Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Barbarian Engineering
   
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71.083 MB
Jun 29, 2023 @ 1:01pm
May 31 @ 12:30pm
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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
Danymok’s Rosters Expanded is required!
Load Barbarian Engineering above Danymok’s Rosters Expanded.

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)
8
Apr 12 @ 12:02am
Feedback about economy and AI expansion
Alex
65 Comments
Alex Apr 9 @ 11:42am 
@Rhonon
I started a Feedback thread in the Discussions tab to not spam the comments here
CenZ Apr 3 @ 2:39pm 
Thanks for letting me know!, well ill need to search for a guide or something, never modded but hey its never to late to try xD
Rhonon  [author] Apr 3 @ 1:05pm 
@CenZ Although I personally never used that mod, I'm fairly confident you can do this yourself within a couple of minutes. Merge both campaign scripts, that should do the trick.
CenZ Apr 3 @ 2:45am 
Hi Rhonon, I would love to know if there is a way to make the 4 turns per year mod compatible with your mod! , Thanks in advance!
Alex Mar 30 @ 1:50am 
Great! I will let you know!
Rhonon  [author] Mar 29 @ 1:38pm 
I pushed an update earlier today with fixes to a few annoying bugs, including the capital bug.

Let me know how your next campaign turns out, I'm interested to see if you're still able to complete the campaign in 50 turns without Parthia's overpowered horse archers
Alex Mar 28 @ 11:38pm 
Do you already know when you'll do the capital city bug update?
The Parthia campaign has become a bit unplayable because I cant really take cities that are capitals and even if I take the capital it keeps moving to the next city. It is requiring too much workaround of cheating 30000 denari each time I take a capital and having to fix all ensuing public order issues. So I would wait to start another campaign until it is fixed : )
Alex Mar 28 @ 3:55pm 
All in all, I actually liked that I dont have to fight just one faction over and over again as it does get quite boring. So no faction being super big was actually nice. It wasnt even meant as a Criticism I just wanted to give you some Feedback as you had made changes to the AI and also to Rome. I'll definitely play this over Vanilla from now on, and am excited to try out Barbarian factions with this.
And if one wants faster Marian returns or bigger AI, one can always just spend several dozen turns just ending them and maintaining without expanding.
And thank you for the mod! A bit of feedback is the least I can do after having a lot of fun with it :D
Alex Mar 28 @ 3:53pm 
Yeah I exterminated any non-eastern faction that would give me culture penalty. However Parthia might not be indicative of a normal campaign, as I pretty much only fought with horse archers and thus didnt have much casualties and could move faster across the campaign map. Also I specifically started this with the goal to take Rome as quickly as I can while not just sending a ship there, so Rome is the most West I have gotten so far, otherwise I have only taken Greece/Macedon,/Thrace and all eastern factions. But it has definitely been more of a challenge than vanilla :) And I like that in the end game I dont have infinite money and actually have to think about what to build and where as I cant build everywhere so the limited money due to corruption is nice!
Rhonon  [author] Mar 28 @ 5:42am 
The mine tooltip is a vanilla bug, it always displays the value of a vanilla silver mine (so it was completely wrong about gold mines anyways). I changed the trade values, so now it's wrong for both.

The capital bug is fixed in the vanilla enhancement map submod, if there are no problems reported there I will implement it in the main mod. That fix is unfortunately not save game compatibel and I pool all non-save game compatibel changes together in a bigger update. Otherwise people will be reporting all kinds of different bugs, depending on when they started the campaign.

Again, thank you for taking the time and providing feedback, I really appreciate it!