Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Rome Retrofit
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Feature: Campaign, Faction
File Size
Posted
Updated
9.011 GB
Jan 3, 2022 @ 3:02pm
Oct 4 @ 7:39am
43 Change Notes ( view )

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Rome Retrofit

Description


This mod brings new mechanics to the Imperial Campaign inspired by Barbarian Invasion and Rome II, while keeping the classic vanilla atmosphere. The main features of this mod include:

  • 104+ new factions – no “slave” settlements, every region belongs to a real faction. Some will be unlocked in the future after more polishing.

  • Two campaigns – the standard Imperial Campaign and the “Magna Campaign”, which expands the vanilla map into India.



  • Civil wars for everyone – any faction, big or small, can split in two. Characters with low loyalty may join the rebels.

  • Religion system – 16 religions inspired by Rome II’s culture mechanic. Religion adds depth to public order and increases the chance of civil wars.

  • Assimilation – conquered settlements must be converted to your culture before you can recruit local troops.

  • New cultures – Balkan (Thracians & Illyrians), Italic (Etruscans & Samnites), and Indian (Mauryans).

  • Multiple family trees – Rome has Julii, Scipii, Brutii; Carthage has Barcids, Hannoids, Magonoids; Sparta has two royal dynasties.

  • Legions – recruit legionary units named after the region where they’re raised.

  • Emergent factions & hordes – Parthia, Bactria, Judea, Samnites, and more. The Cimbri can even go full horde.

  • Historical tweaks – no more Arcani, screeching women or pig flamethrowers. New animations for hoplites, more authentic rosters for Diadochi, new textures for Seleucid/Armenian/Numidian legionaries, and included my mods for Ptolemaic Egypt and Celtiberians

  • Vanilla-style unit rosters – factions use existing units but with unique combinations (e.g. Knossos with Cretan Archers, Rhodes with Rhodian Slingers, Epirus with mercenary Elephants).

  • Victory conditions – conquer specific regions to win, just like in Barbarian Invasion and Rome II.

  • Agent cap – no more endless agent spam. Inspired by Rome II.

  • More mercenaries for Carthage – Inspired by Rome II - and exclusive mercenary elephants for Epirus.

  • Barbarian walls – The mod includes the Barbarian Fortified Ramparts by Dagovax (all the credits go to him). Barbarian stone walls are avaliable for celtic and balkan factions but not for german and steppe factions.

Popular Discussions View All (15)
39
Oct 4 @ 4:41am
Suggestions
Kaiser ☻™
33
Sep 29, 2024 @ 9:20am
Rome Retrofit Expanded [mod release]
JaceX
19
Mar 5, 2022 @ 1:41pm
PINNED: How to report CTD's
Boicote
321 Comments
Sharky Nov 12 @ 4:25am 
Ok, I believe I have more or less figured out the Loyalty system.

Loyalty starts around 4-5, and can reach a maximum of 10, but you will never see this.

Monitor your family members as they spawn/adopt them and use the generals with some sort of a "loyal"trait as your main generals. Any general without a Loyal trait of some sort will lose 1-3 points of loyalty when they capture a city, and often lose 1 when they win a field battle.

Disloyal generals can still be used until they reach 0 Loyalty, but there is a chance they will rebel or join a city in revolt.

I still have no idea how to increase the loyalty of a general beyond simply making them your faction heir. I think a good idea is to have them in the same settlements as education buildings.
Fridericus Nov 11 @ 8:45pm 
Very interesting concept.
Here is my take:
Money is scarce, particularly when supporting 2 armies in a fight with all the neighbors. Only little money remains to develop the infrastructure of the cities.
Interesting to have the AI attacking constantly on 2 fronts.
Your fascination with rebellions, uprisings and disloyalty is remarkable.
The pop-up of 3-4 rebellion units every 5 turns (hard to kill) is rather annoying then adding to an enjoyable game and are not needed.
Sharky Nov 10 @ 4:35am 
Has anyone figured out the loyalty system? I feel like there is no ability to restore or increase loyalty as Rome, only lose it?
Pluto Oct 25 @ 5:03pm 
Error in descr file
Q:Feral \Steam\Workshop\2706912140/data/descr_cultures.txt, line 732:26: "Could not find culture name 'BALKAN' in expanded string table"
bbdon93 Oct 10 @ 2:49pm 
I was playing as Seleucids and the game crashed when I beat Parthia after they emerged. Do I need to change something?
Chalk Oct 7 @ 7:21am 
I think a simple fix would be to half the chance of disloyalty and offsetting it by making the generals as likely to become loyal
Chalk Oct 7 @ 7:10am 
I looked at the scripts and it seems like there's a 33% chance generals become disloyal after most battles?? Am I understanding that correct? What on earth possessed you to make it that high?
Chalk Oct 6 @ 5:08pm 
Am I the only one that finds the mod unplayable due to the loyalty system? Literally ALL of my generals are Disloyal by turn ~50
jp004 Oct 6 @ 12:03pm 
I tried searching but couldn't see the answer to this, are Danymoks exanded units included in this mod or is the faction unit list completely vanilla based?
b-wing Sep 23 @ 6:35am 
@Boicote Where I can find previous versions of this mod?