Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Barbarian Engineering
   
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506.381 MB
Jun 29, 2023 @ 1:01pm
Jun 21 @ 9:33am
13 Change Notes ( view )

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Barbarian Engineering

Description
Overview
The goal of this mod is to give each culture (Barbarian, Carthaginian, Eastern, Egyptian, Greek and Roman) a unique campaign experience. With the addition of Danymok’s amazing new units, even each faction will provide a fresh and unique campaign.



Installation
Important: Set Unit Colour Scheme to Realistic in your Graphics Settings! Vibrant does not work for any mods adding units.

A submod to play this mod with Vanilla Enhancement Map is available here:
Barbarian Engineering and Vanilla Enhancement Map

This mod is only available in English.



Barbarian
The wild lands of the barbarians are not rich in trade, their economic focus is instead on increased tax rates.
  • Military improvements increase tax income
  • Special Units recruitable on temples
  • Access to improved infrastructure by conquest



Carthaginian
Carthaginian factions have stronger ships and improved trade fleets, their military is reinforced by mercenaries.
  • Increased experience and better weapons for Ships
  • Trade resources give additional bonuses
  • Cheaper mercenaries and increased mercenary pool



Eastern
Eastern caravans carry exotic goods from far away lands, increasing the wealth of their settlements.
  • Increased trade income and 1 additonal merchant per settlement
  • Markets provide increased growth
  • Access to Highways after rebuilding the Royal Road



Egyptian
The Ptolemaic Kingdom carries the legacies of ancient egypt and Alexander.
  • Reduced construction cost for all buildings
  • Access to Pantheons
  • Can recruit native egyptian and macedonian units



Greek
After Alexander’s conquest spread greek culture across the world, greek gods look favourable upon their followers.
  • Reduced construction time for temples
  • Access to Pantheons
  • Greek Pantheons provide additional bonuses



Roman
Roman engineering is unmatched and after the Marian Reforms roman legions will march across the world.
  • Highly developed infrastructure
  • Access to Pantheons
  • Military upgrades through Marian Reforms



Economy Overhaul
In the vanilla game trade dominates all other sources of income. In this mod farming and mining income has been increased, trade income is reduced. All sources of income are valuable.
The excessive amounts of income in the late game are reduced through the new Administration System, managing your economy is important throughout your campaign.

Administration
The Administration System gives new factionwide bonuses, depending on the size of your empire.
  • Lv 1 (10 regions): +1 public order, -1 law
  • Lv 2 (14 regions): +2 public order, -2 law
  • Lv 3 (18 regions): +3 public order, -3 law
  • Lv 4 (22 regions): +4 public order, -4 law
  • Lv 5 (26 regions): +5 public order, -5 law
  • Lv 6 (30 regions): +6 public order, -6 law, -10% construction time
  • Lv 7 (34 regions): +7 public order, -7 law, -10% construction time, +1 recruitment point
  • Lv 8 (38 regions): +8 public order, -8 law, -20% construction time, +1 recruitment point
  • Lv 9 (42 regions): +9 public order, -9 law, -20% construction time, +2 recruitment points
  • Lv 10 (46 regions): +10 public order, -10 law, -20% construction time, +2 recruitment points, +1 construction point

Capital Bonuses
Capitals gain additional bonuses, depending on their development. Choose your capital wisely!
  • Town: +1 recruitment point
  • Large Town: +1 recruitment point, +10% trade income
  • Minor City: +1 recruitment point, +10% trade income, +1 health
  • Large City +1 recruitment point, +20% trade income, +1 health
  • Huge City: +1 recruitment point, +20% trade income, +2 health
    -20% construction time (factionwide) if the capital has a Ludus Magna (does not stack with the Mausoleum wonder)



Temple Overhaul
In order to give every faction a unique set of temples, some factions have received new ones. Each set will fit the faction’s theme and provide interesting choices.
Furthermore most Pantheon bonuses have been rebalanced.
The full list is in the Change Notes; here are the new Pantheons of the Roman factions:

The House of Julii represents the military might of Rome:
  • Jupiter: +25% happiness, +25% law, +2 farming level, +2 experience to troops
  • Ceres: +25% happiness, +5 farming level, +10% law, +2 experience to troops
  • Mars: +25% happiness, +3 experience to troops, +2 morale, +2 farming level, +10% law

The House of Brutii represents the wealthy aristocrats and merchants of Rome:
  • Juno: +35% happiness, +2.5% growth, +20% trade income
  • Mercury: +35% happiness, +50% trade income, +1.0% growth
  • Bacchus: +50% happiness, +1.0% growth, +20% trade income

The House of Scipii represents the superior craftsmen of Rome:
  • Saturn: +25% happiness, +25% law, +1 light/heavy/missile weapon, +1 armour
  • Neptune: +25% happiness, +3 experience to ships, +1 armour, +1 naval/light/heavy weapon, +10% law
  • Vulcan: +25% happiness, +1 light/heavy/missile/naval weapon, +1 armour, +2 experience to troops, +10% law



A huge thanks to Danymok for giving me permission to use his units and the Temple of Alexander. Check out his awesome work here:
https://steamcommunity.com/id/danymok/myworkshopfiles/?appid=885970

Popular Discussions View All (1)
12
Apr 17 @ 12:23pm
Feedback about economy and AI expansion
Alex
83 Comments
Thorbear Jun 29 @ 4:17am 
I've played through multiple long campaigns with this mod, trying out barbarians, romans and greeks, and I love it with all factions! The addition of recruitment points from certain buildings keeps the campaigns much more engaging in the late-game.
Rhonon  [author] Jun 26 @ 3:09am 
Vanilla Enhancement Map is currently the only compatible map mod, a link to the submod is in the description
GirthBrooks Jun 24 @ 4:28pm 
whats the best map mod to use with this?
private Mar 15 @ 5:09pm 
As for now, I tried more vanilla approach with original map and only a few other mods which are compatibile in my current playthrough. By the way, I found out that many things you changed are listed only in patch notes for updates to your mod, but not in mod description. Very cool ideas, which make campaigns a fresh experience. Also AI behaves differently and it was the first time when I saw Brutii pushed back to their original two cities by turn 100. One thing I noticed is that you mentioned that you can train "settlers" in huge cities, but I do not see that option as Julii. Was this feature rolled back or am i missing something? Would be cool to move population between cities in a more efficient way that spamming peasants. Anyway, I will test some more and I'm looking forward for future updates to your mod, very thought out and close to vanilla experience, rather than adding 43905875 new factions and regions as most of other mods out there. :D
Rhonon  [author] Mar 15 @ 1:07pm 
I already plan to look into both of those so you might see them implemented in a future update (they require map and script changes, which is why they are not compatibel and need to be properly integrated)

Regarding your problem: you really only need 3 mods:
1. Barbarian Engineering and Vanilla Enhancement Map
2. Barbarian Engineering
3. Danymok's Rosters Expanded

I recommend to uninstall the other three mods, the three above cover the full functionality and the other three will overwrite stuff and lead to further problems (keep them for your current playthrough though, deleting them might crash your save files)
This could already fix this problem, if the bug still persists, try to replicate it with ONLY the vanilla enhancement map mod installed. If it happens there too, please report it to ahowl (the author of the vanilla enhancement map)
private Mar 9 @ 11:32am 
I have one strange problem which only happens when I have bigger map and your compatibility mod enabled and try to play custom battle on some maps, for example "Germanic Forest", "Gallic Countryside" or "British Grassland". Game loads much slower and seems to hang for a bit, then it loads an empty map in the middle of the sea and all soldiers die instantly, which is kinda hilarious, but unfortunately it softlocks the game. It only happens on some maps, not all, and if I disable bigger map and compatibility patches then battles play normally. My current mod order if it helps:

1. Vanilla Enhancement Map and Danymok's Rosters Expanded patch
2. Barbarian Engineering and Vanilla Enhancement Map
3. Barbarian Engineering
4. Danymok's Rosters Expanded (150+ New Units)
5. Danymok's Rosters Expanded Submod - All Mercenaries in Custom Battles
6. Vanilla Enhancement Map v1.0 [Modding Resource]

Keep up the good work and thank you in advance!
private Mar 9 @ 11:32am 
I was thinking about mods that change campaign AI to be more neutral against player on harder difficulties - currently they focus player so much that it's absurd - for example Numidia or Carthage landing troops near your capital when playing Julii on VH (while they are losing their own cities due to attacks from Scipii). Or mod which makes AI attack each other when one of them is part of superfaction. Unfortunately they do not work with your mod:

- "Campaign AI Fix"
- "Passive AI Fix"

Would be cool if you happen to implement those changes or at least part of them. As for bigger map, I was testing it and all seems to work fine - additonal settlements and space helps bots develop further and counter rushes nicely.
Rhonon  [author] Mar 5 @ 3:34pm 
Unique Walls and Settlements is already integrated in Barbarian Engineering, no need to download it separately.

Unfortunately Rome Remastered isn't very compatibility friendly between mods, which means Barbarian Engineering will conflict with anything adding or changing units, buildings and the campaign map. There is a submod for the vanilla enhancement map though, that one will be 100% compatible if you want a larger map.
Because of the compatibility issues I can't really recommend anything else, but if you think a particular feature is missing I'm open to suggestions for future updates.
private Mar 4 @ 11:02am 
Very cool mod, does it work with your other mod "Unique Walls and Settlements"? It shows in mod manager as potential conflict but still works fine i think. Also, do you have any recommendations for other mods which work well with this one? I'm looking for modded but still close to vanilla campaign, but I see this game is very sensitive to mods conflicting each other.
Rhonon  [author] Jan 20 @ 9:21am 
@mrt2991
Don't worry, I'm still developing the mod further and those ramparts are on the list of things to add in the future. I might consider adding walls to the capture event, that's an interesting idea, thanks!