Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Mundum Vincere
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File Size
Posted
Updated
15.306 GB
12 Jul, 2022 @ 2:16pm
7 Sep @ 5:38pm
49 Change Notes ( view )

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Mundum Vincere

In 1 collection by gfront55
Frankster's RTW:R Mods
14 items
Description



Mundum Vincere; a World to Conquer.

This mod is still a WIP.


Important!
Mod is made to be played on English version of the game with unit variation ON, and realistic color scheme ON. Advice can be turned on if you want scripted faction intros for Macedon and Sparta.

This mod is an overhaul for Rome Remastered, featuring Kirsi's Bigger Map, new units, new character names, new mechanics, and over 200 new factions, with most of the major ones playable.

Last pic is of the old map for comparison.

Features
272 BC start date
Danymok's units
Barbarian buildings from BI
Over 200 new factions
Massive campaign map
New soundtrack
Recruitable generals
Roman government & recruitment mechanics

Only vanilla factions have access to Danymok's new units.

Playable Factions
---Vanilla---
Romans (Unified)
Lusitani (Spain)
Armenia
Arverni (Gauls)
Carthage
Ptolemaic Egypt
Getae (Dacia)
Iceni (Britons)
Macedon
Masaesyli (Numidia)
Odrysian Kingdom (Thrace)
Parthia
Pontus
Seleucid Empire
Sparta (Greek Cities)
Suebi Confederation (Germans)
---New---
Ardiaei
Athens
Bactria
Boii
Celtiberi Confederation
Cimmerian Bosporus
Colchis
Epirus
Galatia
Marcomanni
Massalia
Nabataeans
Nervii
Pergamon
Syracuse
Tylis
Maurya Empire
Saxons
Etruscan League
Taras
Veneti
Insubres
Sardinians
Boeotian League
Cyrene
Caledonians
Saba
Kush
Chola
Anuradhapura
Massagetae

Since there are many new factions on the campaign map, you might find yourself besieged much more often, making the campaign a lot harder. It is recommended to play on easier difficulties

Most of the new factions have generic rosters due to the sheer number of factions, but there are some new units to fit the needs of certain regional factions. Most new factions lack unique faction colors.

Official Submods
Campaign Map Fog
Divided Romans
Historical Senate
Less Aggressive Minor Factions
Rome 2 Music


Credits
AI Battle Formations 7.0 by Sinuhet
Automerge, capital flagger, garrison, & siege/blockade scripts by RTR:IS dev team
Enhanced Camera Bundle by Ganim
Enhanced Sounds by Ganim
Ganim's UI by Ganim (slightly modified to allow advice)
Even Bigger Map by Kirsi (modified with a few additional regions)
Original Loading Screens by Ganim
0AD Soundtrack by Omri Lahav, Jeff Willet, Mike Skalandunas, and Shlomi Nogay
-Thanks to these talented creators for giving me permission to use their work-
Danymok's Ptolemaic Egypt
Danymok's Rosters Expanded
Imperial Truth - Name List Extension by Corythus
Vestal Guards from Tales of Antiquity by eduardo7010
New music by Tyler Cunningham
Popular Discussions View All (5)
64
4 Sep @ 6:24pm
PINNED: Suggestions
gfront55
39
5 Oct @ 9:04pm
PINNED: Bug Reports & Troubleshooting
gfront55
2
2 Sep, 2024 @ 1:10pm
Late Game file corruption
CptNiner
313 Comments
GEGEJAMES 17 Oct @ 5:12am 
@guys...I READ THE COMMENTS so I'll try to spare you the FRUSTRATION I felt.
Because it's a quality mod...But you should know that you won't get far. There's a BIG saving problem, I must have crashed at least five times with this MOD (hours and hours lost) last failure barely a month ago. A richness of the game that is not addressed and it's the guaranteed crash FOR AN AGEING ENGINE not computer-tuned to support so many armies of factions of buildings etc....Having tested everything that exists in MOD I can tell you that many creators "give up" or leave their creation as it is....it must be a lot of hours of work and balancing (this is not a criticism I understand perfectly)
charon 11 Oct @ 11:17pm 
Hello, author. I'm a Chinese player. This seems incompatible with the Chinese version. Can it be solved?
Coffeetime 5 Oct @ 1:37pm 
@Morgoth
Bad news, that happened around 105 BC
Morgoth 5 Oct @ 4:47am 
Guys, tell me when the reform will start in Rome?
micahperrin 20 Sep @ 7:01pm 
how do you access thisngs like the Gabiniani
raykano 20 Sep @ 7:34am 
Maybe I've never noticed it before, but has the disease rate been changed in the last update? I'm playing the Seleucids like I did before the update, but now I'm constantly battered by diseases (2-6 cities every turn). The AI is hit by this plague as well, it springs up all over the map, far more often than before I think.
Morgoth 19 Sep @ 11:12am 
It's impossible to play, not only does it take 10 minutes to load, but it also started crashing after every second move.
︽ Lance Corporal Springer 18 Sep @ 8:58pm 
Bug Report?
When I start as Veneti, on turn 2, Macedon and Athens become my protectorates, and various other nations sign auto trade agreements with me. Only other mod is Mundum Vincere: 4 Turns Per Year. Can you confirm if this is a bug for you guys also?
gfront55  [author] 13 Sep @ 9:44pm 
Yeah basically you have building chains for allied cities and roman cities, everything starts as a tributary city unless you can afford to establish a colony, otherwise you have to go up the chain. Generally the buildings are meant to simulate the different types of government the romans had but I had to go a roundabout way of doing it, and they're all buildable at village level. That's why the chains aren't visible, plus they aren't even true chains
erun 13 Sep @ 9:32pm 
I couldn't find an explanation of the Roman political buildings, so here is my understanding after having played around for a bit:

If a Roman settlement has no political building, it suffers a -100% penalty to Law and a -50% penalty to Happiness. It is therefore necessary to build either a Praefectura or a Civitas Stipendoria on the first turn. A Praefectura provides a significant bonus to Law, but is otherwise a dead end. A Civitas Stipendoria unlocks the two main chains:

Civitas Libra -> Civitas Foederata. Civitas Foederata unlocks auxilia units. These buildings boost Happiness and Trade at the expense of Tax revenue.