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    julianus heraclius's Avatar The Philosopher King
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    Default - GAMEPLAY & INFORMATION -





    Gameplay & Information



    - Historical Background -


    The Crisis of the Third Century, also known as Military Anarchy or the Imperial Crisis (AD 235–284) and more recently, the Transformation Century, was a period in which the Roman Empire nearly collapsed under the combined pressures of barbarian invasions and migrations into the Roman territory, civil wars, peasant rebellions, political instability (with multiple usurpers competing for power), Roman reliance on (and growing influence of) barbarian mercenaries known as foederati and commanders nominally working for Rome (but increasingly independent), plague, debasement of currency, and economic depression.

    The crisis began with the assassination of Emperor Severus Alexander by his own troops in 235. This initiated a 50-year period during which there were at least 26 claimants to the title of emperor, mostly prominent Roman army generals, who assumed imperial power over all or part of the Empire. The same number of men became accepted by the Roman Senate as emperor during this period and so became legitimate emperors.
    By 268, the empire had split into three competing states: the Gallic Empire (including the Roman provinces of Gaul, Britannia and, briefly, Hispania); the Palmyrene Empire (including the eastern provinces of Syria Palaestina and Aegyptus); and, between them, the Italian-centered independent Roman Empire proper. Later, Aurelian (270–275) reunited the empire. The crisis ended with the ascension and reforms of Diocletian in 284.
    The crisis resulted in such profound changes in the empire's institutions, society, economic life, and religion that it is increasingly seen by most historians as defining the transition between the historical periods of classical antiquity and late antiquity.

    These campaigns are in effect roman civil wars with barbarian incursions to some degree a backdrop to this mod. While not ignoring barbarian invasions as of course they played a significant impact upon the empire, game play is driven more by internal rivalry than external threats. The aims of all campaigns are to assume mastery over the Roman Empire whether you are playing as the Gallic Empire, the Palmyran Kingdom or the Roman Empire itself.



    - The Factions -


    All Factions are in all campaigns unless otherwise noted

    Imperivm Romanvm (260/268/270AD Campaigns)
    Imperivm Galliarvm (260/268/270AD Campaigns)
    Imperivm Romanum Diocletiani (285/293AD Campaigns)
    Imperivm Romanum Carinus (285AD Campaign)
    Imperivm Romanum Carausius (293AD Campaign)
    Romanvm Rebels
    Kingdom of Palmyra (260/268/270AD Campaigns)
    Kingdom of Armenia
    Sassanid Empire
    Alans (285/293AD Campaigns)
    Heruli
    Kushano-Sasanian Kingdom
    Kingdom of the Bosphorus
    Arab Kingdom of Tanukah
    Berber Tribes
    Alamanni
    Franks
    Kingdom of Axsum
    Quadi
    Marcomanni (260AD Campaign)
    Iuthungi (268/270/285/293AD Campaigns)
    Carpi
    Iazyges
    Goths
    Gaelic Tribes



    - The Campaigns -


    260AD Campaign

    This campaign finds Gallienus heading towards Northern Italy from Gaul in his attempt to defeat two current usurpers Regalianus and Ingenuus in Pannonia just after the defeat and capture of his father Valerian by Shapur. This has caused a number of rebellions such as Regalianus and Ingenuus as well as the possibility of rebellions in Greece by Valens Thessalonicus and Calpurnius Piso Frugi, though his biggest problem is the revolt in the East by Marcianus, his two sons Marcianus Iunius and Quietus as well as Callistus (Ballista). The Palmyrans have come to Rome’s aid under Odaenathus and assists in the defeat of the Eastern usurpers.

    Around 285AD major military and administrative reforms will start to come into play, known as the Diocletian reforms. The military reforms will be triggered via the script enabling new units to be recruited via new a new recruitment building tree. Some older units will no longer be available. The trigger via script will depend on which roman cities you occupy that would normally recruit auxiliaries and legionaries. Administration reforms will come after 198 (around 293AD) turns have passed when new administration and military titles will become available and old titles obsolete. Also, during this campaign there is a high chance of revolts occurring as there were quite a number of usurpers that vide for the throne during this period. Revolts also include Isaurian revolts in Asia Minor, as well as the Rome Mint revolt around 270AD, the Bagaudae revolt in Gaul around 284AD and the British revolt under Carausian in 286AD. So this campaign will be full of surprises. This campaign is also affected right from the start by the Plague of Cyprian which began in 250AD and lasted up until around 270AD. This has impacts upon Italy, Greece, Asia Minor, Syria, Palestine and Egypt causing deaths and famine.

    Religion plays a big part in this campaign too as the mid to late third century was full of religious turmoil with the advent of many personal cults including various forms of Christianity, such as Mithrasism, Sol Invictus, Gnosticism, Manichaeism, and Isis. These cults were a threat to the long established pagan gods of the state headed by Jupiter. While cult religions are mainly region based it is possible to build them outside of their main centres. This can be done if a character or the leader follows one of these particular cults. This increases the chances of their respective shrines being built throughout the empire. The other main characters include the future emperors Probus, Carus, Diocletian, Maximian, Galerius and Constantius Chlorus, the father of Constantine.

    268AD Campaign

    This campaign begins with Aurelian as deputy (heir) to the throne. He is with the current emperor Claudius II (Gothicus) about the besiege Manius Acilius Aureoles at Mediolanium. Gallenius has just been murdered with Aureoles being involved. He was one of the so-called Thirty Tyrants who populated the reign of the Emperor Gallienus. Of humble Daco-Roman origins, he was 'made' by the Emperor Gallienus and proved himself to be one of the most brilliant and innovative soldiers of the age.

    In addition there are hordes of Goths and Heruli rampaging through Greece and Thrace and need to be eliminated. While this is happening, the Palmyrans have control of Syria and heavy influence throughout the Middle East under Queen Zenobia and her son Septimus Vaballathus. There is an uneasy truce but may be broken at any moment. Roman forces are scare and weak in the East. You also need to be on your toes as the Alamanni are about to invade Northern Italy within a year (6 turns) with the Iuthungi also set to invade Northern Italy around 270AD.

    It should be noted that Claudius II is scripted to die around 270AD leaving Aurelian as Emperor. So, it is best to look after your general to ensure that he survives long enough to become Emperor. The Gallic Empire to the West is not causing too much trouble as it is dealing with some usurpers of its own. This campaign allows the player to play as the Palmyrans as they attempt to seize control of the eastern provinces.

    270AD Campaign
    Default Campaign

    This campaign begins with Aurelian as deputy (heir) to the throne. The situation is quite critical. Aurelian is with the current emperor Claudius II (Gothicus) about the besiege Manius Acilius Aureoles at Mediolanium. Gallenius has just been murdered with Aureoles being involved. He was one of the so-called Thirty Tyrants who populated the reign of the Emperor Gallienus. Of humble Daco-Roman origins, he was 'made' by the Emperor Gallienus and proved himself to be one of the most brilliant and innovative soldiers of the age.

    In addition, there are hordes of Goths and Heruli rampaging through Greece and Thrace and need to be eliminated. While this is happening, the Palmyrans have control of Syria and heavy influence throughout the Middle East under Queen Zenobia and her son Septimus Vaballathus. There is an uneasy truce but may be broken at any moment. Roman forces are scare and weak in the East. You also need to be on your toes as the Alamanni are about to invade Northern Italy within a year (6 turns) with the Iuthungi also set to invade Northern Italy around 270AD.

    Also, during this campaign there is a high chance of revolts occurring as there were quite a number of usurpers that vide for the throne during this period. Revolts also include Isaurian revolts in Asia Minor, as well as the Rome Mint revolt around 270AD, the Bagaudae revolt in Gaul around 284AD and the British revolt under Carausian in 286AD. So this campaign will be full of surprises. The other main characters include the future emperors Probus, Carus, Diocletian, Maximian, Galerius and Constantius Chlorus, the father of Constantine.

    285AD Campaign

    This campaign is set in 285AD and there is the issue of Carinus the other rival to the throne to take care of before Diocletian can claim the whole empire! Diocletian, born Diocles (22 December 244 – 3 December 311), was a Roman emperor from 284 to 305. Born to a family of low status in Dalmatia, Diocletian rose through the ranks of the military to become Roman cavalry commander to the Emperor Carus. The first time Diocletian's whereabouts are accurately established, in 282, the Emperor Carus made him commander of the Protectores domestici, the elite cavalry force directly attached to the Imperial household – a post that earned him the honour of a consulship in 283. As such, he took part in Carus' subsequent Persian campaign. After the deaths of Carus and his son Numerian on campaign in Persia, Diocletian was proclaimed emperor. The title was also claimed by Carus' surviving son, Carinus, but Diocletian defeated him in the Battle of the Margus. Diocletian's reign stabilized the empire and marks the end of the Crisis of the Third Century. He appointed fellow officer Maximian as Augustus, co-emperor, in 286. Diocletian reigned in the Eastern Empire, and Maximian reigned in the Western Empire.

    Diocletian delegated further on 1 March 293, appointing Galerius and Constantius as Caesars, junior co-emperors, under himself and Maximian respectively. Under this 'tetrarchy', or "rule of four", each emperor would rule over a quarter-division of the empire. Diocletian secured the empire's borders and purged it of all threats to his power. He defeated the Sarmatians and Carpi during several campaigns between 285 and 299, the Alamanni in 288, and usurpers in Egypt between 297 and 298. Galerius, aided by Diocletian, campaigned successfully against Sassanid Persia, the empire's traditional enemy. In 299 he sacked their capital, Ctesiphon. Diocletian led the subsequent negotiations and achieved a lasting and favourable peace. Diocletian separated and enlarged the empire's civil and military services and reorganized the empire's provincial divisions, establishing the largest and most bureaucratic government in the history of the empire. He established new administrative centres in Nicomedia, Mediolanum, Sirmium, and Trevorum, closer to the empire's frontiers than the traditional capital at Rome.

    Building on third-century trends towards absolutism, he styled himself an autocrat, elevating himself above the empire's masses with imposing forms of court ceremonies and architecture. Bureaucratic and military growth, constant campaigning, and construction projects increased the state's expenditures and necessitated a comprehensive tax reform. From at least 297 on, imperial taxation was standardized, made more equitable, and levied at generally higher rates. While the situation is difficult, this faction is still a powerful one.

    293AD Campaign

    This campaign is set in 293AD three years prior to the invasion of Britain and the retaking of the Island from Carausius. This job is given to the co-Caesar Constantius Chlorus who is in Northern Gaul. In 293 Constantius Chlorus, now the western Caesar, isolated Carausius by retaking the territory he held in Gaul. He besieged the port of Bononia, building a mole across the harbour mouth to prevent the rebels from escaping by sea and ensure they could not receive maritime aid, and invaded Batavia in the Rhine delta, securing his rear against Carausius's Frankish allies. However, it was impossible to mount an invasion of Britain until a suitable fleet could be built. Carausius, who had been in power for seven years, was assassinated by his subordinate Allectus, who assumed command. Three years later, in 296, the reconquest of Britain began. With Maximian holding the Rhine frontier, Constantius divided his fleet into several divisions. He led one division himself from Bononia; another, sailing from Le Havre, was commanded by Asclepiodotus, prefect of the Praetorian Guard. They set sail in poor weather, but fog allowed Asclepiodotus's ships to pass Allectus's fleet, stationed at the Isle of Wight, unseen. They landed in the vicinity of Southampton and burned their ships. The rebels were forced to retreat from the coast, but in doing so, fell into the hands of another division and were routed. Allectus himself was killed in the battle, having removed all insignia in the hope that his body would not be identified.

    Archaeology suggests that Calleva Atrebatum (Silchester) was the site of his defeat. A group of Roman troops, who had been separated from the main body by the fog during the channel crossing, caught up with the remnants of Allectus's men, mostly Franks, at Londinium (London), and massacred them. Constantius himself, it seems, did not reach Britain until it was all over, and the panegyrist claims he was welcomed by the Britons as a liberator. At some point following the island's recovery by the Empire, the Diocletian Reforms were introduced: Britain as a whole became the Diocese of the Britains under the administration of the Prefecture of the Gauls based in Augusta Treverorum (Trier) and was divided from two provinces into four or five.

    Though the Romans will not find it easy as the barbarians have evolved into much larger confederates being able to muster large armies and contact with the Romans over the last century has also increased the quality of the barbarians’ weaponry. But there is the issue of Carausius and Roman Britain to finally deal with before Diocletian can claim the whole empire!

    PLEASE NOTE: To play a particular saved game, it is important to first install that particular campaign, delete the current map.rwm file, then start a new campaign, and then load your saved game. It is advised to go thru this process twice to ensure that your saved game will load properly. This means loading the campaign generating the map.rwm, then deleting the file and loading the campaign again.

    The file is found in the base folder, destination path RO\data\world\maps\base. A new map.rwm file will then be automatically generated. So for example, I have a number of saved games from different campaigns and I feel like playing the one from the 293AD campaign, but I have been playing a campaign based on the 270AD campaign. I need to install the 293AD campaign first, delete the existing map.rwm, then start a new 293AD campaign. When that has been loaded, I can then open my existing saved 293AD campaign.

    Battle/Campaign Difficulty
    Below are the particular gameplay features for the various levels.

    Battle Difficulty:
    Easy= +4 morale and attack for your troops
    Medium= No advantages for either side
    Hard= +4 morale and attack for AI
    Very hard= +7 morale and attack for AI

    Campaign Difficulty:
    Easy: Less aggressive AI, less aggressive diplomacy
    Medium: Full AI, full diplomacy
    Hard: +5000 free income to AI's each turn, minor diplomatic penalties for player
    Very Hard: +10,000 free income to AI's each turn, heavy diplomatic penalties for player

    The levels recommended for RO are:

    Battle Difficulty: Medium
    Campaign Difficulty: Hard



    - Recruitment -


    Recruitment for all factions is done through primarily one major recruitment building tree. This is:

    Barbarian Factions (including Alemanni, Franks, Marcomanni, Iuthungi, Gaelic Tribes , Quadi, Iazyges, Goths, Carpi, Heruli, Alans and Berber Tribes – Governors Building Tree – 5 levels.
    Eastern, Nomad and African Factions (including Sassanids, Kushano-Sassanid, Armenians, Arabs, Axsumites – Equestrian Building Tree – 4 levels.

    Eastern recruitment buildings are only available in eastern regions from the Roman Middle East to India. Peasant troops such as levy spearmen, foot archers and slingers will be recruited via the governors building tree.

    Farhang-î Lashkarę Zand (Paighan & Savaran Training Grounds) - This is the basic building required for training all cavalry and infantry units. Stables can be improved as the settlement grows so that a wider range of cavalry types - that require different types of horse - can be trained. Horses are far too valuable to be used for farming (oxen, donkeys and slaves are used instead), and are bred for war, not work. Just about every horse-using nation is highly stratified, as horses are expensive to rear and keep. Having the skills to ride one is a mark of belonging to the aristocracy.

    Farhang-î Lashkarę Bandęgân (Bandaka Barracks) - This is the building where Paighan and Savaran are trained. Paighan such as Paighân-î Sassâni, JangAvaran-i Sassani, and Arteshtâr-î Gęlânîg. Savaran, the regular cavalry of the eastern army (all eastern regular cavalry are heavily armoured) can be trained. Farhang-î Lashkarę Bandęgân can be improved as the settlement grows so that a wider range of cavalry types - that require different types of horse - can be trained. Cavalry stables produce the superior horses that are needed to train horsemen for more advanced kinds of units. They include training yards where superior horsemanship can be taught to the men, and the horses schooled to face the noise and terror of battle (something that does not come naturally to them).

    Farhang-î Spâhîg Âzadân (Azad Garrison) - A Farhang-î Spâhîg Âzadân provides superior training for infantry and cavalry units. This garrison can be upgraded to a Shahrdar Garrison as the town grows to produce better quality troops.

    Farhang-î Spâhę Shahrdârân (Shahrdar Garrison) – A Farhang-î Spâhę Shahrdârân train some of the finest mounted soldiers available to any army. Horses and men are looked after in considerable luxury - at least compared to where infantry are expected to live! Farriers and specialised armourers are also found here, allowing many types of cavalry to be trained. These stables may also include facilities for training and housing other war beasts, such as elephants. This alone can make the building a valuable part of the military infrastructure.

    Building the Blacksmith building tree will allow barbarian and other non roman factions to recruit more heavily armoured units.
    In addition religious and fanatical units can be recruited via certain religious buildings. Religious units such as Druids, Magi, Gothi (Barbarian Priests) have been reinstated. While these units may not have great fighting capabilities they make up for it in increased morale for the army they are attached too.

    Roman Factions – Barracks Building Tree – 4 levels.

    In this mod the roman army is in transition, starting under the Emperor Severus and then Gallienus and continuing under Aurelian, Diocletian and Constantine. The army now has legions with a proportion of light troops (Lanciarii) and a much increased cavalry arm. Both legions and auxiliary units are more heavily armed with the Romans now recruiting barbarian units to fill the gap of light troops. This would gain more pace in the 4th century and lead to the creation of the auxilia palatinae.

    There was a rapid change in weaponry, armour and helmets that had begun in the mid 3rd Century, which led to the use of ridge helmets, flat oval shields and greater use of missile weapons and thrusting spears, though the legionary was still a swordsman. There is now a tendency for vexillations of roman units to be collected into larger field armies with units not returning to their parent unit. This practice culminated under Constantine and his sons in the 4th Century with multiple standing field armies being created.

    What Diocletian began was the creation of "defence in depth" through a large increase in manpower of the roman army, especially the legions and stationing them deeper in the provinces to create a form of reserve. This increase in the number of legions was done in part by the amalgamation of existing auxiliary units plus legionary vexillations. This "defence in depth" was designed to intercept invading armies that may have broken through the limes along the various borders. This was to be expanding in the 4th Century as standing field armies billeted amongst the populace.

    Roman recruitment buildings are only available to provinces of the Roman Empire plus the disputed provinces between the Romans and the Sassanids. Roman indigenae numerii and some local indigenae auxiliaries will also be recruited via the Castellum building. All auxiliary troops will be recruited via the faction’s building tree that owns those troops. For example all eastern auxiliary troops can only be recruited via their own recruitment buildings.

    Recruitment for the roman factions has been changed to reflect the situation as it was during the 3rd century. Most recruitment occurs along the borders of the empire with very little recruitment within the empire (260/268/270AD campaigns). This mod attempts to replicate this with some exceptions for game play. The 285/295AD campaigns do have some cities within the empire as recruitment centres. This is designed to reflect Diocletian’s defence-in-depth structure.

    Though the Romans will not find it easy as the barbarians have evolved into much larger confederates being able to muster large armies and contact with the Romans over the last century has also increased the quality of the barbarians’ weaponry.

    Campvs (Roman Drill Ground) – A Roman Drill Ground provides the basics for training local auxiliary milites, ala and equites. In addition, with the construction of a practice field bow armed units can also be recruited and trained where location appropriate. This building enables the recruitment of basic troops such as numerii, exculcatores, equites scutarii, equites dalmatia, equites mauri, and equites dromedarii.

    Castra Stativa Romanvm Auxilia (permanent fort for auxiliary troops) - This Castrum, as well as training local militias and lightly armed auxiliary ala and cohortes, more heavily armed auxiliary units can been recruited and trained here. In addition, with the construction of an archery range bow armed units can also be recruited and trained where location appropriate. Can recruit basic troops as well as auxiliary and alae units.

    Rudimenta Castra Stativa Legio Romanvm - Stabvla Eqvorvm (permanent fort for legionary troops) This Castrum, which included stables for the recruitment and training of Equites (cavalry) units, and weapons and armour manufacturing facilities (must include the addition of a foundry building) as well as specialist training. The many different specialists, like engineers, doctors, and artillery experts that can be found in the ranks of the legions and cohorts have to receive a fundamental and extensive education that can’t always be provided in the field.

    As well as training armed auxiliary Ala and Cohortes where location appropriate, the much more heavily armed legionary units can been recruited and trained here with greater levels of armour and experience. In addition, with the construction of siege engine facilities bow armed and artillery units can also be recruited and trained where location appropriate. This Castra can be used to replenish supply wagons to assist in resupplying field armies. Can recruit basic troops, auxiliary and alae units, and legionary units.

    Castra Stativa Legio Romanvm - Stabvla Eqvorvm, Fabricae Armatvriae (permanent fort for legionary troops with specialist training) - This Castrum, which included stables for the recruitment and training of Equites (cavalry) units, and weapons and armour manufacturing facilities (must include the addition of a foundry building) as well as specialist training. The many different specialists, like engineers, doctors, and artillery experts that can be found in the ranks of the legions and cohorts have to receive a fundamental and extensive education that can’t always be provided in the field.
    As well as training armed auxiliary Ala and Cohortes where location appropriate, the much more heavily armed legionary units can been recruited and trained here with greater levels of armour and experience. In addition, with the construction of siege engine facilities bow armed and artillery units can also be recruited and trained where location appropriate. This Castra can be used to replenish supply wagons to assist in resupplying field armies.

    Castra Praetoria (Praetorian Barracks) - This building, the mighty Fortress of the Praetorian Guard, was built into the wall of Rome (with the permission of Tiberius). Historically, it was first a training camp outside Rome for the Praetorians, but the magnificent Fortress they built existed for several hundred years until finally Constantine the Great disbanded the Praetorians and destroyed it in 312AD. Their 300 year role in making or breaking or murdering Emperors had then come to an end. But up to that point, the famous guards were trained here during their free time. This building can only be built in Rome. You will be able to train four types of units here: The Praetorian Guards themselves, which can be used as regular Legions because they did campaign with Consuls and Emperors; the 'Praetorian Prefect', who alone commands the Praetorian Legions, and units of the II Parthica Legio.

    As well as these buildings there is the Castellum building (local Fort) where light troops and regional indigenous auxiliary units can be raised. This requires the Castra Stativa Romanvm Auxilia building to have been constructed. It enables the recruitment of local indigenae auxiliary troops along the border provinces.



    - Diocletian's Administrative and Military Reforms -


    Around 285AD major military reforms will start to come into play, known as the Diocletian reforms. The military reforms will be triggered via the script enabling new units to be recruited via new a new recruitment building tree. Some older units will no longer be available. You may notice that in each major roman city that can recruit units,there is a building called the "Pre-Diocletian Reforms" building. This allows for all pre-reform units to be recruited. It is important that this building remains intact as is not destroyed to allow for the recruitment of new roman units as part of the reforms. After the script activation, you will notice the old Pre-Diocletian Reforms and existing roman Barracks buildings destroyed to be replaced by the Post-Diocletian Reforms and new Barracks buildings. These buildings will enable the newer units to be recruited. Some older units will remain to reflect the transition that was still occuring. The trigger via script will depend on which roman cities you occupy that would normally recruit auxiliaries and legionaries. The reform triggers only apply to the 260/268/270AD campaigns.

    Administration reforms will come around 293AD when new administration and military titles will become available and old titles obsolete. This happens using the trait and ancillary files. The date 293AD is an arbitrary one but has been chosen as it is around the time that the Tetarchy was formalised. This applies to all the campaigns except for the 293AD campaign where the new titles have already come into existence.



    - Ethnic Traits -


    IB:RO has added ethnic names of each faction. These ethnic names are region based and can trigger additional traits relevant to that particular ethnic name.

    ---------------------------------------------------------------------
    Ethnic Names - Roman
    ---------------------------------------------------------------------
    Italo Roman

    Gallo Roman

    Romano British

    Hispanic Roman

    African Roman

    Mauri Roman

    Illyrian Roman

    Daco Roman

    Thraco Roman

    Greco Roman

    Palestinian Roman

    Armenian Roman

    Isaurian Roman

    Syrian Roman

    Palmyran

    Egyptian Roman

    Libiyan Roman

    Ghassanid Arab

    Lahkmid Arab

    Tanukhi Arab

    Persian Roman

    Gothic Roman

    Franko Roman

    Germanic Roman

    ---------------------------------------------------------------------
    Ethnic Names - Sassanids
    ---------------------------------------------------------------------
    House of Sassan

    House of Suren

    House of Mihran

    House of Karen

    House of Spandiyadh

    House of Aspahbad

    House of Zik

    Armenian

    Saka

    Kushan

    Indo-Sassan

    Sassan-Arab

    Romano-Arab

    Azatan Nobleman

    Dehqan Land Owner

    Wuzurgan

    Asronan

    Arteshtaran

    Wastaryoshan

    Hutukhshan

    Magi

    ---------------------------------------------------------------------
    Ethnic Names - Arabs
    ---------------------------------------------------------------------
    al Tanukhi

    al Lakhmiy

    al Rabee3i

    al Kalbi

    al Taghlibiy

    al Kindiy

    al Bakri

    al Ghassani

    al Nudayri

    al Aws

    al Khazraji

    al Qaynuqi

    al Azdi

    al Khuza3i

    al Bahrani

    al Sa3luk

    ---------------------------------------------------------------------
    Ethnic Names - Berber Tribes
    ---------------------------------------------------------------------
    Mauri

    Numidian

    Gaetulian

    Garamantian

    Berber-Roman

    ---------------------------------------------------------------------
    Ethnic Names - Indians/Kushans
    ---------------------------------------------------------------------
    Northern Indian

    Southern Indian

    Kushan

    Indo Steppe

    Sassanid Persian

    ---------------------------------------------------------------------
    Ethnic Names - Steppe Peoples
    ---------------------------------------------------------------------
    Alans

    Kushan

    Xionitai

    Saka

    Uar

    Indian

    Sassanid

    ---------------------------------------------------------------------
    Ethnic Names - Armenia
    ---------------------------------------------------------------------
    Royal House of Arsacid

    Arshakuni

    Artashesian

    Pahlavuni

    Rshtuni Noble

    Artsruni Noble

    Kamsarakan Noble

    Georgian Noble

    Aravelian Noble

    Ropsean Noble

    Armenian Sassanid

    ---------------------------------------------------------------------
    Ethnic Names - Bosphorans
    ---------------------------------------------------------------------
    Bosphoran

    Bosphoran Armenian

    Aghuank

    Bosphoran Roman

    ---------------------------------------------------------------------
    Ethnic Names - Germanic Tribes
    ---------------------------------------------------------------------
    Saljon Frank

    Ripwarjoz Frank

    Franko Roman

    Sahson

    Hattisku

    Cherusci

    Frisōnes

    Hermundurōnes

    Semnōnes

    Vangiones

    Variscōnes

    Marka-Manwōz

    Juthungiz

    Swēbaz

    Coadui

    Rugiske

    Vandal

    Burgundiōnes

    βasterniskā

    Iazyges

    Raukhsalantć

    Siraces

    Carpiani

    Gutans

    Borani

    Herulja

    Germanic-Roman

    ---------------------------------------------------------------------
    Ethnic Names - Gaelic Tribes
    ---------------------------------------------------------------------
    Pictii

    Cornovii

    Carnonacae

    Taexali

    Scotii

    Eblani

    Coriondi

    ---------------------------------------------------------------------
    Ethnic Names - Axsum
    ---------------------------------------------------------------------
    Axsumite

    Nubian

    Blemmye

    Sudanese

    Kushite

    Citizen of Meroë

    Himyarites

    Ethiopian Roman



    - Movement Penalties -


    In this mod movement has become more critical. There are movement restrictions for Winter and Summer campaigning, as well restrictions on armies who have become poorly supplied. This affects armies both in friendly and enemy territory. Of course there are movement enhancement traits such as being a disciplinarian, energetic, logistics skills, overconfident, being a nomad or desert warrior, and having ancillaries such as a drillmaster, geographer, imperial messenger, and some official titles.

    Forced marching will also have effects. Forced marching happens when a character moves the FULL distance he is allocated during a move. Resting will be required to reduce the effects.

    Age is another factor that affects movement. The older a character becomes the slower he moves. When a character gets really old it might be best to pension him off to some nice cushy governor’s position or in command of some border outpost.

    Ethnic factors influence movement as well. Those born in traditionally cold climates will be immune to winter campaign movements and those born in arid climates will be immune to summer campaign movement restrictions.

    For the roman factions, having a character who comes from Africa, Egypt or the East will be slower in Gaul than in Syria. Of course one of the downsides to having a man born in the heat is that he might be a bit slow and lethargic so watch out! So be wary where your characters and generals are and use them to your advantage.

    All of these factors will influence the overall movement of characters in the game.

    Supplies for armies also affect movement rates. Those armies that are fully supplied will not invoke extra movement penalties, but those that are not will be hit both in movement restrictions but also with troop morale. Soldiers don’t like fighting on empty stomachs. This applies to armies that invade and do not find fresh supplies soon will find themselves being hit with movement penalties and also with poorer morale. The same goes for sieges. The longer a siege goes on the worse it becomes for the besieged in terms of supplies and morale. This may encourage attackers to lay siege for longer to give them greater chances of success and it may also require defenders to go on the offensive.

    Of course victory in battle and sieges will help armies to resupply themselves. There’s nothing quite like raiding the enemies baggage train or sacking a city to the troops feeling good about themselves and well fed.

    The combination of movement restrictions and supplies adds an extra dimension to the game. This will enable the roman player to use skirmishing and delaying tactics to grind down his barbarian opponent. So use your limitanei units to full effect.



    - Supply Trains -


    The supply traits are similar to those in SAI where your army with a general can forage for food both in friendly and enemy territory and in cities as well. In RO I have taken this idea further with the advent of both re-supply train and re-supply camel train (285/293AD campaigns – Sassanids only) units and re-supply train traits and ancillaries. These re-supply traits are specifically designed for field armies, especially if in enemy territory.

    Firstly, Supply train and camel trains cannot be recruited. They are only available via the script, initially when the campaign begins and during the game when some major cities are captured. So they are rare and need to be taken good care of.


    Supply Wagon Camel Train

    These units, while virtually useless on the battlefield as fighting units act as command centres adding morale boosts to armies, especially those armies commanded by captains and not generals, and so can act like generals. They are best kept at the rear of the battlefield to protect them from the enemy but not too far as to have no morale effect upon your army.

    Secondly, resupply traits for Generals. A certain number of Generals whose re-supply trains are triggered via script either at the beginning of a campaign or when either a Roman or Sassanid faction gains access to certain cities already have the resupply train trait and ancillary. These traits and ancillaries can also be acquired during the campaigns under the right conditions.

    The resupply ancillary is gained via the acquisition of the Cursus Publicus title for the Roman factions or the Office of Ganjav for the Sassanids.


    Re-stock the resupply train in settlements that either have legionary bases (romans) or Farhang-î Spâhîg Âzadân garrisons (sassanids) or via ships.

    It can take up to three full turns to completely fill the supply train.




    It takes up to three full turn to successfully transfer the supplies from the supply general to the army general. This is done by transferring the "resupply" ancillary from the supply train general (in this case General Ardabarus Germanianus) to the army general (in this case General Eugenius Flamnius). When the transfer of supplies has been successful, then transfer the ancillary back to the supply train general (Ardabarus Germainius). It will now show that the supply train is empty. The supply general will then need to seek out a settlement or ship to resupply the wagon train or camel train.









    In addition, if the supply train general also has the supply merchant ancillary, then by transferring this ancillary as well as the supply train ancillary will increase the chances of the field army receiving additional supplies further improving morale and movement rates. Having the logistics trait and/or the Supply Merchant ancillary can increase the chances of gaining extra supplies.

    Secondly, there are actual units called Supply Train and Camel Train. Any army needs supplies for a campaign, especially when in enemy territory. Be sure of having one of these units in foreign campaigns. Supply wagons and Camel trains bring valuable supplies to an army, especially in enemy territory. They also act as rallying and command points on the battlefield increasing morale for the army as a whole. They can thus act similarly to generals in proving morale boosts to your army. But they are completely defenceless and will need to be protected by your troops. These units cannot be recruited; they are supplied via script so look after them.



    - Optional Features -


    There are a number of options that can be used on RO. The following options are all found in the options folder contained within the RO folder.

    Campaign Options

    Firstly is the Campaign Gameplay folder. This is where you find five campaigns. The campaigns now come with 6 turns per year. The 270AD is the default campaign, but if you wish to play either the other campaigns, just use the install and follow the instructions.

    The destination path for the campaign folder is RO\options\Campaigns.

    PLEASE NOTE: Please ensure that you delete the existing map.rwm file before launching the new campaign. It is advised to go thru this process twice to ensure that the campaign will load properly. This means loading the campaign generating the map.rwm, then deleting the file and loading the campaign again.

    The file is found in the base folder, destination path RO\data\world\maps\base. A new map.rwm file will then be automatically generated.

    Script Options

    The Scripts folder contains two sub-folders; Full Script and Six Tuns per Year Only for each campaign. The Full Script is self explanatory. The Six Turns per Year only script is a stripped down script containing only the turns per year. While every attempt has been made to ensure that the Full Script functions correctly, the basic Six Turns per Year is offered if the player finds that the Full Script is causing too many issues.

    PLEASE NOTE: Not using the Full Script will not enable the Military reforms of Diocletian around 285AD to come into effect for the 260/268/270AD campaigns. It is highly recommended that the player retain the Full Script.

    The destination path for the scrips folder is RO\options\Scripts.

    Unit Names with English Translations

    This option contains both the Unit Ethnic Names with English translations and the option without English translations. The default option is the file with English translations.

    The destination path for the campaign folder is RO\options\Unit Names

    Forced Diplomacy Option

    This folder contains the forced diplomacy and not forced diplomacy options. The forced diplomacy option gives the player the power to make other factions accept what ever diplomatic offer is given to the enemy faction. This is done by pressing the question mark on the top right had corner of the screen. This calls up the advisor in the top left hand corner. Press the small button to activate the forced diplomacy before offering your demands to the other faction.

    The default option for the mod is the not forced diplomacy.

    The destination path for the forced diplomacy folder is RO\options\Forced Diplomacy.

    RSII Vegetation Option

    This folder contains both CA’s vanilla vegetation and RS II’s vegetation. The default is the RS II option.

    As the RS II vegetation demands more from the computer’s graphics card and memory some people may experience lag in loading between battlefield and campaign map screens. If you find this too annoying I would suggest uninstalling the RS II vegetation option and installing CA’s version. Or you can try the following settings as outlined by the RS team:

    1) Make sure you have default or low-res vegetation set in the launcher

    2) Try setting video settings in game as follows:
    Antialiasing off
    Unit detail high
    Vegetation medium
    Unit shaders on

    3) If you have an ATI card try updating your graphics drivers to version 10.8 (10.7 appears to have been causing loads of crashes on some peoples' systems)

    If you still are getting CTDs, post your problem in this sub-forum.
    If this has fixed it, try increasing vegetation back to high in the video settings

    The destination path for the vegetation folder is RO\options\Vegetation.

    When you install either vegetation option it is important to delete the existing map.rwm file before loading a campaign or saved game. This file is found in the base folder.

    The destination path for this file is RO\data\world\maps\base.

    - Battlefield Interface -

    There are a number of different features to the battlefield interface. Firstly the banners that usually show above the unit have been turned off. This is to create more confusion on the battlefield as to whose units are whose.

    - Banners -

    To reactivate the banners you need to edit the preference.txt file found in the preferences folder. Open the file, and then scroll down to the line:

    SHOW_BANNERS:FALSE

    Change it to:

    SHOW_BANNERS:TRUE

    Then save the file.

    The destination path for the preferences folder is RO\preferences.

    - Green Arrow Markers -

    The green arrow markers that appear in the vanilla game have also been turned off.


    To reactivate the green arrow markers you need to edit the preference.txt file found in the preferences folder. Open the file, and then scroll down to the line:

    DISABLE_ARROW_MARKERS:TRUE

    Change it to:

    DISABLE_ARROW_MARKERS:FALSE

    Then save the file.

    The destination path for the preferences folder is RO\preferences.

    - Unlimited Men On Battlefield -

    The default setting is the same as for Vanilla BI with limited men on the battlefield. To increase the effects of large battles on field I would strongly suggest altering the preference.txt file to allow unlimited men on the battlefield. This will allow any reinforcements to arrive. This increases the demands on the computer’s memory and graphics cards and so some people may experience wither lagging or possible CTD’s. If you continually experience these problems it may be advisable to change the settings back.

    To do this you need to edit the preference.txt file found in the preferences folder. Open the file, and then scroll down to the line:

    UNLIMITED_MEN_ON_BATTLEFIELD:FALSE

    Change it to:

    UNLIMITED_MEN_ON_BATTLEFIELD:TRUE

    Then save the file.

    The destination path for the preferences folder is RO\preferences.

    - Battlefield Interface -

    MINIMAL_UI:TRUE - This changes the battle screen which allows more space for the battle and eliminates the vanilla style screen. You can control the battlemap on screen by pressing your F5 key on your keyboard. See Below:

    You can also control the battle icons which appear at the top of the screen by using your F6 key on your keyboard. See Below:

    To PAUSE the game, simply press P on your keyboard. To resume the game either press P again or Enter. To increase the movement speed, press Ctrl T. To slow the movement down again, press Crtl T again.

    If you want to revert back to the original battle screen, then go to the preference.txt file and scroll down till you come to:

    MINIMAL_UI:TRUE

    Then change this to:

    MINIMAL_UI:FALSE

    Then save the file.

    The destination path is RO/preferences.



    - Campaign & Battle CTD's -


    While every attempt has been made to eliminate CTD's it is advisable to save your campaign on a regular basis to avoid frustrations and having to repeat many many turns again. If you have persistent CTD's please check out the helpful hints below. Otherwise please post your concerns in the CTD Thread outlining the campaign you are playing including the faction, and possibly a screenshot.

    - The game crashes after a battle -

    And the more troublesome are the random CTD that sometimes appears after an especially long and soldier-filled battle, straight after clicking on the continue button. For those of you that are having "RAM related" CTDs that have 3 or 4 GB of RAM, you're correct, it's not your hardware, but, if you are running a 32 bit version of XP or earlier, there is a problem where applications can't address more than 2GB of RAM. This is what usually causes those crashes after a huge battle.

    Here is a link that may assist with this:

    http://www.twcenter.net/forums/showt...ost+battle+ctd

    It would seem that this is a hardware issue, since it only appears in resource straining situations, but our tests can't find anything wrong like overheating. If this happens to you several times, please report it with the maximal information possible in-game and outside (heat of hardware, usage of memory, CPU, GPU; the more, the merrier).

    It seems that waiting around 30 seconds before clicking on continue reduce this somewhat. This lets some of the RAM "clear out" so the campaign map can load. Another workaround solution is this: if your computer comes with an activity light, make sure that the light is no longer blinking rapidly before proceeding with what you are about to do after a battle. The rapid blinking light is simply telling you that Rome Total War is still calculating the aftermath of the battle, including troop loss, movement points, characters affected, population change, etc.

    - The game crashes while loading a battle -

    The cause here can be many. Sometimes these errors are random, not loading one time, but loading when you try again. This is usually a sprite problem. When the problem persists then it may be a cas file problem (the unit model). It is important to get a print of the army you were fighting with and against so that the error can be identified and fixed.

    Sometimes, the problem can be related to loading the battlefield vegetation. One solution is to go to your base folder and delete the map.rwm file, then restart the game. Sometimes this solves the problem. The destination path for the map.rwm file is: RO/data/world/maps/base.

    - The game crashes while loading my savegame -

    Your save game is corrupted for some unknown reason. The good thing is that it happens rarely, but that is not really a consolation for you right now. There is no way around this, except loading an earlier save game or starting a new campaign. Another good thing is that you have those older save games to revert to. Right? Right. Anything else would be foolish, of course, sorry for doubting you.

    - I saved my game right before a battle begins, and the game crashes after the battle -

    Yes, that's true. You need to always save on your turn, and never right before a battle, as that provokes CTDs. Reload an earlier save game and you should be fine. Don't have an earlier save game? Foolish. Make sure you retain them in your next campaign!

    - I have just taken an enemy settlement, and the game crashes when I select its fate -

    Are you sure you didn't save the game right before the battle where you won the city? If you did, see the above point. Otherwise, you may have some success using Lusted's trick with corrected_regions.tga. It may be quicker to just revert to an older save game though, if it's not from very long ago.


    • Make a backup of RTW/RO/data/world/maps/base/campaign/map_regions.tga.
    • Copy corrected_regions.tga from your RTW directory into the folder where you found map_regions.tga. Then rename the file to map_regions.tga (you may have to delete map_regions.tga first).
    • Start RO but do not load your savegame. Delete RTW/RO/data/world/maps/base/map.rwm.
    • Load your campaign. Play the battle and see if you get past the crash. If not, revert to an older save.


    - I've just played through a huge battle and it crashes as soon as I click to close the battle summary scroll to return to the campaign map -

    Again, this seems to relate to a computer memory issue. There is no certain way to fix this, but there are currently four ways that I know of that are reported to minimize or eliminate them.


    • Leave the battle summary open for 10-15 seconds instead of closing it right away.
    • Use this thread to alter the working memory of your computer http://www.twcenter.net/forums/showt...ost+battle+ctd
    • Do not use the Miles Sound System, but rather DirectSound3D. You choose this by going to the OPTIONS in the game menu, then choose AUDIO OPTIONS and select another SOUND PROVIDER.
    • Try the suggestion of Theages in this thread.


    - The game crashes during battle -

    This is unlikely to be a problem with RO, but rather something with your hardware. Yes, RTW vanilla works fine, but we're taxing your system more.


    • Download and run Memtest to ensure that your memory is doing alright. If not, you could have to change your memory speed in the BIOS, or replace one or more of your chips.
    • Try to upgrade your video drivers.
    • Try to DOWN grade your video drivers. Some are more stable than others. There is a suggestion for a driver version for ATI cards in the validation thread, which is the one I was using at the time with no problems.
    • Run Scandisk on your hard drive. You find this by right-clicking the drive in question, then choose Properties and click the Tools tab. Finally click the "Check now" button on "Error checking".


    - Unit and Building Cards Appear White -

    Some unit cards and building cards may sometime appear white. While annoying, there currently exists no solution to this problem. It would seem that once more, there is just too much of them, and the aging engine can't cope with it.

    I have also added this connection to RSII as it explains alot of crashes that seem to be similiar in RO.
    http://www.twcenter.net/forums/showthread.php?t=539172


    Many, many thanks to merlinuscdxx and Roma Surrectum II for this.

    Last edited by julianus heraclius; October 04, 2020 at 09:03 AM.

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