Sid Meier's Civilization VII

Sid Meier's Civilization VII

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Rome Rework
   
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17 Sep @ 9:49pm
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Rome Rework

Description
This started as a Traditions overhaul after Rome got hit with the nerf bat but it's slowly morphed into a full on rework. I've never really liked Rome in any civ game honestly, I think they beginner-proof them to the point of being kinda nothing. So this rework attempts to inject them with historical flavour and give them some fun gimmicks. The main goal was to make the traditions actually DO something since Rome wants to be the traditions civ. I haven't removed anything from the kit so the Legatus still gets Bulwark, the settlement limits are still there etc. Traditions are in bold.

Civic Tree

Exercitus Romanus

Auxilia: 10% Production for Units in the Capital for every Town.
(Now affects all units so useful for non-warmongers, and increased from 5%->10% so now 2 towns equal 1 copy of Salt rather than 4)

+3 Combat Strength against Independent Powers.
(Gallic Wars)

Exercitus Romanus II

Gain 50 Happiness when a Commander receives a Promotion.
(Roman Triumph)

Cursus Honorum: +2 Culture for every Commander Level.
(Makes more sense thematically for Cursus Honorum than buying Infantry and has full game relevance / scaling)

Civis Romanus

Thermae: +2 Happiness on Food buildings.
(I wanted a 5th Tradition so the Legion CS buff would be +5 not +4. I just love Roman baths and miss the aqueducts from 6.. at least now your baths will give you +2 happiness)

+2 Gold on Happiness buildings.
(Same reasoning as the baths one, it's a shame Rome doesn't get bonuses for its iconic infrastructure. Well now you get gold from your Roman Villas, Arenas, and the Temples of Jupiter - which were used as state treasuries!!)

Civis Romanus II

Latinitas: +15% Food, Gold and Happiness in Towns.
(Removed the specialisation thing so it can help your towns grow and removed the culture so I could make the number bigger. Can you believe this is +5% in the base game?? For context the antiquity 'Castes' policy gives you +25% food in all towns and I still never run it)

Units gain +1 Movement from Roads.
(Come on, its ROME)

Legatus Pro Praetore

+2 Influence for every slotted Tradition.
(I tried having the Forum give +1 Influence per tradition like it does culture but it was wayyy too much. Just a minor reward for players who aren't getting use out of the Legion CS)

Colosseum Unlock
(Moved a tiny bit earlier)

Senatus Populusque Romanus

Princeps Civitatis: For every slotted Tradition, the Capital gains +7 Production but loses -7 Happiness.
(Here's the gimmick! Designed so you're always toeing the line between Senate and Dictator. Use the card sparingly to rush important wonders in your Capital at the cost of culture and science, half and half it with just enough Traditions slotted to not go into the red, or try to stack enough Happiness to use it all the time for big rewards. It's a little intimidating on paper but I love the way different Leaders handle this. I've played Lafayette / Shaman Himiko and just tanked the unhappiness, I've gone wide and settled / traded for lots of happiness resources, I've played Augustus and built up all the happiness infrastructure possible in my capital, I've gone warmongers and just tanked the science/culture debuffs to print units with the crazy production...)

Garrisoned Legates reduce Settlement Unhappiness by 20% for each Promotion.
(Oh look, another way to deal with it! It's very thematic and Roman taking your accomplished commanders off the front lines and having them serve as Consul to make Rome even more powerful)

Legates gain the Zeal promotion.
(This is the one that gives you 5% to city yields when you're garrisoned. It doesn't do much but it's just a nice little reward for engaging with the commander->consul gimmick. Because when was the last time you ever intentionally picked ZEAL)


In my experience the games go

First chapter: Picking Exercitus Romanus and challenging Independent Powers for Early Celebrations

Second chapter: Civis Romanus for the urban boosts, building up your Towns and Capital

Little break to build Colosseum

Third chapter: Figuring out how to balance Princeps Civitatis with the resources you've got

Fourth Chapter: Completing your Legacy Path(s)

Fifth Chapter: Crisis and Finale



14 Comments
Renouf  [author] 16 hours ago 
I'm sorry, I dunno what the conflict could be - as far as I know this is the only Rome rework here. I've got 63 steam mods installed right now and its working fine for me. It would have be something that changes Rome's civic tree or traditions because they were the only files I touched.
Conquistador_514 19 hours ago 
I do use mods though ..... this game is unplayable withought
Conquistador_514 19 hours ago 
You may be right ? but even with tech and civics traditions... it was showing old values.
Renouf  [author] 20 hours ago 
@Conquistador_514 Working for me, maybe a mod conflict? Would have to be something that changes Rome though. None of the splash screen text is changed, just the traditions and civic tree. So text for Civ Ability / Buildings / Units is still the same, so it can look like its not doing anything until you unlock the civic tree
Conquistador_514 19 Sep @ 1:51pm 
this did not work, same old rome ?
Trans_Tahlia 19 Sep @ 10:29am 
WOW! Please do all of these, all those civ rework ideas look genuinely amazing!!!
Garebear 18 Sep @ 11:24pm 
Omg this flavour is absolutely perfect!! Rome definitely needed to be upgraded from being a blank/bland civ for new players to try, and I think you hit the nail on the head for how the changes should go. I'll definitely try this in my next game!
Renouf  [author] 18 Sep @ 10:11pm 
> PERSIA REWORK - Concept. Makes it worth picking Persia now that Assyria is in the game. Gives them a proper Economic focus like Aksum, and turns the Paradise Gardens into Happiness printers that can keep your important cities happy while the rest of your Empire suffers from war weariness / over settlement cap malus. I haven't started it yet but this is probably the one that'll see the light of day first because I want to play with it, which is usually how my modding process goes lol.

> HAWAII REWORK - Concept. Restores their big culture from ocean tiles, lets them start the age with ocean crossing, gives their buildings food adjacency from coast like Pachacuti gets from mountains.

> EGYPT REWORK - Concept. More of an experiment. Was trying to see if I could give Wonders adjacent to the Necropolis double effects, encouraging you to create elaborate, extravagant tomb complexes with powerful synergies like double-strength Petra desert yields etc.
Renouf  [author] 18 Sep @ 10:09pm 
@HapPy HaMbuRgeR The WIPs I have on the backburner are:

> NORMAN REWORK - 99% finished. Overhauls their traditions and gears them to be more about Influence / Celebrations rather than culture. Examples include Servitum Debitum giving you Influence for every commander XP earned, reworking the gold on farms to be a Tradition you can carry forward to later eras, and letting you get relics from conquering to fit the Bayeux Tapestry / Crusader theming.

> UNIQUE TREASURE FLEETS - 40% finished. Started as a spiritual successor to Sukritact's broken Majapahit rework that ballooned out of control. Gives each Exploration civ a unique way to earn treasure fleets like Songhai/Inca. Examples include Majapahit getting Spice Island Treasure Fleet from Island Cities, Ming getting Tributary Treasure Fleets from suzeraining city-states (doubled in distant lands so theres a Zheng He element), and even combat ones like Mongols getting Treasure Convoys from razing and looting cities.
Renouf  [author] 18 Sep @ 10:08pm 
Thanks for the positive comments guys! I made this for personal use originally and nearly didn't upload it so glad to see it was the right choice!