Ave, RTR Player!
You will find the 3.3 edition of the Extended Realism Mod based on Rome Total Realism Platinum Edition v1.9 a totally new gaming experience. It's built around RTRPE 1.9, but makes some major changes.
First, we'd like to introduce three new factions. In the far north, the Celtic Britons now sail the seas in search of plunder and new areas to conquer, making the northern flank of Europe no longer safe from invasion. In Asia Minor, the King of Bithynia has foolishly invited another group of Celts to help him secure his throne. Click the "end turn" button 2-3 times and you'll see how that turns out for him. (Hint: Worst. Houseguests. Ever.) And from the pieces of the Greek faction in RTR comes the Kingdom of Epirus, which Pyrrhus is attempting to lead to glory.
If you're new to the Extended Realism Mod, it heavily alters the Italian AoR. Here's how Candelarius, who created the ExRM, described it:
I've included Candel's aforementioned guide in this patch (with his permission), and I encourage everyone to read it if they're interested in playing Rome. It's an excellent update of Quintus Sertorius's work.Based on the discussion we had in my Ultimate Guide to Playing RTR Historically as the Romans thread at the RTR forums, I decided to put together this mod for RTRPE that more accurately reflects the historical composition and recruitment methods used by the Romans in the Early, Middle, and Late Republic. Currently in RTRPE, as the Roman player you can recruit Roman Infantry (hastati, principes, and triarii) from any province that has a Provincial Barracks, in or out of Italy. However, historically, during the time of the Middle Republic (prior to 95 BC), only Romans (re: citizens of Rome) were eligible for service in the legions. The Romans would conscript soldiers into their armies from their Latin allies, but these military contributions initially waged war in their native fashion (Italic Swordsmen and Spearmen). Later, as the Latin allies became more integrated into the Roman methodologies and gained greater access to Roman arms and armor, the Latin allies began to closer and closer resemble their Roman counterparts. However, there was a very distinct difference between Romans and Italian allies. This modification of RTRPE simulates that difference and more historically represents the composition of a Republican Army. In addition, when you use the optional Promethean Legion addon pack, you'll have Augustan reform Roman units. Finally, this mod introduces a number of other mods created by myself and other community members to enhance the realism of the gaming experience.
- Three additional Mid-Republic units available for recruitment: Italic Hastati, Italian Principes, and Italian Triarii. These represent the later Romanized Italic legions that were levied from the Latin allies. The Italic Infantry will be recruitable only in Italy and only once you have completed the Provincial Barracks. Until you complete the Provincial Barracks, your allies will submit native Italic levies (see next point).
- Seven new Early Republican allied Italic troops units and the existing two units in RTR have been reskinned. All Italic units are broken into four defined Areas of Recruitment (AOR). As this chart illustrates, instead of general Italian spearman and swordsmen, you'll now have Etrurian, Marsi, and Samnite spearmen and swordsman, as well as Greek skirmishers and hoplites in the south.
- Roman Infantry (Hastati, Principes, and Triarii) are only recruitable in Roma and Capua. Historically, the Roman Infantry were only recruitable in Rome (levies from the landed citizenship of the city), but, later, Capua became a major Roman training center. I have made the Roman Infantry recruitable in both cities at the start of the game. This is a minor concession to gameplay, to better enable the player to build appropriate armies as represented in my guide.
- Both Roman and Italic Infantry are only recruitable in Italy. It wasn't until all of Italy received the Roman citizenship that Romans began to recruit for their legions outside Rome. Italic Infantry are obviously not recruitable outside Italy. You will need to maintain careful lines of supply and be careful with your expansion, as you will have to ship Roman and Italic troops from Italy to your front lines. You're going to become very dependent on mercenaries and diplomats when far from home, as was historically true at this time.
- The standard version of this mod does not effect the Marius event and does not effect post-Marius legions or recruitment, with the exception of the Roman First Cohort. I increased the unit size as was historical and increased the unit's cost accordingly. For info on the new Marius and Augustan units in the optional Promethean addon pack, see below.
- The Mid-Republican Italic Infantry have the same costs and stats as their Roman counterparts, but, suffer from slightly less morale (since they are fighting as conscripts and not for the glory of Rome!).
- This mod includes the correct triarii unit size (half from vanilla RTR). See Quintus' Guide to Conduct Becoming of a True Roman or my own guide for details on historical Republican army formations and unit compositions.
- I changed the initial buildings in Italy. In vanilla RTRPE you start with Provincial Barracks in Ancona. I changed the starting buildings to Phase III Auxilia. This was done to simulate that you need to invest in your allies (build Provincial Barracks) to get access to better Italic Infantry troops. Capua starts with a Provincial barracks like normal, but can recruit Roman Infantry, to simulate the fact that Capua was a major training center and, in game terms, to give the player one more city from which to recruit Roman legions.
Candelarius also included a number of other changes in the original ExRM:
Spoiler Alert, click show to read:
In the latest update, we've made a number of additional changes (long list follows):
Spoiler Alert, click show to read:
Last, but not least, we have some substantial new scripting. Several of the weaker computer factions get regular fund boosts if they run low, and a few factions get emergency army boosts if they appear to be facing certain ahistorical threats. (In particular, this was the only way I could figure out to save Rome in the early game. It just gets hammered by Carthage, and the AI isn't smart enough to have a reserve army to deal with it.) Most importantly, though, this version includes V.T. Marvin's fantastic "Spoils of War" Micromod. If an army smashes its opponents in the field, it receives a monetary bonus to represent being able to loot the opponent's camp. It's an elegant piece of scripting, and I'm pleased to be able to include it in the ExRM.
Late addition: I've removed a small piece of the Bactria/Parthia landblock and given Sarmatia the Massagetae region. (Bactrian players--please don't invade Massagetae. You'll ruin the scripted attacks and it's pretty ahistorical.) This was necessary for the new raiding script, which sends small (and sometimes medium) armies of Sarmatians to attack Bactria. Oh, and, um...how do I put this...don't be anywhere near Transoxiana in the mid-100s B.C. Trust me on this one.
Later addition: By popular demand and the grace of DimeBagHo, we now have Forced Diplomacy. This allows the player to force the AI to accept a diplomatic proposal...useful for factions that don't know when to quit, or for when you want to help the AI out and it's too stupid to accept. Here's how to use it.
1. Press Esc
2. Go to Game Options
3. Check the "Reset Advisor" box
4. Return to the campaign map.
5. Use a diplomat to engage in diplomatic relations with another faction (that sounds a little dirty...)
6. Click the "?" in the top right hand corner of the diplomacy window
7. The advisor pops up. Follow the instructions by clicking "show me"
8. Click the advisor's face to make it go away.
9. Select the offers/demands you wish to make.
10. Make the offer/demand. The AI will (grudgingly) accept them...if it has the ability to do so.
This only works for one offer or set of offers, so you must repeat this process every time that you would like to force the AI to accept an offer/demand.
New for v3.3.3:
HouseOfHam has outdone himself and scripted a way to run the 4tpy script without requiring the user to click on anything. How cool is that?
Shield wall is out. It was too unbalancing. I compensated by giving shield wall units a closer formation.
Various minor bugfixes
How to run the Game under rtw.exe or alex.exe:
Spoiler Alert, click show to read:
Finally, this will be my last major release of the ExRM. It's not perfect, but its remaining faults are beyond my ability to fix. (To my knowledge, anyway. I'll release bug fixes as needed, but this should be the final set of major changes.) This is now the mod I've always wanted to play, and I hope you all enjoy it as much as I am.
Known Issues:
-The Epirote pre-battle images don't work. Not sure why, or how to fix this. Seems to have no effect beyond looking weird.
-Mouse-over text for some items is completely wrong. I have no idea why or how to fix it. I don't think we've ever even edited that file.
-Similarly, some of the heading text in pop-up messages is totally wrong. It's probably a related issue.
-The Sarmatian raiding script doesn't always have the desired results. It works well enough to bother including, though. If you see Captain Kurdurmabug wandering around the Caucasus looking lost, please be kind.
-Various units cost 30,000+ denarii, and you'll find a rather odd set of units at the governor's house. I recommend ignoring them. This is a feature (of the revolt CTD fix), not a bug.
-All bugs of RTR-PE are incorporated herein by reference.
--This includes the building browser unit selection CTD. Feel free to open the building browser, but I recommend against clicking on a unit from one of the building descriptions in there. Due to the RTR recruitment system not getting along with the RTW 1.5 patch, this will cause a CTD.
Sincerely,
Quinn Inuit and the ExRM 3.3 team: Arnold Legion, V.T. Marvin, BladeRunner900, Solaris, Caldarium, Grythius Avalorius, and Emperor Domitianus
v3.3 Credits:
We'd like to thank...
-V.T. Marvin for the Spoils of War Micromod. It's a great addition to the ExRM.
-Caldarium for his text editing in general and the the Greek Colonies Micromod in particular. Now Greeks can properly colonize stuff.
-Arnold Legion, V.T. Marvin, Solaris, Caldarium, Grythius Avalorius, and Emperor Domitianus for beta testing.
-DimeBagHo (of the XGM) for his forced diplomacy script
-the EB Team for letting us steal their "Unit Size Script" idea.
-Marcus Camillus (and, indirectly, the RTR Dev Team) for the new strat map tiles
-BladeRunner900 for the great new loading screens and the Tarentine cavalry info pic
-King Louise Asshurbannibal for even more really cool units
-Florin80 and Salvor Hardin for the new revolt CTD fix
-Monkwarrior, MMF, and the ITW team, for the Tarentine Leukaspides.
-HouseofHam, for streamlining the 4tpy script
-Everyone in the forum thread for great discussion and ideas
And, of course:
Thank you to the RTR-PE 1.9 team for the excellent new release.
v3.2 Credits:
-Wien1938, whose work on phalanx units was the backbone of the phalanx updates in this release.
-Sinhuet contributed his excellent formations.
-Thanks to the people who worked on a now-lost RTR Forum thread about the behavior of General's cavalry with varying numbers of HP...I'd cite you if I could find you, guys.
v3.0 Credits:
-This update was a team effort start to finish.
-Quinn Inuit organized it and replaced the Senate faction with Epirus, refusing to let his complete lack of modding ability get in the way of finally getting to play as Epirus.
-Iamphet stepped up and did most of the actual hard modding work, integrating the ExRM Promethean edition with RTR-PE v1.8 and consistently meeting any problem with skillful coding and clear thought.
-AndarielHalo, Goddess of Absolute Physical Perfection, channeled the ancients of Epirus to do a lot of great unit R&D. The Epirote Faction is much more well-developed for her work, and any weakness in it should be laid solely at the feet of Quinn (who wasn't always able to implement her unit ideas).
-Sheep came in and did stand-out beta testing (which mostly consisted of chasing down Quinn's screwups), and then went above and beyond in his impressive rewrites of several key files, notably Export_Units. He also slightly altered the 4tpy mod to allow Romans to continure building military experience while consul.
Special Thanks:
To CA for making a great game.
To the RTR team, for making a great mod. They did and continue to do truly trailblazing work.
To the RTR-PE team, for taking that mod to the next level.
To Candelarius (Yakaspat), for making the Extended Realism mod. It really fulfills the promise of RTRE.
To Marcus Camillus, for the 4tpy mod and his continued contributions to the RTR community
To tQst, for making Epirus a possibility.
To King Louise Asshurbanipal, for a bunch of great skins.
To everyone who pitched in advice and suggestions, or who wrote great modding guides (too many to list)
Original thanks, by Candel:
Immitation legionary models and skins are by Prometheus. The shield designs of the Armenian, Pontic, and Numidian units are by the RTR Team. All skins are used with permission. Thanks to Prometheus for making the Promethean Legions pack available for this mod.
Thanks to Quintus Sertorius and DaVinci for their excellent gameplay guides and historical research. Thanks to Crymson for brainstorming ideas and suggestions. Special thanks to Marcus Camillus for his 4tpyr Mod. Also, thanks to the RTR Team for the unit models and skins. Thanks to Dark89 for his permission to use the RTR files for this mod. Additional thanks to Dominus for his historical advice on early Republican army compositions. And thanks to Cheexsta, Ryman, Macedonn, and Stuie for all their modding advice. Thanks to Darth for his AI formations mod. Thanks also to lt1956 for his Roman fort. Additional credit to Caius Britannicus and Warspite for the new Spartan and eastern officer unit models and skins. Thank you very much to Prometheus for his Promethean Roman Legion skins pack, which is used here with permission. Thanks to Pinarius for his excellent horse models and skins. Also thank you to AngryTitusPullo and Salvor Hardin for their help with the "add money script". And finally thank you to the rest of the fan community, and those I forgot, that have made this mod possible.