Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Total War: Rome 1 Complete Conversion - 2025 Update!
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Tags: mod, Overhaul
File Size
Posted
Updated
130.421 MB
12 Nov, 2020 @ 2:12pm
16 Sep @ 7:11pm
36 Change Notes ( view )

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Total War: Rome 1 Complete Conversion - 2025 Update!

Description
This mod was made on the normal campaign, not Imperator Augustus or any of the DLCs

Ave! Welcome to my total conversion mod, modelled after the first iteration of Rome in the Total War series!
After around 850 hours in the game and a few unit creation mods under my belt, I decided I wanted to do something big, and something that hadn't been done yet.

This mod was made on the normal campaign, not Imperator Augustus or any of the DLCs


In short, this mod attempts to replicate the great Rome Total War from 2005 in every way, down to the balance of battles and the AI behavior. Overall, you will find the AI to be much more challenging, aggressive and intelligent on the campaign map, and you can look forward to having many, many grand scale battles with your favorite units from the original game.

As of 2025, I've done a big overhaul of the whole campaign AI system across the board, especially focusing on their budget, activity levels and recruitment priorities. They will use their scariest units, attack you with 20 stacks, and have as many armies as they can possibly pay for. They will convert buildings quickly and build garrisons, and you'll find vacuuming up settlements much more difficult. This is not only a huge reskin but an AI overhaul.


Some of the main features include:

- Most prominently, the campaign map starting positions have been set while using the first game’s map as reference. All 20 of the original factions are included in full unit, color, and flag details. Baktria is a bonus addition with all custom units, due to the fact the original map didn’t extend as far east.

- Second most, I have added every single unit from the original game and balanced them using Rome 2’s units as reference. This includes the ~20 mercenary units from the first game, which have been assigned to provinces all across the world.

- Because the base game doesn’t have settlements which start under the control of rebels, I had to improvise. 40 factions have been renamed and recolored to function as rebels, and given the “rebel” culture. The most they can do is spawn a general unit and defend their territory with their garrisons. They don't spawn armies. Unfortunately I couldn’t disable their diplomacy so they may be a bit wonky. They start with a -200 relation with all other factions.

- Battle morale tables have been edited in a way that makes the combat more like the first game, units can break and run at fuller numbers if their morale is too low, and they have the possibility of returning to your command should their morale stabilize.

- Due to the fact that most “hoplite” units in Rome Total War actually functioned as pikemen, I have made them into pikemen in my conversion. However, they aren’t as powerful as base game pikemen, the front lines of the unit will almost always have a few men using swords. Pikemen are still the best units for frontal engagements, but their efficiency at holding a line depends on the unit’s “tier”. For instance, Spartan pikemen are much better at holding a line than Militia Hoplites.

- Most factions didn’t have enough units to justify the number of recruitment buildings that are involved, so the higher level recruitment buildings simply allow you to recruit your units with higher experience levels.

- All factions have been given 4 levels of naval units, and I don’t plan on getting more in depth with navy. You can supplement your navies with land units if you want.

8. This mod is 4 turns per year, one turn per season

And those are just main features. There are smaller touches, like the music, pikemen starting with pikes in their hands, disabling forced march, and even roads increasing your movement distance on the map (I can thank my friend Turquoise_Falcon for that).
And thanks to my friend Kit for making all the unit cards, as well as helping me test the mod.

I wouldn't recommend using mods by other creators with this as it changes a large amount of the game. if you're coming across an issue, disable your other mods.

If you come across any bugs, please post in the “Bugs” sub forum below. Any questions about the mod or general comments, just comment below. DO NOT ADD ME TO COMMENT. I will not accept your request

Enjoy!
Known bugs:

Not really a bug, due to the size of the mod and the scope of things I changed, crashes are bound to happen now and then. A common crash is after you've ended your turn and the AI is taking theirs, but every time that's happened to me so far reloading fixed it. So save often.

Also not a bug, every region starts at 0% of all cultures. I did this because specifically balancing each province to be the correct culture would have taken possibly days when I could just have it all start at 0% and level out by turn 5-10. I reduced the public order penalty for other cultures by 50% to compensate.

None of the factions have starting armies due to a bug in the game, if you have custom units as the garrison (which I do for every single unit), it takes several turns for the garrisons to be at full strength when starting a campaign. If given starting armies, you could just go conquer undefended settlements within the first couple of turns.

1. The Continue Campaign button on the launcher may cause a crash upon ending your turn. I have no idea how I would fix that.

2. The industry buildings you can create in minor settlements say something about Roman diplomatic relations as their effects. It doesn’t actually do anything but it’s there and I don’t know why.


Check out my sub mods!


Population mod / People of Rome submod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2308067981


No AI agents
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=946962895

No fog campaign battles
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=946962840
Popular Discussions View All (2)
10
22 Feb, 2021 @ 5:48pm
Bugs
Alexandria38
0
14 Jan, 2023 @ 11:28pm
Rome main chain building is unavailable after capturing it.
닝닝 공주님의 기사
214 Comments
Elrosthir 2 Oct @ 2:39am 
Basically Koria with the Julii https://i.ibb.co/rGsXfH4m/rome-bug.png
Alexandria38  [author] 1 Oct @ 1:58pm 
What settlement and faction has no garrison so I can check it?

If you conquer Roma, you will not have a garrison. This was the only way I could give SPQR specifically a crazy garrison only if they held Roma. Otherwise, my only other option is to give every Roman settlement the same garrison, and Roma would be easy to yoink early on.
Elrosthir 1 Oct @ 5:25am 
That's weird, I went in to see if the "no garrison2 bug was no more, and it's still there, I even re-downloaded the mod and started a new campaign, but still no garrison
Vlady the Impaler 24 Sep @ 3:39pm 
Ahh, so glad to see that update come in!
Willz 14 Sep @ 3:02pm 
Thanks for your work - got this on my list for a future playthrough.
Alexandria38  [author] 6 Sep @ 12:43pm 
I recently played a campaign until around turn 200, and I noticed the map was quite sparse at that point, with most surviving factions having 1 or 2 active armies and fleets. This essentially made it so the player has no opposition.

In response, I made the AI use way more of their budget on recruiting and prompt them to recruit frequently. I tested it and noticed that the AI is recruiting 4/4 armies at the start of the game now, and constantly replacing their losses. This should mean that as an AI conquers more territory, they will actually field a lot more armies to cover their territories instead of staying at 1 or 2 from the beginning of the game.

Hopefully you enjoy the increase in challenge and an even closer representation of the AI's activity level in Rome 1!
Alexandria38  [author] 6 Sep @ 12:38pm 
New update.

- AI recruitment budget has been increased to near-infinite. The AI will now field as many armies as they can financially support, up to the campaign cap. This results in a much more active campaign map and more interesting battles.

- Created guidance parameters for AI army compositions. Some factions weren't using some of their roster, or were prioritizing their weaker units. This aims to make the AIs use their faction's unique units more often
Twixter38 6 Sep @ 7:51am 
Thank you for this, I am looking forward to playing.
Alexandria38  [author] 4 Sep @ 3:25pm 
I think Head Hurlers for Britania were also not recruitable for some reason, should've fixed that too! And they have a custom head projectile.
Alexandria38  [author] 4 Sep @ 3:25pm 
New 2025 update is out!

I improved the campaign AI in many ways: construction priorities and speed, unit recruitment and army composition, as well as priorities for waging war, attacking vs defending and so on.
AI factions will now use much better army compositions, including a balance of all unit types, rather than spamming one type of unit.

I also fixed some bugs with garrisons thanks to Elrosthir pointing it out