"Roma Surrectum"...which means "Rome Arises", is a full conversion for RTW1.5, with campaigns from 280BC-200AD.
Here are some features of this mod:
1. Three provincial campaign maps, two using IceTorgue's (enhanced by Webbird) large map, and one using Mundus Magnus 3 map....the first two have United Romans and United Rome with Senate, Mundus is United Rome.
2. Numerous goodies that are pretty much expected in a mod, Skymod by Archer, Prometheus Grass, Darth's formations and Sinuhet's AI 7.0 formations, tree mods, vegetation, etc.
3. Rome's Legions....ALL of them..with the exceptions of one that never fought a battle and was disbanded, and XVII, XVIII and XIX..which were destroyed in a German forest in 9AD, and had no names. All the other legions are named with their full names and titles...35 in all.
4. Each of the 35 Legions has it's own Standard, with it's own historical symbol and name on that Standard (as far as is known).
5. The Legions will be recruited in various AOR's via a new building called a Roman Military Base, which can be built only in ten selected areas.
6. The Legions use Riczu's Romans, and each has it's own history in game(as far as is known).
7. There are 12 numbered 'Republican Legions'..consisting of Hastati, Principe, and Triarii Manipals..using a common 'SPQR' standard..recruitable in 12 different AOR regions, and using a total of nine different models for variety, with matching Unit-cards.
8. 12 'transitional' Republican Legion '1st Cohorts' that appear at a later time to carry the 'eagle standard', and represent a gradual change in the Roman military and it's legions.
9. Added three Roman 'units'..Roman Governor, Roman Counsul, Roman Praetor Vicarius with foot-soldier bodyguards who are the governors of cities and regional areas and territories...(freeing real Generals to fight!).
10. Four 'new' factions, using converted scipii ,julii, Thrace and Numidia. They are Epirus, the Kingdom of Syracuse, the Kingdom of Cimmerian Bosporun, and the Kingdom of Pergamum...all Greek factions.
11. Egypt has been almost totally converted to it's historical 'greek' self of the time. New units, standards, etc.
12. Carthage has been heavily revamped with new units, standards, niceties.
13. Every faction has had all units reskinned..thanks to Webbird's kind permission, and most have new units, AOR systems, etc.
14. Almost all building levels can now be built by all factions, including Barbarians. So all have many new buildings, BI buildings brought over into RTW, new 'Warport' level for ships with AOR, and several new buildings for Romans.
15. All factions are limited...or shall I say..'handicapped' by an AOR system that prevents the building of more elite units outside their known area of influence. It balances the game, and prevents lightening fast expansion by one 'super-power' that overwhelms all the others.
16. Various AOR units are available for all factions in captured areas, and many new mercenaries included.
17. All factions have 'reforms' of a sort to change their military somewhat and make more 'time-period' common-sense type units available to them....assuming they survive to the later stages of the game.
18. Many, many changes to things that would affect economy, building and unit costs, and building times. Upper level buildings are very expensive and take longer to build.
19. Unit strengthshave been balanced, so that almost any faction will have a chance of winning. Also, with Sinuhet's new AI configuration, every battle is a real fight, and you'll get a bloody nose no matter who you are!
20. Unit recruitment is now '0'...but a '1' turn EDU.txt will be provided as well.
21. Character movements are greatly INCREASED in this mod. The change has helped correct the issue of many AI armies getting 'stuck' or abandoned, only to have more show up in the same place, and suffer the same fate.
22. Many other tweaks, but no scripts.
23. New faction symbols, banners, etc. thanks to many RTW modders.
This Mod is in Beta testing now, so look for a release very soon.