About this mod
Rome Expanded features civil wars, loyalty system, 8 cultures, 17 religions, 200 regions, 106 factions, 309 units, recruitable generals, an expanded senate, better campaign AI, better battle AI, better AI battle formations, more historically accurate map, characters, faction relationships (such as Athens and Sparta's rivalry), and much more.
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- Donations
Rome Expanded features civil wars, loyalty system, 8 cultures, 17 religions, 200 regions, 106 factions, 309 units, an expanded senate, improved campaign AI, improved battle AI, more historically accurate map, characters, faction relationships (such as Athens and Sparta's rivalry), and much more.
- AI does a better job of building up armies and attacking strategically (via 46 campaign AI personalities and detailed faction relationships)
- Five Battle AIs (Default, Roman, Greek, Barbarian, Scythian) and 121 Battle AI Formations to add more dynamism when fighting different factions/cultures
- All primary factions have been unlocked, some are still emergent factions as originally designed (such as Parthia)
- The SPQR and 3 Roman factions have been added into the game as: SPQR (led by the Cornelii family), Fabian Rome (replacing Julii), Valerian Rome (replacing Brutii), and Claudian Rome (replacing Scipii) - added improved banners and logos to reflect the new Roman factions
- Carthage and 3 Carthaginian factions have been added into the game as: Carthage (led by the Adirim), Barcid Carthage, Hannonid Carthage, and Magonid Carthage
- New historical events representing the Chremonidean War, Punic Wars, Social Wars, etc.
- Additional regions, units, buildings, and characters with a primary focus on historical accuracy, and then game balance
Join our Discord Channel where we discuss the mod in #rome.
Changelog
2024.12.16:
- Made religion mechanics easier to convert settlements
- Limited agents to 1 of each type per settlement to decrease agent spam
- Lots of trait trigger changes
- Adjusted Diadochi AI recruitment of troops
- Fixed some ranged recruitment issues for Italic factions
- Updated core attitudes between Odrysia and Tylis and some neighbors
- Tweaked AI to use 2x the army sizes of before to improve the chances of AI besieging and actually attacking into settlements rather than starving them out
- Added peace handling for superfactions/subfactions so that when a faction peaces with any member of the superfaction, the peace applies to all members of that superfaction
- Minor script maintenance to make code more efficient or to remove unused code
2024.12.06:
- Adjusted various character trait triggers
- Added graphical updates for Sparta's greek armoured hoplites to use the lambda shield
- Added more unique character trait triggers
2024.12.05:
- Added missing Syrian armoured elephant models
- Added custom mount models from Danymok
- Fixed a settlement view crash with Dacian, Germanic, Scythian, and Britonic factions
- Added character models (spy/merchant/diplomat/assassin/captain/general) for the 5 new factions
2024.12.04:
- Added settlement plans and graphics for barbarian large and huge cities
- Removed a duplicate Pontic Heavy Cavalry reference in Royal Cavalry Stables
- Allowed general bodyguard recruiting and retraining in Imperial Palaces (even when the building is of a different culture - still requires meeting the religion requirement)
- Adjusted various trait triggers
- Fixed senate missions (had left a senate debug file in the past few iterations)
2024.12.01:
- Added Taulantii faction
- Added greek pike mercenaries
- Added dozens of character names
- Adjusted several settlement data
- Added agent kill script when capturing a settlement to allow the player to immediately be able to recruit new agents in the new settlement
2024.11.26:
- Added Chersonesus and Pontic Pentapolis factions
- Added some trait triggers to handle potential adoption of non-family generals
- Updated the settlement size of Epidamnos
2024.11.20:
- Added Iazyges and Roxolani factions
- Added 20+ new units using BI graphics and danymok unit graphics
- Fixed various trait triggers, script conditions, and localization issues
- Enabled huge city to be reachable by all cultures
- Added buildings to various cultures to allow them to build up their huge cities
- Fixed several AI formations
- Changed up some unit and building graphics (specifically for barbarian and thracian-illyrian cultures)
- Changed up unit recruitment for various factions
- Changed up AI army recruitment to reduce mercenary usage
2024.11.01:
- Minor improvement to AI battle formations
- Changed up AI aggression all around (especially Roman factions)
- Changed up AI army recruitment
- Changed up how hording works for barbarian factions (real hordes now)
2024.10.01:
- Fixed Battle AI handling of Phalanx units in formations
2024.09.28:
- Updated AI army recruitment in the early campaign
- Improved AI budgeting overall (less prone to go broke)
2024.02.28:
- Updated AI battle formations and AI personalities with feedback from users
2024.02.25:
- Updated AI battle formations and battle AI personalities
- Fixed trait trigger bug
- Fixed missing model reference
- Adjusted Marian reforms trigger
2024.02.19:
- Updated AI battle formations to be better organized
2024.02.14:
- Updated AI battle formations be more reactive
- Fixed Marian Reforms trigger
2024.02.03:
- Adjusted Campaign AI to reduce turtling by 25% for civilized factions and 60% for uncivilized factions
- Added 10 Battle AI formations and improved other formations to fix various factions' Advance movement
- Adjusted AI recruitment to prefer professional troops over mercenaries once a settlement reaches city level
- Increased requirements for Marian Reforms to take effect
- Fixed Roman AI to recruit non-Marian troops when settlements reach large/huge city levels
- Adjusted how Hordes work so that they are less likely to show up on the other side of the world
2024.01.27:
- Redid the battle AI personalities and AI battle formations (now 85 custom formations + 21 default formations)
- Tested these AI formations in various battles with good results
2024.01.19:
- Improved campaign AI economy
- Improved campaign AI defensive strategy (more garrison troops in settlements)
- Improved AI mercenary recruitment (they won't go bankrupt anymore)
- Fixed family tree freeze bug related to hordes, also made rebel factions horde again
- Changed how religion is handled (again)
- Modified "Official Religion" to be "Local Religion" to prevent confusion
- Added AI mercenary handling
- Fixed region nomenclature
- Fixed issues with campaign script and event spawns
- Adjusted AI recruitment values
- Added some more character names
- Added various AI handicaps to improve AI army building and survival
- Adjusted faction relationships so that AI is less likely to attack historical friends
- Added higher tier roads for Eastern culture
- Added higher tier port for Egyptian culture
- Added religion and trait handling for rebel faction spawns
- Added a defined rebel spawn army stack
- Removed hording from rebel factions as this caused a CTD
- Added more characters to Athens/Cyrene/Diadochi factions
- Fixed a missing battle standard for rebel Judea
- Added script handling for massacres, massacring a population now reduces the population growth by 2.5% for 20 turns (10 years) and also negates native religion malus (from buildings) in the settlement
2023.12.30:
- Overhauled campaign script
- Added 4 rebel factions
- Added hording to every faction
- Added 15 character names
- Altered how non-royal characters are generated at game start
- Added spawn scripts for rebel factions
- Fixed various descr_strat issues
- Altered attitudes and diplomatic relations between factions
- Removed campaign graphics to be optional
- Added 4 new units (including 1 new mercenary unit) to the Dacian and Thracian rosters
- Added higher tier missile and cavalry buildings for Balkan culture
- Added large cities to Balkan and Barbarian culture
2023.12.07:
- Fixed save corruption
- Re-added campaign script
- Improved Roman campaign expansion
- Improved campaign and battle AI further
- Improved AI handling of cavalry in battles (via formations)
- Improved unit recruiting (AI will recruit better troops rather than spam the cheapest possible unit)
- Added new units
- Added several character names
- Added heirs to every faction
- Added better German localization
- Added improved campaign and battle graphics
- Other improvements I can't recall right now
2023.03.30:
- Added 50 names, mostly Greek, Italic, and Iberian
- Added 10 campaign AI personalities, switched up campaign AIs for the various factions to be more diverse and historically accurate and/or regionally sensible
- Revamped religion features/mercenaries/recruitment
- Added 10 traits and some triggers relating to Balkan and Italic cultures
- Fixed a few faction religion mistakes
- Improved and fixed localization all around - applied more cultural specific language for English events
- Added a temple to the Parthians
- Added catapults to some Iberian and Dacian factions
- Modified diplomatic attitudes and relationships at game start to better reflect historical trends
- Updated some faction specific captain banners and map UI graphics
- Made a few more factions available in custom battles
2022.12.10:
- Fixed some battle AI formations (less suicidal generals)
- Fixed up some script errors
- Fixed up some localization issues (mostly Chinese and Russian)
2022.12.05:
- Added 347 new battle AI formations
- Added Carthage as a superfaction with the Barcid, Magonid, Hannonid families as subfactions
- Updated faction relationships to reflect this new Carthage split
- Added 100 character names, mainly to Carthaginian, Iberian, and Italic name groups,
- Added 50 characters (mainly to Carthage), and updated dozens of others with better traits
- Fixed up some localization issues
2022.11.24:
- Redid much of the game from the ground up to reduce potential for crashes
2022.04.25:
- Added 26 regions in Germanic, Celtic, Balkan, African, and Egyptian lands
- Updated Battle AI calculations
- Added mercenary system
- Added weather system
- Removed native religion system and bonuses
- Fixed various script and strat model issues
2022.04.09:
- Added 25 regions in Greece, Africa, Asia, and Crimea
- Updated ranged battle AI
- Added a few units, and updated others
- Improved native religion system (now decays over 50 or 150 years)
- Added minor religion bonuses for cultural buildings (Academy, Tavern, Arena, Execution Grounds, etc.)
- Added language support for all playable languages
2022.04.01:
- Fixed some graphics glitches
- Added Delphi and Ireland
- Renamed some settlements and units
- Added population and buildings to various settlements
- Made Corsica accessible from the sea
- Added Chremonidean War
- Added slave resources to new regions
2022.03.27:
- Resolved more strat and battle model issues that will improve game stability
- Added more campaign map previews on the faction selection screen (courtesy of milkerman)
- More scripting adjustments
- Native culture/religion boosts to work or contend with
2022.03.23:
- Hopefully resolved some strat and battle model issues that will improve game stability
- Added more campaign map previews on the faction selection screen (courtesy of milkerman)
- Added more campaign descriptions and localizations
- Improved battle AI tactics, distance calculation, and timings (lots of testing)
2022.03.21:
- Fixed graphics glitch (barbarian cavalry and romans_julii assassin) and campaign descriptions
- Updated event scripting
2022.03.20:
- Added Greek Thorakitai (elite tier 4 Greek troops on par with legionaries)
- Updated buildings (Italic, Greek, and Thracian)
- Adjusted population system (much larger thresholds for all factions)
- Added more faction graphics
- Fixed graphics glitch and campaign descriptions
2022.03.17:
- Added 4 new regions in Anatolia
- Improved event scripting
- Added several units (mainly to the Italic factions)
- Added and updated buildings (mainly Iberian and Italic ones)
- More historical accuracy and balancing
- Added stone walls for barbarians
- Adjusted population system (much larger thresholds)
- Added more faction graphics
- Lots of fixes and game balancing
2022.03.09:
- Added Punic Wars and Socii War events that will ruin Rome. Be afraid, very afraid.
- More Regions, Balancing, and Historical updates
- Optimizations to script processing
2022.03.06:
- Fixed memory loss issue that was related to having too many factions (removed 4 Italic rebel factions - no civil wars for the Italians - Romans still have rebels)
- Updated faction descriptions for the German factions
- Improved script
2022.03.05:
- Fixed Senate Missions
- Added 2 regions in Italy and added troops to various factions for game balancing (welcome to Narnia)
- Updated various graphics to have custom faction graphics or just to be HD
- Changed up Iberian Archery Range to add experience to peltasts and slingers
- Updated various scripts to handle settlement renaming and AI boosts when Rome is invaded
- Fixed something that bothered Gudea TW a lot in Armenia
2022.03.04:
- Added wives and children to most factions to help with faction death
- Improved campaign AI for several factions that were turtling (and historically did not turtle)
- Fixed various scripting and trait issues that came from vanilla Remastered (fixes stuttering)
2022.03.03:
- New faction (Picentini)
- 12 new regions (Argolis, Arcadia, Picentum, Boeotia, etc)
- Battle AI has been improved with 4 new Battle AI personalities (Roman - will march and fight in formations, Greek - will use extended lines, Barbarian - will mass and charge and try to outflank/ambush, Scythian - will keep distance and use skirmish tactics)
- More customized Campaign AI for various factions
- Way more historical accuracy
- Fixed various bits here and there
2022.02.22:
- New factions (Dardania and Samnites)
- New regions (Dardania, Samnium, Corsica)
- Added 80+ characters to various factions
- Added banner graphics for the Roman and newly added factions
- Added a queue of Senate missions to each Roman faction that will result in a Triumph when successfully followed (Fabians securing Northern Italy, Valerians eliminating Macedon, Claudians securing Carthage)
- Tweaked unit morale across the board (just by 1 point for now - testing battle realism)
- Updated settlements and characters (corrected names/traits/details)
- Updated traits/ancillaries to account for senate (electability) bonuses
- Hundreds of new ethnic variations
- New win conditions (50 new win conditions)
- Added 100 new campaign descriptions
- Updated hundreds of localization entries
- Fixed various map, localization, and trigger issues
2022.02.17:
- Lots of bits and pieces.
- Future plans include reviewing factions to include, adding settlements, and potentially playing around more with new moddable stats such as AI aggression, battle AI, and multiple "superfactions".
Instructions
This mod is for Total War Rome Remastered, and can be installed and played on its own. To install, extract the mod folder to this location:
C:\Users\<Your Username>\AppData\Local\Feral Interactive\Total War ROME REMASTERED\Mods\Local Mods\
Be sure to delete any previous mod versions!
Credits
-Boicote for Rome Retrofit
-Milkerman for helping debug bugs and working on adding maps on the faction preview screen and moderating the Discord!
-Beat for region/settlement research
-Sabura for the German localisation
-ViolentAtmospheres for the environmental effects
-Feral for releasing the remaster in the first place
JaceX's Top Factions
- Mamertines - If you want a REAL challenge, play as the Mamertines, a group of Italic mercenaries who left Italia to fight in the Sicilian wars on behalf of Syracuse against Carthage. Upon the death of their former employer, King Agathocles, the mercenaries began their long trek home... Most made it. But some, still raw over their defeat by Carthage, and owed backpay from Syracuse, seized the Greek town of Messana, killing many men, and taking their women. These mercenaries turned Messana from a town of farmers and traders into a raiding base for marauders and pirates. In honor of their Oscan war god Mamers, they called themselves the Mamertines. Their tenuous position between Rome, Carthage, and the Greeks, would set the stage for the first Punic wars. After decades of independent rule, the Mamentines were lost to history, remembered only because their story (and their wine) became a favorite of Gaius Julius Caesar's.
- Liguria - The Ligurians did not play a major part in shaping local geopolitics. Instead, Liguria became a pathway by which Romans, Carthaginians, and other peoples moved to invade one another. Liguria was made up of a series of confederacies who sometimes unified and often times acted in their own interests. Ligurian soldiers and mercenaries fought on both sides of the Punic Wars. And eventually, Rome would settle and claim the entire region as part of the province of Cisalpine Gaul. Will you be able to change the course of history and build up Liguria into an independent state? Or will you collapse under the weight of greater powers such as Rome and Carthage?
- Rhodes - Famous for their construction of one of the world's ancient wonders - the Colossus - Rhodes' convenient island location in the Mediterranean allowed these people to benefit greatly from mercantile trade and sea navigation. Their minted coins were found in the coffers of nearly every kingdom and state along the Mediterranean Sea. Rhodians were also held in high esteem in the world of arts and culture. Masters from the likes of Athens and Alexandria would study here, form schools here, and create brilliant works of art and knowledge. With all this commercial and cultural success, Rhodes would seem poised to take on the world. However, Rhodes convenient location for trade, also makes it vulnerable to attack from all directions. You must carefully navigate the politics of the Mediterranean. Will you survive the ambitions of the Seleucids, Egyptians, Macedonians, and Romans?
- Fabian Rome - Descended from Remus, the Fabii are part of the gentes maiores, the most prominent of the patrician houses. In 479 BC, the Fabii volunteered to counter the Estruscan forces from the city of Veii. The Romans built a camp along the Cremera where the Fabians monitored and blocked every Etruscan attempt to cross over and invade Rome. Eventually, the Etruscans lured the Fabian warriors off their hill by driving herds of cattle within sight of the Fabii. As the Fabian men scrambled to claim the herd, the Etruscans ambushed them and slew every last man. Rome would afterward suffer several defeats before finally beating the Etruscans back the following year. The Fabii were held in high esteem thereafter by Rome and its people for their patriotic courage and tragic sacrifice. Though not as powerful or wealthy as the other great houses, the Fabii have an opportunity to shape their legacy as champions of the plebeians, and leaders of Rome. Be wary though, as other Patricians, especially the Cornelii and Claudii, actively seek to undermine the Fabii.
Fixed Battle AI handling of Phalanx units in formations