Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Total Rebalance III - Rome Rebundled (Complete Edition)
   
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17.795 GB
May 22, 2024 @ 6:54am
Jul 12, 2024 @ 8:00am
16 Change Notes ( view )

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Total Rebalance III - Rome Rebundled (Complete Edition)

In 1 collection by JonkoXL
JonkoXL's Rome Remastered Mods
32 items
Description

Very important:
Make sure to enable "Unit Variation" in the Graphics Settings, and use "Realistic" graphics mode color scheme!
Please start a new campaign. (see images)
This is a complete package (~18GB), no additional download required.

Also, a (more realistic) re-balance patch for this mod can be downloaded here (recommended):
https://steamcommunity.com/sharedfiles/filedetails/?id=3348245333


Total Rebalance III - Rome Rebundled (Complete Edition)

The complete edition of Total Rebalance III - Rome Rebundled by JonkoXL contains everything you ever wanted to play in Rome Remastered.
  • Total Rebalance III
  • Ultimate Campaign Bundle
  • Complete Unit Variation Project



Total Rebalance III" - offers the latest rebalance revision of Rome Remastered
  • Includes all (new) units added from the previous released Rome Rerostered / Total Rebalance series
  • Unit statistics have drastically been rebalanced so battles go on longer to make room more tactical and "realistic" play.
  • Faction rosters are overhauled and extended for a more balanced gameplay experience.
  • Recruitable generals (including new ones) are available
  • More availability of unit abilities (such as warcry, shield-wall)
  • Barbarian factions can level up to a large city and get access to onagers.
  • Certain buildings can unlock certain unit recruitment, such as the trader (local mercenaries), governmenet building and academy (General Bodyguard Units), docks for pirates, walls for defensive units and so on. (see: the tech three in-game)
  • Each factions has a certain faction bonus, i.e. extra experience, armor, melee damage for Barracks, Archery Range, Stable units or each of them.




"Ultimate Campaign Bundle" - offers 7 playable campaigns on the Europa 270 BC map.





"Complete Unit Variation Project" by Dux




About the balance changes

Total Rebalance III differs from the other Total Rebalance editions (that already changes attack and defense stats), in adjusting unit sizes, hitpoints, stamina, speed and recruitment times based on how "powerful" the unit is. (i.e. which tier it belongs to)
That is to say, all changes below are to make game as realistic as possible, as, for example, lower tier units should be cheaper, more easily massed, and stamina wise should endure longer than armored units (armor is heavy).
Low tier infantry is therefore by no means useless.
Hoplites now are stronger in the front, weak in the back, and while cavalry should be very effective by charging in the rear, cavalry availability is reduced as much as possible gameplay wise.

Unit sizes:
  • 240 - Low tier archers
  • 200 - Low tier spearmen, skirms, slingers
  • 160 -Mid tier units such as armorless swordsmen, improved skirmishers / archers, low tier hoplites
  • 120 - High tier units such armored or well shielded units
  • 48-100 - Elite tier units such as well armored units or units with high hit points, including General's Bodyguard on foot
  • 48-64 - Low tier cavalry (note: scythians get more)
  • 36 - High tier cavalry and Generals

Hit points:
  • 2 - All infantry with some exceptions (i.e. General's Bodyguard and some elite units such as Spartans, Berserkers)
  • 3 - Elite "heroic" units such as Spartans, Berserkers, Bastarnae, Sacred Band etc.
  • 4 - General's Bodyguard Infantry
  • 5 - Most cavalry, except Cataphract and General's Bodyguard.
  • 6 - General's Bodyguard Cavalry
  • 10 - Cataphract

Stamina and speed:
  • High stamina, fast speed - Non- or lightly armored troops, both cavalry and infantry
  • High stamina, slow speed - General's Bodyguard on foot
  • Low stamina, fast speed - Axe- and Falxmen
  • Low stamina, slow speed - Generals's Bodyguard on horseback, armored cavalry and infantry

Recruitment turns
  • 1 turn - Low / mid tier infantry
  • 2 turns - Higher tier infantry, all cavalry, onagers
  • 3 turns - Elephants
  • 4 turns - General Bodyguard

Additionaly:
  • Hoplites are now strong from the front, but very weak from the rear
  • Skirmishers, archers and slingers do tremendous damage from the side and rear or upon the front of uncovered units.
  • Cavalry charges from the rear do quite extreme damage and deplete morale very effectively.
  • Spear wielding cavalry does additional damage to cavalry.
  • Axe and Falx wielding infantry charge powerfully and do pierce damage however there defense is lower and they tire more easily
  • High tier melee swords, slingers, spear- and axe thrown projectiles also do pierce damage.

Note also:
  • There is more time for tactical manouvering such as outflanking due to fights from the front being less effective.
  • Well armored troops are very powerful, they tire more easily and can't outrun less armored troops, in addition to being harder and more expensive to recruit, so time their use wisely.
  • Cavalry is very powerful and can charge effectively and even bash through units, but their low unit count makes them easier to lose.
  • The most effective way to win is to keep the enemy engaged at the front, and buy time to outflank the enemy in the rear or sides.
  • Remember, Spearmen beat Cavalry beat Swordsmen beat Spearman.
    Ranged units beat Infantry (outflanked), Cavalry beat ranged units.
    Axemen beat Heavier Infantry (unit count wise), Light Infantry beat axemen (if outnumbered)
  • Leave a like, comment and favorite if you enjoyed this mod.



Disclaimer:
This mod is not to be redistributed with or without any modifications or any parts included in other mods, do not download this mod if you can't respect this.



Additional compatible mods

Put the following mods on top of Total Rebalance III:

Triple Chaos AI Mod (recommended)
https://steamcommunity.com/sharedfiles/filedetails/?id=3236132034

Put the following mods below Total Rebalance III:

RTR Graphics Pack:
https://steamcommunity.com/sharedfiles/filedetails/?id=2624625027

Swagger's Blood FX
https://steamcommunity.com/sharedfiles/filedetails/?id=2674375439

Enhanced Battle Camera:
https://steamcommunity.com/sharedfiles/filedetails/?id=2857196246

Enhanced Sounds:
https://steamcommunity.com/sharedfiles/filedetails/?id=2857630157
61 Comments
JonkoXL  [author] Nov 1, 2024 @ 4:37pm 
Hi Argentumguy,

I just updated the Realism Rebalance patch, which can be found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3348245333

Now Levy Pikemen uses phalanx formation again.
(Though don't expect it to be great for a low tier untrained unarmoured unit)
JonkoXL  [author] Oct 31, 2024 @ 3:47pm 
Hi Argentumguy,

Thanks for your comment!

Yes, I did change the levy pikemen in these latest iterations of my mods to use shield wall instead of phalanx formation.
Since Macedon and Seleucids can already train Militia Hoplites that can use phalanx formation, it would be a bit strange to have two low tier phalanx units.
Making the levy pikemen use shield wall gives them another type of spearman, but it's pretty low tier indeed.
(there is something to say for spearmen beating cavalry a bit better if otherwise the phalanx formation would have been broken and they would use swords instead)
JonkoXL  [author] Oct 31, 2024 @ 3:47pm 
I think you have a point overall, and I guess that it would make more sense to remove the militia line from Macedon and Seleucids and re-add phalanx mode to Levy Pikemen.
Then I'll also remove the Levy Swordsmen unit from the Greek and potentially Thracian factions, so they only have 1 effective low tier phalanx and sword type unit.
I'll change this in the Realism Rebalance patch in the coming days, so if you want to use that (new) mod which can be found here:

https://steamcommunity.com/sharedfiles/filedetails/?id=3348245333
Argentumguy Oct 31, 2024 @ 1:58pm 
i play this mod with your Unit Abilities submod, is it really intented from you that levy pikeman can only form shield_wall? i know it's easy to change it myself, but i would want to know what was your intention for it, when i play battles on hard difficulty in campaign i have the feeling that levy pikes are now complete useless
JonkoXL  [author] Oct 13, 2024 @ 11:02am 
A new (more realistic) re-balance patch for this mod has been released.

While it's still subject to change and is being testen, feel free to give it a try, and let me know what you think about the new changes:
https://steamcommunity.com/sharedfiles/filedetails/?id=3348245333
JonkoXL  [author] Oct 11, 2024 @ 3:35pm 
Hi Soviet Arvaraad,

Thanks for your reply.

Even though they are only available in custom battle (and not the campaign), it seems I forgot to change the unit statistics of the Praetorian/Elite Legion cohorts.
I will think about changing the statistics just so they make sense in custom battle, but since you can already play with the Legionary Cohort with similar stats in custom battle, you could use those in the meantime.
Soviet Arvaraad Oct 11, 2024 @ 10:37am 
I think Praetorian/Elite Legion cohorts need a big buff, comparing to Gaul chosen swordsmen which on grassy flatland testing they would lose 2/3 fights if defensive and 2/3 offensive, which isnt great considering they cost over double. Right now they just dont perform how much they cost to recruit, also their pila does 200 less damage than regular legion cohorts.
JonkoXL  [author] Sep 7, 2024 @ 4:42am 
Thank you Killsarr!
Kilsarr Sep 6, 2024 @ 10:04am 
great mod, i like the new twist of changing unit sizes, mainly on the cavalry so they cant run over armys
JonkoXL  [author] Jul 19, 2024 @ 4:06am 
Thank you Svaor, I like your idea ;)