I'm starting this thread just to give players some general information about this mod, and the various built in issues you'll have to deal with. Also, where to find more information about it.
First, when you've installed Roma Surrectum, there will be a new folder in you 'rtw\data' folder called
_IMPORTANT_STUFF
I intend to put tings in this folder (including the readme_first.txt) that will provide you with some basic information, and offer some options.
Probably the most important folder there will be called 'AOR_Maps'. In that folder you'll find various graphical pictures of the Mundus (Imperial Campaign) map....the IceTorque one isn't done yet....that will show you where factions start, what Areas of Recruitment limit them, and where they are. For reasons of clarity, they are shown on different pictures of the same map so as not to be too confusing.
Aside from the various AOR's that limit where a faction can build troops, one of the most important ones is the one you see named: Mundus_Faction_start.gif
Every faction in Roma Surrectum is controlled by some kind of AOR, or in this case, what I'm talking about is an 'Economic Area of Income'. Economic bonuses in Roma Surrectum are the greatest for each faction in the regions with which they start. There are no bonuses anywhere else, with the single exception of Seleucid. The reason Seleucid is excluded is because they hold most of the area they would be retricted to anyway...the 'ARAB' AOR for recruitment. So they are penalized with lesser bonuses, while other factions recieve larger bonuses in their starting territories.
The reason for this is first to control rampant money coming in as you gain new regions. I'm sure it'll have to be adjusted as more people play this and report issues, but it's meant also to offer a more realistic experience for the player in trying to build an Empire. It costs money to do this, and RTW usually gave way more money than any real nation would've ever had. Another reason for this 'EAI' is to slow down factions to some degree, and reduce the amount of armies they can field. Again, this will probably need more adjustment, but the theory and method is in place to fine tune a faction's income so they're expansion is more realistic....or perhaps, non-existant. The result of this has been that diplomacy has changed a lot in RS. Factions want trade rights and information more than war. They may even plead with you not to attack them, and seem more willing to ally with you than in the past. Obviously, with little money, nations turn to diplomacy to get it, more than war...which they cannot afford.
Now, you may get a significant amount of money per turn.....but you'll soon find that what may have been a lot in other mods is not all that much in this one. Buildings are far more costly....doubled, tripled even quadruple what they cost before....and build times are longer and more realistic. Part of the goal here is to delay the Marian Reforms, and I've chosen to do that by making the player pay for it. It'll cost well over 100000 denarii just to build the necessary buildings to even SEE the Imperial Legions. Then you'll find they're no bargain either. Depending on where they are...near Italy or way over in Alexandria...it'll could cost 2200-4100 denarii per unit.
Why so much? Well, no unit is really 'cheap' in RS, but the Legions in particular...once you start building them, are not just a bunch of units you throw together and mix and match with everything else you can recruit. These 35 Legions, with auxilia, mechanical weaponry, missile troops and cavalry, will be the ONLY armies Rome has. The goal here is play history....and Rome controlled it's Empire, and the known world, with these 35 armies that were spread out around the Empire. So the house rule of Roma Surrectum is that you don't have two or three of the same Legion....only ONE of each. You may of course have auxilia units, town watch and a few other units to do guard duty in your towns and cities, and the 'Urban Cohorts' will be available in large capitol cities. Also, the last thing you'll be able to recruit as the Romans will be the 'Praetorian Guard'. The House Rule here is that they are commanded by 'Praetorian Prefects', and historically there were only two. So two Generals command two Praetorian Legions...and you guessed it, they cost a crapload of money. But a Praetorian Legion will destroy ANYTHING. So they're worth it.
You'll find that other factions will be handcuffed by the same economic problem of raising armies, and the goal here is to limit stack after stack of armies all over the map, even though there is mostly '0' turn recruitment.