Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Cultural Conquest - Expanded - Complete
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7.169 GB
2023 年 6 月 1 日 下午 11:51
9 月 20 日 上午 12:24
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Cultural Conquest - Expanded - Complete

描述
Have you ever wanted to play Rome but have good archers? Or phalanxes? Or cavalry archers? Well, now you can, with Cultural Conquest.

This mod adds a 'culture' to every faction. This culture is what recruitment is based off. So a settlement with Roman Culture can only recruit Roman units, and one with Gallic can only recruit Gallic units and etc.

The aim of the mod is to simulate that you can't just recruit your own people from newly conquered lands, that you have to get locals to fight for you.

If there's any bugs or problems, please let me know.

What does this mod do?

This mods a couple of different mechanics to the game:
• Culture/Religion mechanic
• New Factions
• Administration/General Traits
• Recruitable Mercenaries
• New Recruitment System
• Independence System
• Faction Fighting Traits
• Empire Growth Mechanics

To break these systems down a little bit.

1. Culture Religion Mechanic

Each region has a culture/religion associated with it. This culture/religion is spread using the characters that your faction makes or the temples.

Culture/religion is the requirement in this mod for unit recruitment. So, a region with 50% Julii and 50% Iberian will be able to recruit both Julii and Iberian units. This truly allows for a fully multi-cultural empire.

Every character in your faction starts off with a culture/religion trait, but that’s not all. They pass their traits onto their kids, generally. So, if you bribe someone from a different culture, you can begin the process of slowly converting your entire empire to this new culture. Of course, you can also leave your generals in a city with a foreign temple and he’ll potentially become a lover of that culture instead of his own.

You’ll notice that when you conquer a new region, you can’t build your own temples there, or that there is a long list of potential temples to be built there. Well, if a general/spy/merchant/diplomat spends a turn in an area, the ability for a new type of temple to be built there will appear. This way, if you want a pure empire, that can be done too as you spread your own culture all over the world.

2. New Factions

This mod adds a couple of new factions to the game. These are: Lugii and Rugii for the Germans, while Germania is now the Cherusci. The Gauls are broken down into the Arverni, the Boii and the Aulerci. Finally, the Greek City States are broken down into the Peloponnesian League, Mediterranean League, the Anatolian League and the Bosporan Kingdom. There is also an Illyria faction, a Caledonia faction and a Sarmatian faction.

3. Administration/General Traits

There are now traits to help track the career of your generals or governors. Whether they are a career bureaucrat who never leaves the city, or a general that never enters one. Your Generals also gain traits for battles won or lost, cities taken, and time spent in the field.
To gain the General trait, a general has to win a battle. Afterwards, spending time in the field advances the trait. To advance the Governor trait, a general must spend time in a city.
Generals now get a unique trait for each city that they govern. If they leave the city for another city or just not govern at all, they receive the ex-Governor trait.

4. Recruitable Mercenaries

Mercenaries can be found in the field cheaply or be recruited more expensively in a market. These are strong professional soldiers, as such, they have high upkeep and excellent stats, at least until you can bring out your own high tier units to fight them.

5. New Recruitment System

You can no longer recruit units infinitely. Now, there’s a pool that begins as soon as you complete a barracks, archery range or a stable. Each building has a separate pool, and you will be able to recruit units upon completion of a building. However, your fighting population can run out. And once they’ve run out, they need some time to become recruitable again. It takes 10 years for a pool to replenish itself, which allows you to recruit an additional unit. Your barracks, stables and etc will let you know if any units are available for recruitment or not.

Now, when you have large battles using all of your armies, be very careful, because unless you have a large empire to draw units from, you will run out.

6. Independence System

You have a very large empire, and you’ve decided to focus on expanding it further, which is fine, however, the people at the edges, far away are feeling neglected. Year after year, they pay taxes, and they don’t even have a governor. Who are they paying for? Why are they paying? Sometimes, even their men go off to fight in wars. Well, no more.
If a city is completely ungoverned for 20-40 years consecutively, it will become independent and look out for itself.

7. Faction Fighting Trait

Every faction a General fights, he now keeps track of. If your general beats the Julii enough times, he’ll claim the title, Julii Hammer.

8. Empire Growth Mechanics

Outside of certain specific cities, you can no longer grow your towns to city, large city and huge city level.
This is until your realm grows large. As you grow larger, you acquire greater engineering knowledge from your larger number of subjects, and as such, your cities can be expanded to be bigger. The larger your empire, the larger all your cities can be. And this applies to the barbarian factions as well.

9. Disaster System
I’ve integrated the Nature’s Wrath mod into this mod to allow for more natural chaos to take place on the map. Here’s a link to that mod if you want to play it on its own: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3405655827&searchtext=
Thanks to Dagovax for allowing me to use his mod in this.

If you need any further clarification, feel free to ask below.

Here is a discord link to the Rome Total War community server: https://discord.gg/sWDAxQWJx4

My mod is discussed in the cultural conquest section.

I'd like to credit Eduardo and Lanjane with general help with the mod, Rendaus for letting me use their campaign region mod and Danymok for letting me use their units mod. I'd like to thank Lehy for being instrumental in the banner and faction icon work. Intellego has also been a great help in the banner work, so thank you to them as well. I’d also like to thank JaceX of Rome Expanded for letting me use the better battle AI they’ve made as well as the senate peace script. Now when you go to peace with the Romans, it will happen with all the Roman factions at once. I'd like to thank Eduardo and Legionary2 specifically for helping me code the script to make the recruitment change possible. I’d also like to thank Aristoxenus for helping me come up with second names for the Caledonian faction.

This is the final major update for the mod, all future updates will only fix bugs.



***Use the realistic colour unit settings please
***The Vanilla version of the mod is not required to play this version

Thanks,
Best regards,
Milkerman
89 条留言
kratos8909 10 月 12 日 上午 12:32 
Ah okay cool, thank you for taking the time to answer my question. 👍
Milkerman  [作者] 10 月 5 日 上午 11:36 
Hey @kratos8909, yes it is. Because of how the mod works, any new generals can be any kind. In my head, I think of it as each general having a distinct style of fighting, so yes, it is supposed to happen.
kratos8909 10 月 5 日 上午 10:51 
Hey I tried playing this without any other mods installed and while playing as the Julii a few turns in when one of my family members became of age and he spawned with Egyptian Chariot bodyguard. Is that supposed to happen?
Milkerman  [作者] 6 月 18 日 上午 1:10 
Cool, have a great time with the mod.
Bdeslaurs 6 月 17 日 下午 10:42 
oh ok, so it`s only for first few tiers of unit, thx explaining. I really like the idea of playing greek but on a different part of the map. Might try bosporan later.
Milkerman  [作者] 6 月 17 日 下午 10:34 
@Bdeslaurs the Mediterranean League is an amalgam faction like a few in the base game.

It's actually a greek faction but can recruit a bunch of barbarian units due to the three cities it consists of, two of which would be in "barbarian" lands.

They can also recruit greek units at higher tiers.
Bdeslaurs 6 月 17 日 下午 8:41 
Why is the Mediterranean league with Syracuse considered Barbarians when it comes to recruitment? Am I missing something?
Milkerman  [作者] 5 月 30 日 下午 3:31 
Hi Saber,

There is not as far as I'm aware. And I'm no artist so I've not tried to give it a shot. Well, I sort of have with some of the newer factions and their colours look all weird.

So I've sort of stopped recolouring them.
Saber 5 月 30 日 下午 3:27 
kind of wonder if there is a complete unit variation mod for this mod.
Milkerman  [作者] 5 月 27 日 上午 10:55 
@Marcus, that's awesome. I hope you have a great time with the mod.