and lead your armies to victory in the ancient world!

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MOD INCLUDES:

- NEW WAY HOW TO ACQUIRE ARMIES. Instead of Imperium level, number of armies depends on how many provincial capitols player controls. At the same time, number of recruitment slots is now linked with number of regions controlled within the province. Fleets at the other end require Military wharf to be assembled, but similarly each port in the sea region provides recruitment slot.

- IMPROVED ARMY AND NAVY STANCES, with enhanced effects to present player with choices how to use their forces in campaign. Armies now require food/supplies, their presence within city will make local population angry, while having fortified army within region will improve public order though protection. Transporting Armies through seas is now costly endeavor. Army while laying siege now consume more food and require more money. Replenishment of units or ships is significantly reduced outside of settlements/ports (or fortified army camps),Units defending own territory receive extra morale boost. Armies fortified in towns or cities have more ammunition available during siege defense battles.

- REMOVED ACTION ABILITIES FROM GENERALS AND UNITS. All abilities requiring constant clicking and micromanagement during battle were removed from game. Only abilities important for proper unit function were preserved (Pike formation). Generals now do not have multiple "Fantasy" style abilities that drastically alter unit statistics to win the battle, instead, they now have access to single "Inspire Troops" ability with single use per battle, which is more potent, higher tier General has.

- COHESION COMBAT MECHANICS,(replaces fatigue) where unit loses cohesion by moving or fighting. Less cohesion unit has, less effective it is in combat, is easier to break and rout and soldiers become faster to run away. (disordered unit speed is increased dramatically, so such units will be able to outrun pursuers, therefore cavalry is required to chase them down) Keeping fresh reserves to exploit disorganized enemy defense is now viable tactics!

- COMPLETELY OVERHAULED WEAPONS AND PROJECTILES SYSTEM, which takes into account real life physics, adds various projectile effects like suppression,reducing enemy cohesion, providing alternate ways to attack enemy (heavy javelins damage shields, slingshots and arrows suppress enemy skirmishers, etc). Certain weapons with better capabilities against specific threats (axes, spears etc), or different combat situations and formations.

- REWORKED NAVAL COMBAT, where ships are not just land unit carrier, but have actual role, with new Marine units that are balanced to properly supplement the naval mechanics and combat. On campaign layer navies play important role controlling the sea regions, intercepting enemy invasion fleets or reducing piracy, yet ancient fleets were unable to operate independently for a long time, therefore navies have increased upkeep while at sea, and reduced upkeep when docked.

- INCREASED IMPORTANCE OF FOOD PRODUCTION, which is now one of major factors behind unit replenishment. Having large food surplus provides extra replenishment to armies. Armies consume food based on their active stance. Not having positive food balance makes population unhappy, while your political opponents will get dissatisfied with the ruling faction, which might create political crisis.

- CHARACTER DEVELOPMENT CHANGES that make character development more important, with possibility to develop your Generals into Strategy Masterminds greatly improving your army capabilities. Character attributes now also have impact on politics as Authority now also impacts gravitas of the character.

- DYNAMIC PUBLIC ORDER AND POLITIC INFLUENCE SYSTEM Higher is the region public order level, more demanding people are, therefore harder it is to keep public order high. Similarly, more political influence you have, stronger is the support of people (public order, army morale which grants you more overall power), and more control you have of your finances (corruption). At the other end, more political power you have, your opposition hates you more.

- IMPROVED DIPLOMACY. Your actions on campaign map matters and define how others see you. You go plundering, enslaving or razing cities, executing captives and your enemies will hate you beyond grave, and will wage a total war against you. But if you release captives or occupy cities without enslaving the population, they will see you in more positive light, and will be more inclined to agree on peace terms.

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SPECIAL CONTRIBUTIONS:

Better sieges - credits to AveMetal
Close Pike Formation Mod - credits to HardcoreSalmon
Grand Campaign on Updated Map 4 TPY - credits to Polbork
Reasonable Public Order - credits to Magnar
New Armor models - credits to Kraut and Tea
New Scutum and quilted suburmalis - credits to Stealth4Health
Axe Animation Fragment Mod - credits to AggonyDuck.
Closer Deployment Zones - credits to Sheridan.
Alii Colores Romae: Omnes Factiones - credits to Demokritos.


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DISCLAIMER:

Rome II Total Realism IIII is still in beta phase, and therefore various combat and campaign mechanics might eventually change, be added or removed based on their performance and behavior.
Mod is currently developed as project of single person, therefore i work on updates and necessary fixes as my free time permits.

Mod is developed for English version of the game, any other language version will not use intended text files and therefore will show incorrect info to the player!

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FREQUENTLY ASKED QUESTION:

Why is there IIII instead of IV in mod name? Because IIII was ancient Latin number FOUR used during times of Roman Republic and early Empire. number IV started to be used only after Western Empire fell apart.

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SUPPORT THE MOD

If you like the mod, please don't forget to leave positive ratings. It will help propagate it to others.

DISCORD Server:


https://discord.gg/fNQXtnJ9hH


Popular Discussions View All (12)
44
Dec 20, 2023 @ 9:10am
General Feedback Thread
Oatman
31
Dec 5, 2022 @ 3:45am
New Combat Mechanics
JaM
26
Nov 9, 2021 @ 4:04am
Planned Campaign Mechanics
JaM
965 Comments
jabbothehut Jun 27 @ 10:30am 
I would play the hell out of that for sure. You've somehow made the warscape engine healthbar battles very fun and rewarding to play so thanks!
JaM  [author] Jun 26 @ 11:54pm 
i was actually working on new version for Attila, but it got shelved..i might post it on workshop eventually, when im back modding TW games. Right now im still taking a break, playing other games (KCD2 mostly) but i plan to resume work eventually.
jabbothehut Jun 26 @ 10:47pm 
I absolutely love this mod, as well as your empire and napoleon ones. The cohesion system is actually genius and makes battles really feel deliberate and not like glorified moba fights. Was just wondering if there was a mod like it for Attila that you knew about? I know you have made a battle mod but that it is only at version 0.2 and from 2017.
JaM  [author] Jun 10 @ 8:32pm 
yeah, army has to be within reinforcement radius
Dominerende Velbehag Jun 10 @ 4:20am 
Regarding my last comment, I figured it out, the army has to stand right behind the besieging army!
Dominerende Velbehag Jun 10 @ 2:35am 
When sieging an enemy settlement other armies can not join the battle if the AI sallies forth, is this intended?
JaM  [author] May 22 @ 9:18pm 
thanks for feedback. Mod is not abandoned, i just took sabbatical handling some stuff in my personal life (changed jobs recently, trying some other games that were recently released etc) but i definitely plan to update the mod in the near future. so any feedback provided here or at discord channel will be incorporated into next versions of the mod.
DamnFineCoffee May 22 @ 8:15pm 
Due to the very low naval upkeep cost in ports the AI spams lots of naval units. Even minor factions tend to invest much more heavily in the navy than the army. It feels too much even for primarily naval focused Carthage, Greek and Illyrian factions. It's definitely anarchistic for Celtic tribes. It would be great if you continue to update the mod as it's my favourite one so far.
JaM  [author] May 15 @ 2:16am 
Should work on all difficulties, but i usually use either H/H or VH/VH settings. Most bonuses AI gets are normalized (same on all difficulties), so only difference is built-in aggression of AI towards player on higher difficulties
rbblanford May 15 @ 2:13am 
Its a graphical mod. Seems to be working okay. Along with extended particles. By the way. This mods amazing man. Great work! What difficulty is the mod balanced for? So far ive been doing normal and seems to be great.