Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Rome Expanded
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File Size
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5.155 GB
27 Mar, 2022 @ 12:49am
16 Oct @ 11:29pm
186 Change Notes ( view )

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Rome Expanded

In 1 collection by JaceX
Rome Expanded
2 items
Description
Rome Expanded features a loyalty system, religion system, recruitable generals, 8 cultures, 17 religions, 200 regions, 107 factions, new units, new legions, an expanded senate, 46 campaign AIs, 5 battle AIs, more historically accurate map, characters, faction relationships (such as Athens and Sparta's rivalry), and much more. Translated for English, Spanish, French, German, Italian, Russian, and Chinese.

Alternate download available at: Nexusmods[www.nexusmods.com].

Join our Discord Channel[discord.com] to discuss the mod or report issues in #rome.

• AI does a better job of building up armies and attacking strategically (via 46 campaign AI personalities and detailed faction relationships)

• New Battle AIs (Default, Roman, Greek, Barbarian, Scythian) and 126 battle formations to add more dynamism when fighting different factions/cultures

• All factions (except SPQR and Carthage) have been unlocked

• SPQR and 3 Roman factions have been added into the game as: SPQR (led by the Cornelii family), Fabian Rome (replacing Julii), Valerian Rome (replacing Brutii), and Claudian Rome (replacing Scipii), also added improved banners and logos to reflect the new Roman factions

• Carthage and 3 Carthaginian factions have been added into the game as: Carthage (led by the Adirim), Barcid Carthage, Hannonid Carthage, and Magonid Carthage

• New historical events representing the Chremonidean War, Punic Wars, Social Wars, etc.

• Additional regions, units, buildings, and characters with a primary focus on historical accuracy, and then game balance

Credits
Boicote for Rome Retrofit
Milkerman for everything
Beat for region/settlement research
Sabura for the German localisation
Danymok for Rosters Expanded
Feral for releasing the remaster in the first place

Final Words
Hope you enjoy the mod, please let us know if you encounter any issues!
Popular Discussions View All (4)
2
21 Aug @ 10:42pm
Roman Generals
Zolton-
6
8 Aug, 2023 @ 12:14pm
How to replicate Senate Mechanics for other non Roman factions?
Totalste
1
18 Dec, 2023 @ 10:26am
Loyalty
Kanovskiy
859 Comments
JaceX  [author] 18 Oct @ 8:29pm 
There is a religion system that only allows recruitment of certain units if that religion is at least 10% or something. Mercenaries are recruitable based on whatever the native settlement culture is (regardless of religion).

Latin factions are being outlawed? If you added the superfaction line in the descr_strat. Maybe you need to change the campaign script and remove the lines that make the latin factions protectorates of the Senate.

Also, feel free to ask these kinds of questions on Discord. I am more responsive there.
Nobutora 18 Oct @ 12:02pm 
also i have a question how do i make the latin factions to be part of the senate? the next turn they are all outlawed :S
i have been adding roman units to them :D
Nobutora 17 Oct @ 2:19am 
thanks for all the hard work!! roma invicta!
JaceX  [author] 16 Oct @ 11:31pm 
Okay, fixed up the diplomacy for Rome and Carthage again (for real for real now). Also fixed up the spawn army glitch that sometimes happened when an army was spawned on top of another army.
Fridericus 13 Oct @ 8:36am 
For a H/H Claudii player, Hannibal is just right. At M/M the money is perfect.
What helped is the many factions seeking peace, for a price naturally. That is an excellent solution to help with the building of not only an effective army but also the infrastructure of the cities. Reduces the tedious wait period for the player. Excellent!
Ligon Flarius 11 Oct @ 8:02pm 
this is exciting news, @JaceX. We thank you!
JaceX  [author] 10 Oct @ 10:37pm 
Major update that adds a lot. Review change notes for details.

-Campaign AI improved
-Battle AI improved
-SPQR/Carthage diplomacy improved (also mostly addresses the issue of them attacking their own allies when hording)
-Lots of other script changes
johnpbarnes23 8 Oct @ 7:22pm 
Hi JaceX, recently ran into something unusual. Playing as the Hannonid Carthage faction the Cornelii invaded, conquered Carthage from the Adirim (the white Carthaginian faction). The Adirim then became a horde, I in turn capture Carthage from the Cornelii. Everything seemed fine, the Adirim remained a horde, I was still receiving "senate" missions, still allied to all the other Carthaginian factions including the Adirim. Maybe 20-30 turns later however the Adirim lay siege to Iol, I was still allied to them, even as they're laying siege to my city. They ended up taking it from me, stilled allied to them and all other Carthaginian factions and still receiving missions from them even after they took my settlement. If I tried to sully out it did give me a message asking if I wanted to break my alliance with them, I wanted to remained allied with them/other Carthage factions so I just let them take it but are you familiar with this bug?
HyakkimaruHUN 7 Oct @ 10:23pm 
LM in terms of gamplay it would make sense, in terms of realism, its more accurate, as those parts are the most populated areas at that time of age, also would kill of many countries, mostly whole greece as macedonia is very weak againts the hoplites and sparta have the best advantage againts them, but so does rome againts hoplites, so once the a.i kills off macedonia rome just goes trough greece like spearmens trough cavalry, as my spartan campaign at turn 50-55, i have a very hard time conquering rome, i can't even auto resolve my 1,3k army againts 1k as the roman a.i deletes them (and yes, i am that player who goes into siege, waits for the enemy to attack, goes to the corner with his whole army, and just watch as the enemy dies, and even with this i have a hard time)

so for balancing reasons i think its good as it is
LM 7 Oct @ 5:27pm 
I like the mod, it shows the great work and effort put into it. I'd just like to suggest that some regions, like Greece, seem overcrowded due to the number of cities. I mean, the map isn't large enough for the number of cities represented. Given the vanilla-based map size, there seems to be a certain maximum number of possible settlements before it becomes overcrowded.