[Release Announcement] R2TR v4.0 has been released!
Rome 2 Total Realism is a comprehensive overhaul mod for Total War: Rome II that aims to provide players with a more historically accurate and immersive experience. This mod includes changes to unit rosters, battle mechanics, campaign gameplay, and more, all based on extensive research and historical accuracy.
With Rome 2 Total Realism, you'll experience a more challenging and realistic gameplay, as you navigate the complexities of ancient warfare and diplomacy. The mod features a redesigned recruitment system that allows for more strategic choices in unit composition, as well as enhanced battle mechanics that simulate real-life tactics and formations.
In addition, Rome 2 Total Realism offers a more immersive campaign experience, with changes to diplomacy, economics, and cultural integration that reflect the historical realities of ancient Rome. The mod also features new factions, units, and campaigns, all designed to provide a more diverse and engaging gameplay experience.
Whether you're a history buff or just looking for a more challenging and immersive Total War experience, Rome 2 Total Realism is the mod for you. Try it out today and lead your armies to victory in the ancient world!
MOD INCLUDES:
- NEW WAY HOW TO ACQUIRE ARMIES. Instead of Imperium level, number of armies and fleets you have depends on how many barracks and military ports you build. These buildings have drastic impact on economy, so only strong empires will be able to afford lots of armies in the field.
- INCREASED IMPORTANCE OF FOOD PRODUCTION, which is now one of major factors behind unit replenishment. Having large food surplus provides extra replenishment to armies. Armies consume food based on their active stance. Not having positive food balance makes population unhappy, while your political opponents will get dissatisfied with the ruling faction, which might create political crisis.
- FULL FOCUS ON COMBAT MECHANICS and better unit behavior for more challenging game play. Mod adds various new units and alters the visuals of existing ones.
- Unique cohesion system which replaces vanilla fatigue, where longer unit fight, less cohesive they are and easier they are to break. As cohesion falters and unit breaks, soldiers run away from enemy faster.
- Improved Battle AI, where AI will take into consideration entire battlefield, and will deploy its army to fight player. Unit formations and behavior was improved to help AI to use its units more effectively. AI cavalry will charge and try to withdraw to reform before another charge, skirmishers will suppress main battle line, while cavalry skirmishers will properly avoid being attacked by other units.
- Unique Unit abilities, Romans units have ability to reform their cohesion during combat, Hoplites can push the enemy. Unique powerful Pike Phalanx formation which deteriorate over time as Phalangites get more tired.
- COMPLETELY OVERHAULED WEAPONS AND PROJECTILES SYSTEM, which takes into account real life physics, adds various projectile effects like suppression,reducing enemy cohesion, providing alternate ways to attack enemy. Certain weapons with better capabilities against specific threats (axes, spears etc), or different combat situations and formations.
- REWORKED NAVAL COMBAT, where ships are not just land unit carrier, but have actual role, with new Marine units that are balanced to properly supplement the naval mechanics and combat. On campaign layer navies play important role controlling the sea regions, intercepting enemy invasion fleets or reducing piracy, yet ancient fleets were unable to operate independently for a long time, therefore navies have increased upkeep while at sea, and reduced upkeep when docked.
- IMPROVED ARMY AND NAVY STANCES, with enhanced effects to present player with choices how to use their forces in campaign. Armies now require food/supplies, their presence within city will make local population angry, while having
fortified army within region will improve public order though protection. Transporting Armies through seas is now costly endeavor. Army while laying siege now consume more food and require more money.
- STRATEGIC LAYER CHANGES that make character development more important, with possibility to develop your Generals into Strategy Masterminds greatly improving your army capabilities. Characters gain small amount of xp each turn, which allows player to develop his characters whether they command armies or not.
- REWORKED HOW CORE CAMPAIGN MECHANICS IMPACT THE PLAYER. Dynamic public order which now impacts your tax income and public growth. Higher is the region public order level, people are more and more demanding, therefore it is harder to keep it high and vice versa. Imperium level now represents administrative burden on larger empires, where each level increases unit cost and upkeep, and overall cost of buildings which was so typical for Roman Empire. At the same time, Imperium slowly increases diplomatic penalty, which will make other factions hate you more, bigger your empire gets. contrary to vanilla, this penalty increase is steady and doesn't cause snowball effect with every faction hating you, but it is still very noticeable making late game diplomacy challenging.
- DYNAMIC POLITICAL INFLUENCE SYSTEM, where more influence you have, stronger is the support of people (public order, army morale which grants you more overall power), and more control you have of your finances (corruption) but at the same time bigger is the dissatisfaction of your opposition, which might lead into Civil wars. Most of artificial penalties were removed, so political influence depends purely on player choices.
- IMPROVED DIPLOMACY. Your actions on campaign map matters and define how others see you. You go plundering, enslaving or razing cities, executing captives and your enemies will hate you beyond grave, and will wage a total war against you. But if you release captives or occupy cities without enslaving the population, they will see you in more positive light, and will be more inclined to agree on peace terms.
~~JaM~~
R2TR v4.0 Download
In order to download our mod, you will simply need to subscribe to it on our Steam page, located here. Log into your Steam account and press the 'subscribe' button, then the mod will automatically be downloaded the next time you launch the game. Make sure older versions are not enabled at the same time as this mod. Also some older submods might not work properly, due to containing obsolete file structure.
CREDITS:
Former Rome 2 Total War team:
JaM, Maurits, LestaT, ^OvO^, Splenyi, Causeless, ahowl11, VINC.XXIII, Avetis, HouseofHam, Finn, Phalangitis, Mackles, La Tene, Kepper, Moacyr, H0CHM31573R, Muizer, pirro, Clearchus of Sparta, Bethencourt, T.C., DaVinci, Kelindi, Necronox, MCM, JCB206, Mausolos of Caria, Basileos Antiokhos Euergetes, anunnak, Mulattothrasher
SPECIAL CONTRIBUTIONS:
Close Pike Formation Mod - credits to HardcoreSalmon
Grand Campaign on Updated Map 4 TPY - credits to Polbork
Reasonable Public Order - credits to Magnar
New Armor models - credits to Kraut and Tea
New Scutum and quilted suburmalis - credits to Stealth4Health
Axe Animation Fragment Mod - credits to AggonyDuck.
Closer Deployment Zones - credits to Sheridan.
Alii Colores Romae: Omnes Factiones - credits to Demokritos.
We hope that you will enjoy our mod as much as we enjoy creating it. We will continue working to keep bringing you new challenges and an increased historical accuracy!
1 Attachment(s)
Re: [Release Announcement] R2TR v3.0 has been released!
Happy to be the first see this :D
Attachment 341588
Re: [Release Announcement] R2TR v3.0 has been released!
Congrats on the release :)
Re: [Release Announcement] R2TR v3.0 has been released!
Great great work JaM we love you for bringing R2TR back :thumbsup2
Re: [Release Announcement] R2TR v3.0 has been released!
Awesome, I've been in the mood to get back into R2 but vanilla seemed too bland. Will give it a go tonight.
Re: [Release Announcement] R2TR v3.0 has been released!
Congratulations on release!
Re: [Release Announcement] R2TR v3.0 has been released!
Hi,
thx for v3.0
What about the 4-turns a year submod regarding the previous version ?
Couldn't find anything in the changelog, is it now included ?
Re: [Release Announcement] R2TR v3.0 has been released!
yes. Grand Campaign is now 4TPY by default. CiG is 24TPY, Augustus and Hannibal campaigns are 12turn/year.. everything is optimized for longer campaigns.. longer research times, longer building times, longer recruitment times.. but at the same time, a lot more thinking ahead, and planning is needed. lose an army, and you wont be able to replace it soon enough, and enemy might overrun you.. AI takes chances against you, it will use large stacks.. prepare for large battles especially in mid-campaign.
Re: [Release Announcement] R2TR v3.0 has been released!
Re: [Release Announcement] R2TR v3.0 has been released!
Congratulations on release v3.0! :thumbsup2
Re: [Release Announcement] R2TR v3.0 has been released!
Glad you pulled through and completed the update. Well done, guys! Will of course try a new campaign as soon as I get some free time over. :thumbsup2
Re: [Release Announcement] R2TR v3.0 has been released!
Re: [Release Announcement] R2TR v3.0 has been released!
Re: [Release Announcement] R2TR v3.0 has been released!
You must spread some Reputation around before giving it to JaM again. :(
Re: [Release Announcement] R2TR v3.0 has been released!
Re: [Release Announcement] R2TR v3.0 has been released!
Quote:
Originally Posted by
LestaT
You must spread some Reputation around before giving it to JaM again. :(
Signed the call, and sent him available rep.
Re: [Release Announcement] R2TR v3.0 has been released!
Re: [Release Announcement] R2TR v3.0 has been released!
Quote:
Originally Posted by
DaVinci
Signed the call, and sent him available rep.
Been spreading reps now....
Re: [Release Announcement] R2TR v3.0 has been released!
Well done JaM and thanks for your work on R2TR :) I still think we should have worked on Attila :tongue:
Re: [Release Announcement] R2TR v3.0 has been released!
never say never Mausolos ;)