Goal of the mod
The goal of the mod is to provide more depth to the campaign, aiming to give the campaign the feeling of vastness and complexity that the RTW campaign had. The mod will focus first on the campaign aspects before moving to other features. Currently, the game in many ways, feels too streamlined or incomplete, even though it is leaps ahead of Rome 2. Our very first goal is the to take up gameplay features that lack depth, and fill them up, keeping in tune with the vision. The overall goal with many of the changes is partly increased authenticity, but also to make the game more enjoyable by reworking some mechanics to make campaign gameplay more dynamic. A simple example is the reworking of certain diplomatic effects, with the end result that AI faction leader personalities are more important in determining relations than factors like imperium level. Another good example of this is to overhaul religions to make them feel as an important part of the ongoing campaign. The changes that are currently in pipeline (basic idea) to be discussed and made into features are vanilla campaign features similar to the above. The changes would be a balance between historical and dynamic gameplay, to make the mechanics more enjoyable.
Current features
- New faction symbols for many factions. More to come in future updates.
- Authentic Faction and City Names - Faction and city names replaced with more authentic ones, endonyms where possible.
- Building and economy overhaul focusing on a more rational balance by adding maintenance costs to buildings and reducing corruption.
- Several campaign tweaks, including transports only through Ports - Armies can only go to sea through ports. This means that hordes cannot go to sea at all.
- Revised Diplomatic Effects (with new additional political enhancements) - Imperium is now less important in diplomacy than the personalities of faction leaders.
- Revised Faction Traits - Attempting to replace some of the “gamey” faction traits with more realistic ones.
- Imperium Increase from Technology Removed - self explanatory. Imperium no longer increases due to technology research.
- Plague and sanitation overhaul - More tools to fight plagues, and more differences between different plagues
- Religion overhaul - Effects, diplomatic relations modifiers, building effects, public order penalties, and more reworked
- Edict overhaul - One new edict, all others reworked
- Political effects reworked
- WIP traits overhaul - historical, religious, heirloom, and house/tribe traits