Author Topic: Rome Total History  (Read 9827 times)


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Rome Total History
« on: October 31, 2013, 02:08:25 AM »
Mundus Magnus and Rome Total History (made by Philadelphos), have joined forces and will continue to mod under the RTH name. Here is the description of the current version along with the download link:
Bridge the wait for RTW II with a new fantastic gaming experience!

Finally you get a mod that lets you experience the Ancient World from one end to the other in all its splendour. Interaction from Spain to India, from Caledonia to Aethiopia drives the game in a scenario of unprecedented historic and geographic accuracy!

Philadelphos Productions proudly presents Rome Total History 1.1.


Essential features:
- Starting year 280 BC
- New fantastic campaign map reaching from Scotland to Saba and India
- Unprecedented accuracy on coastlines, mountains, roads, islands, resources and many more
- 199 historic regions and cities researched with extreme accuracy and equilibrium
- Functional road system with many historic roads
- Many additional mountain passes for increased strategic options
- Detailed islands and 100 land bridges for excellent computer performance
- 20 playable factions representing over 30 nations
- Extended family trees with over 900 historic characters
- Over 100 minor settlements on campaign map with individual denomination for each faction
- 195 accurately researched rebel nations
- Over 300 new units available with AOR system, 100 mercenaries, high quality icons and skins
- new polytheistic temple system and new buildings
- improved trade system with four more tradeable resources
- Pyrrhus' invasion and Celtic migration from 280 BC represented
- a new name system for the Romans allowing names such as Publius Cornelius Scipio or Gaius Julius Caesar.


Download the file RTH_1.1 at
To install the game you need a vanilla version of Rome Total War upgraded to versions 1.3 and 1.5. Unzip the file with Win RAR and move the folder RTH into your Rome Total War folder besides the original Data folder. Do the same with the “Rome Total History mod” launcher and eventually open properties to correct the destination path. Use the launcher to start the game.
This is a tested version. I’ve played it for months and it appears to be very stable. If you find any problems please report them to bor1900mg(at) .


The main objective of this mod is a true representation of the ancient world in a highly improved campaign map for maximum playability.
The political situation around the Mediterranean is the balance of powers from the year 280 BC. Unfortunately however our historical knowledge of the 3rd century BC is limited to the civilized parts of the world, while the situation of many Barbarian tribes at this early stage is completely unknown. With a deadline of 280 BC countries like Germany, Britain and many others would be entirely without towns and leaders. Some enter the historical radar only in the 1st century BC and some do it only for a very short moment. This is the reason why I have decided that time must be relative in this mod. So the political situation in the Hellenistic world is that of the years 300-275 BC, including the Celtic migration in the Balkans. But moving west and north, time shifts to a later period, with towns and leaders chosen from the 2nd or 1st century BC and eventually even the Christian era. Thus in the northern periphery each nation is represented in its moment of splendour with the rulers who achieved maximum glory.


Rome Total History features a completely reworked campaign map going from Scotland to Aethiopia and India with unprecedented detail and historic accuracy. This regards cities, region borders, mountain passes, roads, rivers, rebel factions and many more features.
As pointed out above, cities in Britain and Germany are from the 1st century BC or even the Christian era. Thus, there are cities in the game that didn’t exist as early as 280 BC, but became important later. The idea is to set the stage for the Roman conquest and therefore some of the most prominent colonies (Lugdunum, Burdigala) are still on the level of villages, so they need to be developed in any case.
The limitation of 199 regions is another problem. I would have preferred to have 250 regions, but in the end it was a good incentive on staying focused. When it came to a necessary choice, I usually preferred the big and famous cities in the central areas of the map. Many other mods include tribes in the periphery of which we barely know the name. This is not my philosophy, because most of the historic action is supposed to take place in the Mediterranean. That's the reason why my map has five regions in Sicily and the Peloponnese each, which were the most crowded battle grounds of the era.
Such a concentration would almost certainly result in a clumsy situation if it wasn’t for a number of countermeasures. The most important among these are additional mountain passes, islands and land bridges. The number of passages across the Alpes has been increased from four to sixteen which gives many more strategic options. The following picture shows Northen Italy and the Alpes:

There are almost 100 land bridges for highly improved playability. Finally even the computer is able to manage an invasion across the strait of Messina or the Hellespont.
In one test run the First Punic War started exactly in 264 BC. The following picture shows the situation in 263 BC. I played Macedon and the Romans had just declared war against Carthage, laying siege on the town of Panormus in Sicily.

A few years later the Romans had taken both Panormus and Lilybaeum. Then after a short pause the war started again in Spain where both factions clashed on the border between Saguntum and Tarraco.

Warning: In some rare cases on the most tiny islands and land bridges battles won’t work. This happens, because on a limited ground the generator won’t find enough space to locate the troops of a large army. Therefore it will load the battle map, but then your computer will freeze and you’ll be forced to restart it. If this happens, you must choose to resolve the battle automatically. The same may happen if you want to bring a battling army reinforcements across a land bridge. Though annoying, at least, I think, it is quite realistic that this manoeuvre may fail.


A new feature allowing to broaden the range of the game is the idea to combine several nations into one multi-area faction. This was already the case in Vanilla with the Greek Cities, but now it has been done with Epirus/Sicily, the Hellenic Kingdoms, the Illyrians/Thracians, the Getae/Goths, the Gauls/Galatians, the Britons/Belgae and most of all with the Eastern/Independent Kingdoms. This gives those nations a better chance of survival and a much improved range of interaction right from the start. Since interaction is the driving factor for playing fun, it has even been improved for the other nations, by giving them at least some diplomats allowing to observe the events in distant parts of the world. The Hellenistic epoch after 280 BC was indeed the period when diplomatic contact was established between Rome and Egypt or Macedon and the Mauryans.


Family Trees:
A lot of work has been concentrated on leaders. These are represented in family trees as close as possible to historic relations. As regards the Hellenistic dynasties, if it wasn’t for the limitations of the game (at maximum four children, no second or third marriage, no marriage between siblings), you might even pass a university exam studying from these family trees. The Republics like Rome and Carthage are organized by parties instead (Populares and Optimates). To have these families as complete as possible, it is again necessary to assume that time is relative, including some of the dynasty founders who were already dead by 280 BC. So please take note that the inclusion of Seleucus or Ptolemy in the game is not an error, but a deliberate choice.
All in all there are almost thousand historic figures in the game, many with correct characterization (as known) and relatives, including parents, wives and children. People with no direct relationship have been “connected” into the “family” by “marriage”.
If you encounter a particularly valid adversary you may consider to check Wikipedia to see what his actual feats have been. Of course, as the game goes on and new leaders are generated by random, the number of historic protagonists will diminish. But at the beginning every named leader is historic.


Unit modding was guided by the need to cover the entire map with special forces for each nation. A lot of work has been concentrated on the diversification of the multi-national factions which ahve now a large range of different units available in specific areas of recruitment (AOR). Thus the Eastern Kingdoms recruit Bithynian or Greek troops in Asia Minor, Nabataean and Sabaean bedouins in Arabia and Bactrian or Indian troops in the East.
The AOR-system extends on the whole map and applies also to traditional factions such as the Egyptians, who may recruit Greek units in their Aegean dominions, Levantine units in Syria and Nubian units down the Upper Nile. Similar diversifications have been implemented for many other factions, especially the Hellenic Kingdoms, Epirus/Syracuse, Illyria/Thrace, Gaul/Galatia and the Celts.
Many units have been derived from the vanilla stock by changing uniform colours. Others have been taken from previous mods such as Extended Cultures (XC). But there are also very original new entries such as Bithynian Snake Hurlers, Scythian Police Archers, Steppe Hunters (with dogs), Caledonian Highlanders, Agrianian and Lydian Javelineers, Cadusian Skirmishers, Hyrcanian Woodcutters, Arabian Merchants, Leopard Warriors, Temple Robbers, Sutler Train, to name but a few. All skins and icons have been created to highest standard using vanilla colours for each faction and green to distinguish the mercenaries.


Regarding the building trees there are some essential novelties. The most prominent feature is the polytheistic temple system that allows to build at last four different temples contemporarily. If you build a sanctuary in a first moment this will not exclude that you build others later in the same town. Moreover it will open the possibility to build an additional shrine. Shrines are still working the old way, which means that building one you exclude all the others, but not the sanctuaries. After Marian reforms some nations get additional Cults. Most nations have now between ten and twenty gods with accurate descriptions adding new layers to each culture. Many known temples have been included in the game: Saturn and Vesta in Rome, Demeter in Syracuse, Hera in Agrigentum, Heracles and Castor and Pollux in Sparta, Asclepius in Argos (Epidauros), Zeus in Achaea, Parthenon in Athens, Helios in Rhodes, Aphrodite in Panticapaeum, Cybele in Phrygia, Ishtar in Babylon, Indra and Buddha in Taxila and Pattala, Astarte in Tyros, Jehova in Jerusalem, Dushara in Petra, Sun Temple in Saba and Aethiopia, Serapis in Alexandria, Seth in Memphis, Horus in Thebes, Zeus-Ammon in Siwa/Ammonion, Tanit in Carthage, Moritasgus in Alesia to name the most prominent.
Among the new buildings you find also a Garrison that can be upgraded to a Citadel/Acropolis (adding better defenses to your walls). Among the more curious features are a Festival of Dionysos and a Lupanar/Hetairion/Harem. The execution square is now available for most nations and the Secret Police has been renamed to Tribunal/Basilica of Justice.
On the strategy map the Watchtowers have been transformed into Minor Settlements with individual names for each faction. Thus the Romans and Epirotes may build Colonies or Castrums/Castles, the Carthaginians and Egyptians Emporiums or Citadels, the Macedonians Garrison Towns, the Seleucids Military Colonies, the Scythian Kurgans, the Numidians Oases, the Slaves Camps and so on. Between Minor Settlements and Forts about a hundred additional towns have been added to the game.


Since the game aims at an equilibrium between the factions, diplomacy is essential to master the scenario. Be alert, however, because some nations are intended to break the equilibrium. Many situations are not easy to master, while other tasks may appear quite simple. Unfortunately the latter are necessary to make the game behave in in a certain direction regarding the expansion of the computer faction. Each faction has however a special challenge which is specified in the campaign description. For the problematic ones this may be a hint on how to survive and for the stronger ones it may be a way to increase the thrill.


Factions list:
The following is the faction list with these challenges and some essential advice for each nation:

- Roman Republic
Rome appears quite easy, but the problem is money. To make sure the computer faction does what it is supposed to do, the Romans have been giving lots of valid units right from the start. Thanks to their strength the computer usually unites Italy within 20 or 30 rounds and starts expanding into Gallia Transalpina. If you think that this is too easy, you might disband some of your units in order to spare your money, but beware of Pyrrhus who is waiting in Tarentum.
CHALLENGE: If your expansion proceeds all to smoothly start a two frontier war against Pyrrhus and the Gauls contemporarily. That will surely increase the thrill.

- Epirus/Syracuse
Epirus is a difficult faction. Usually the computer loses Southern Italy within 30 rounds and when the Romans move into Sicily extinction is not far away. Thanks to Pyrrhus’ army you might revert this fate, but let some of the Romans live, because without them ancient history wouldn’t be the same. So you better secure Southern Italy and then move on to unite Sicily or conquer Macedon as Pyrrhus did.
CHALLENGE: Resist the Romans without taking their cities. Try to unite Sicily following through with Pyrrhus' plans. Finally move your army back to Hellas to conquer Macedon. If you can reach Argos without being killed you really mastered it.

- Hellenic Kingdoms (Sparta, Pergamum, Bosphoran Kingdom, Bactria)
You may try to unite the Peloponnese under Spartan rule or Asia Minor under the Pergamese Attalids. The situation in Greece is quite complex and you shouldn’t push too hard here. Maybe you better go to conquer some islands such as Lesbos or Crete.
Since each of the scattered territories needs its own army, these multi-national factions have a problem with the treasury. You need to increase your trade and conquer new regions to raise the cost of your defense. If that is not enough consider to disband your most expensive units.
Due to large distances you also lose a lot of money and this is why you probably need to concentrate on one or two of your regional areas.
CHALLENGE: Your huge armies are needed to defend your scattered territories, but they are far to costly. To avoid bankruptcy you need some quick conquest.

- Greek Cities (Massilia, Agrigentum, Achaea, Athens, Rhodes, Byzantium, Chersonesus)
The Greek Cities might stay peacefully caring their trade interests and probably nobody would harm them. But the programme of Aratus of Sicyon is to unite Hellas under Achaean leadership and this includes taking Argos and Corinth.
CHALLENGE 1: Take Corinth and unite the Peloponnese.
CHALLENGE 2: Somewhere in the Western Ocean the Massiliote explorer Pytheas is preparing to circumnavigate Britain and visit the island of Thule. Can you find it without cheating?

- Carthage
Carthage has a hard pressing neighbour in Numidia and the war might go either way. But sooner or later they will be pressed in Sicily by the Syracusans or more probably by the Romans. In the meantime it is good advice to strengthen your position in Spain, and then Hannibal may launch his famous attack on Italy.
CHALLENGE: Long supply lines are a huge problem and you need more ports. Consolidate your position in Africa and Spain and then cross the Alpes into Italy.

- Ptolemaic Egypt
Egypt always looked quite isolated down in its angle, but this has notably changed in this game, since the Ptolemies have now a lot of interests in Greece and Asia Minor. Beware of the Seleucid, but even more of the Macedonians, who are chasing your son Ptolemy Keraunos in Thrace and threaten to break your hold over the Nesiote League in the Cyclades. Halicarnassus and Mytilene might be good additions to your naval empire. In Hellas you should use your diplomacy to weaken the Macedonians. If you have money to spare use it to help the Epirotes and whoever is pressed by his imperialistic neighbours.
CHALLENGE: Create an island empire in the Aegean to prevent any other hegemony in Greece. Keep the Seleucids at bay and use your diplomacy to weaken the Macedonians. Contemporarily move south to conquer Nubia and Saba to get control of the profitable frankincense and spice trade from Hadramaut.

- Seleucid
Keeping together the vast territory conquered by Seleucus is a hard task since you are surrounded by enemies.
CHALLENGE: Add Egypt to your domains or conquer India and the Arabian peninsula to put your hands on the frankincense and spice trade.

- Macedon
In 280 BC Macedon was on the verge of extinction due to civil war between several pretenders and a Celtic invasion in Greece. As a consequence this is a hard task. Moreover, your dynasty founders Antigonus the One-Eyed and Demetrius the Besieger are trapped in Asia Minor and your brother Demetrius the Handsome is on a desperate mission in Africa trying to take the Kingdom of Cyrene. Before these leaders go on the offensive you should think of saving Hellas from the Gauls and consolidate your position in Macedonia.
The first place to conquer is Thebes to assure your connection with Corinth. But since the Thermopylae are a dangerous passage, you may consider sending your troops by ship. The next step would be to safeguard your northern border against the Dardanians. Be aware however that your most active enemy, though it may not seem, is probably Ptolemy who will use the Egyptian subsidies to weaken the Macedonian hold on Greece. Hellas itself is in equilibrium and it may not be a wise idea to destroy it deliberately. But surrounded by enemies, as you are, sooner or later you will be forced to make an imperialistic move in order to survive.
CHALLENGE: Consolidate your position in Hellas and then move east like Alexander the Great.

- Pontus
Pontus looks quite isolated, but they can become an important player in Asia Minor. You may also try to invade the Chersonesus or the Aegean.
CHALLENGE: Consolidate your position in Asia Minor and then move either north to conquer the Bosphoran Kingdom or west into Ionia and Greece like Mithridates did.

- Armenia
Armenia is a hard task, but isolation and difficult territory should help them to survive.
CHALLENGE: To increase your thrill start a war with the Seleucids.

- Parthia
As a computer faction Parthia is doing quite well eating parts of the Seleucid empire. This is their task and it should not be too difficult, but beware of the Bactrians and Mauryans in the east.
CHALLENGE: Keep the Bactrians at bay while you move west to conquer Mesopotamia.

- Scythia
The problem for Scythia are long supply lines. Your first task is to get your economy going and then don't forget to conquer.
CHALLENGE: You can explore the vast steppes of Asia and Eastern Europe, but beware of the warlike Getans in their mountain range.

- Germans
Here you have a country to develop. Don’t get lost in the forest!
CHALLENGE: When you have consolidated your territory try to meet the Roman consul Marius at Arausio.

- Gauls (Gaul and Galatia)
Due to their huge armies scattered over the Balkans, the Gauls will soon run out of money. Use your resources to strengthen your position in Galatia.
CHALLENGE: Retreat your troops from Hellas trying to build a little kingdom along the Danubian. In the meantime unite Gaul and enlarge Galatia without going bankrupt.

- Celtic Tribes (Britons, Belgae, Noricum and Tylis)
The Celtic invasion of the Balkans has had some success and if the Celts manage to secure a connection between Noricum and Thrace they may create a huge empire. In the meantime they can try to unite all of Britain, but the Brigantes and the Picts won’t be easy to conquer. Make sure you don’t run out of money.
CHALLENGE: Unite Britain and enlarge your kingdoms on the continent without going bankrupt.

- Iberian Tribes
The Iberians shouldn’t be fooled by their isolated position. In the south the Carthaginians are strong contenders and sooner or later the Gauls and Romans will try to invade their peninsula. So they better get united soon.
CHALLENGE: Conquer Numantia and resist the Carthaginians. For more thrill start contemporary wars against the Gauls and the Romans.

- Numidia
Numidia looks quite isolated down in Western Africa, but they are a good challenge to the Carthaginians.
CHALLENGE: Resist the Carthaginians and try to reach the famed Nigirian city of Thamondocana.

- Illyria and Thrace
Two nations in a central part of the map. Since the Balkans are crammed with rebels this task is not easy at all.
CHALLENGE: Create a Balkan empire. It won't be easy, but if you get that impression start a war with Rome or Macedon.

- Dacia
A nice place to watch the world go round and see how other nations develop.
You can also forget about the Dacians and play the Goths instead, moving south to build their empire on the shores of the Black Sea.
CHALLENGE: Resist your imperialistic ambitions and keep defending your small territory.

- Eastern Kingdoms (Bithynia, Atropatene, Nabataea, Saba and Mauryan Empire)
These may be played individually or as a whole. Together they might become the dominators of Asia. But you can also decide to play only one or two of the five nations. Then you can either put their cities in automatic or give them as a gift to other nations or simply wait for a slave revolt.
Since each of the scattered territories needs its own army, these multi-national factions have a problem with the treasury, and this makes this faction a very hard task. You need to increase your trade and conquer new regions to raise the cost of your defense. If that is not enough consider to disband your most expensive units. Due to large distances between your cities you also lose a lot of money to corruption and this is why you probably need to concentrate on one or two of your regional areas.
As for your expansion the first obvious targets would be Phrygia in Asia Minor, Corduene in Armenia, Gedrosia and Arachosia in India. Most profitable would be the addition of Hadramaut and Arabia with their frankincense and spice trade. Be prudent because in some of these regions you will encounter strong opposition.
CHALLENGE: Conquering Hadramaut and Arabia won't be easy, but it is necessary and worth the try, because with these two regions you would control the entire spice route from Pattala to Petra to increase your income.


This work is based on Activision’s original game Rome Total War as well as the work of a number of modders and I want to thank everybody who has made it possible. I have found a lot of valid ideas in other mods and of course it was not possible to reproduce everything by myself. So it is possible that some previous modders will find parts of their features here. This regards in particular the unit pool of RTW Extended Cultures, which has been used in order to cover the complete range of units needed for such a large map. I have been in contact with the XC developers thanks to Suppanut, to whom I have granted the use of my map. But I haven’t been able to ask permission from any single member of the team, and so I want to make up for that here. I particular I want to thank Suppanut, Anakarsis, eb, Ferres, Maraxus, Redfox, Subrosa, Webba and Zarax. When I have included units created by other modders this was meant with the highest esteem, but if anybody feels that I have infringed his intellectual property, please let me know and I will either grant you the use of an adequate part of my modding features or I will remove the units from my game and redo them from scratch. Other features taken from XC is the concept of minor settlements and the ingame maps.
My special thanks go to Suppanut and Ahowl for their constant support and to Rarity for his work on the Bithynian Hurlers.

The mod Rome Total History as a whole and every originally developed part of it are the intellectual property of Peter Weber. Nothing of it may be reproduced or reused without explicit permission. The use of any part of it for commercial purpose is prohibited. If you want you use parts of my work for non commercial purpose in your own mods, please feel free to ask my permission.

© 2013


Let me know if you enjoyed the game!
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Re: Rome Total History
« Reply #1 on: October 31, 2013, 06:54:41 AM »
This makes me a very happy person. I am downloading as I type, although I'll probably have to put off playing tomorrow. Forgive me if you already answered and I was just too sleep-deprived to notice, but is this mod-foldered?


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Re: Rome Total History
« Reply #2 on: October 31, 2013, 11:32:17 AM »
The installation instructions indicate yes, Blaiddmor.

I'll get a news-post written on this if that's OK, ahowl?
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Re: Rome Total History
« Reply #3 on: October 31, 2013, 01:33:34 PM »
My job Joob, but if you want to do it that's cool too. :)

This looks interesting, ahowl. :)


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Re: Rome Total History
« Reply #4 on: October 31, 2013, 01:59:53 PM »
Whichever, really; if you do it that'll free me up to get round to making Cepheida a FB page though, so that might be the best solution :)
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Re: Rome Total History
« Reply #5 on: October 31, 2013, 07:26:13 PM »
I think he needs triumph points! ;D
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Re: Rome Total History
« Reply #6 on: October 31, 2013, 08:04:57 PM »
This MUST get on the Exilian front page.
Great work! I applaud to you,old friend.  :)
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Re: Rome Total History
« Reply #7 on: November 02, 2013, 10:10:31 PM »
Yes, feel free to put it in the news.

Please do not give me the credit, it all goes to Philadelphos. I did have a hand in this mod but he had the rest of the body! However, I will be heavily involved with the future of this mod since it is taking over Mundus Magnus.
Please change the title of the forum to Rome Total History please :)

I hope all of you enjoy it. I will need to get Philadelphos to register on the forum here.
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Re: Rome Total History
« Reply #8 on: November 03, 2013, 01:47:35 AM »
Woop, new faces are always good :)
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Re: Rome Total History
« Reply #9 on: November 03, 2013, 02:26:12 PM »
I have cleaned up the forum. Everything dealing with Mundus Magnus is now in the Previous versions thread. I still recommend playing it, because it is vanilla but on the best map!
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Re: Rome Total History
« Reply #10 on: November 03, 2013, 11:16:11 PM »
This is probably just me bening dense, but I've followed your installation instructions and can't seem to find an exectuable file to re-route the launcher to. Any idea what I should be doing?


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Re: Rome Total History
« Reply #11 on: November 03, 2013, 11:31:43 PM »
What you need to do is open the shortcut properties and change it to show your Rome TW directory. It works the same way as Game of Colleges, just instead of you making the shortcut and adding the command line they've given you the shortcut with command line and asked you to change the path.
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Re: Rome Total History
« Reply #12 on: November 04, 2013, 08:00:40 PM »
Ahh got it working now! Thanks for the tip Jubal!


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Re: Rome Total History
« Reply #13 on: October 09, 2014, 10:45:00 PM »
I just came across this by chance.
Great website and it even has a lot of appreciation for my work!
Thanks ahowl for posting the anouncement on Exilian and thanks everybody else for playing Rome Total History!

I wanted to let you know that the mod has made huge progress since last year and currently we have arrived at version 1.8.

Here is the download link:


And these are the improvements over previous versions:

Improvements in RTH 1.8:

- Added new DTW wooden walls from Diadoch Total War (courtesy RedFox)*
- Added old wooden walls as first level for Greeks, Romans, Carthaginians*
- Corrected error that made Amber Road available all over the map (now only in north-eastern Europe)**
- Corrected missing text for Viking Raiders
- Unlocked over 50 previously blocked ancillaries***
- Added more ancillaries
- Restricted benefits from philosophy buildings (now useless for Barbarians)
- Restricted bonus happiness for most temples
- Corrected benefits from academic buildings
- Minor map corrections in Greece, Italy and Sicily
- Corrected forts in Judaea
- Moved character Agathocles to Catana
- Reduced Cretan Archers from 80 to 60 men
- Reduced ammunition for onagers
- Several minor corrections

* The most important new feature of version 1.8 are improved wooden walls. These have been implemented by Aradan, using the building developed by RedFox for DTW.
However not every culture has these walls: Barbarians and Egyptians still use the vanilla palisades and walls. Greeks, Romans and Carthaginians have also improved palisades, using the old wooden wall instead. If anybody wants to use the new walls for Barbarians or Egyptians too, please mail me and I will show you how to do.

** Due to an error in version 1.7 Amber road could be built in many cities without the necessary resource amber. Now the building is only available in the area between the Black Sea, the Adriatic Sea, and the Baltic Sea.

*** In version 1.7, due to wrong reference, a number of local ancillaries were never triggered. Now this error has been corrected and many additional ancillaries have become available.


Improvements in RTH 1.7:

- Corrected bug causing CTD with win conditions (50 regions)
- Added missing text for Alan Steppe Riders unit card description
- Implemented full compatibility for Alexander
- Implemented partial compatibility for Barbarian Invasions
- Added new building Amber Road in Eastern Europe
- Added building Thing for Germans
- Added building Slave Market in Capua (Puteoli)
- Added Naval Base for Naples (Misenum)
- Added more loading screens
- Added more ancillaries
- Added more characters
- Added more permanent forts
- Reduced growth coefficients for Athens and Byzantium
- Introduced tax bonus for schools/academies
- Numerous minor adjustments

Changes in version 1.7 and 1.8 fall mostly under the voice maintenance. A few known bugs have been eliminated and some minor flaws have been corrected.

Graphically, 80 additional loading screens will delight the player with new beautiful views from the ancient world.

Most interesting is the possibility to play RTH on the machines of Alexander and Barbarian Invasions for better stability, computer performance, and some additional features. Alexander has been fully implemented and tested, while BI may still have a few flaws. To play a new campaign under BI it is necessary to start a regional campaign. In Alexander you can start your campaign normally as Imperial campaign.

For best results, we therefore recommend to play under Alexander.

It is also possible to continue your campaigns previously started under RTW with a different machine, but not vice versa. Once you saved under Alexander or BI you will not be able to load the same campaign in RTW.


Adjustments in RTH 1.6:

Important Improvements:

- Permanent forts implemented, 76 forts made permanent
- DimeBagHo's Force Diplomacy Modification added
- RS Battle Environments implemented
- Sinuhet's AI formations version 7.0 implemented
- Three new Battering Rams added for different cultures
- Huge expansion of ancillary system (430 new ancillaries)
- Complete revision of ancillary graphics (680 individual thumbnails)
- Complete revision of ancillary triggers
- Many ancillaries capturable by city conquest
- Night battles enabled
- Major map improvements regarding climates and vegetation
- New loading screens drawn from historic paintings

Bug Fixes:

- Bug regarding Cappadocian Hillmen fixed (battle in Mazaka)
- Fixed textures for Indian Spearmen

Minor Adjustments:

_ New character traits added (wounded/lame/paralyzed; sleeper)
- Recruitment time for spies raised to two turns (for better game stability)
- New buildings in Nubia (Nubian Tombs)
- New buildings in Massilia (Lacydon)
- New buildings in Galatia (Drynemeton and Tetrarchy)
- New buildings in Cyrenaica (Pentapolis)
- Added more rebel units in Asia Minor and Phoenicia
- Port of Crete relocated to Cnossus; previous port Cydonia is now a permanent fort
- Port of Cyrenaica relocated to Apollonia
- Port of Libya relocated to Berenice, the former port site of Cyrenaica
- More forts in Crete (Hierapytna) and Cyrenaica (Barca)
- New permanent forts in Cyprus (Citium, Amathus) and Phoenicia (Arados)
- New permanent forts in Galatia (Tavium) and other parts of Asia Minor
- Eastern Mediterranen Climate introduced
- Winter map with more articulate snow areas (no snow in river valleys)
- Better trees on strategy map
- Strategy map improved
- Minor map improvements in Cappadocia and Armenia Minor
- Added resource silver in Ilergetum (Osca)
- Added building caravans for Seleucids, Egypt, and Carthage
- Added Temple of Magna Mater for Rome
- Added new gods and temples for Scythia and Dacia
- Added school buildings for Barbarians (Folklore Circle, Greek Teacher)
- Added new construction pictures
- Added more historic events

The most evident improvement over previous versions is the inclusion of battle environments from Roma Surrectum. The new realistic battle fields have a much more intriguing impact, producing a quite different game experience in the forests of northern Europe, as well as in the Mediterranean scrub and the Eastern deserts. A complete new environment has been added in the Eastern Mediterranean with Lebanese cedars and similar trees.

The new environments have also a strong impact on the look of the strategy map which is improved in many parts, especially with the animated sea, more articulated snowy areas, and different vegetation.

80 loading screens have been added which will be displayed each time you start or exit a battle. These high quality pictures are drawn from historic paintings (David, Maccari, Alma-Tadema, Gerome, Foltz, Royer, Millmore) and other sources.

The biggest work was done on the ancillary system. While the previous installments were a bit underwhelming under this aspect, the situation is now completely changed, as the ancillary system has been completely revised. The number of ancillaries has been more than doubled, with 430 new figures, each with its individual high quality thumbnail. There are many specific priests or magistrates as well as unique historic figures. Ancillary triggers have been completely overhauled and adapted to the wide range of new buildings available.
Many new triggers were added, and in particular there are many ancillaries that can be acquired by conquest, including a number of Diadoch princesses and noblewomen. If you conquer a specific town, these ancillaries will join your party as a prize for the conqueror. For example, when you conquer the city of Alexandria not too early in the game, there is a good chance that you capture Cleopatra VII. Before she becomes available it might be Berenice II or Arsinoe. In a similar manner, in Antioch Laodice or Stratonice are waiting. In Rome you might capture Julia, the daughter of Caesar, in Utica Sophonisba, in Epirus Olympias, in Pergamon Apollonis. In Aetolia the Strategos of the Aetolian League might join your party, in Thessaly the Tagus, in Cappadocia you might capture the king of that country, in Scodra queen Teuta, and in Massilia a member of the mighty Protiades family. In Syracuse you can save Damarata and Harmonia from their cruel fate.
Half of the cities in the game hold such a specific surprise, but of course they are not always available. However margins have been chosen quite large. So you will not be able to capture queen Teuta only in the 20 years of her actual reign, but at least a decade earlier and several decades afterwards.
To maximise your chance to capture these historic figures you should make sure that the leader of your attack has at least three or four command points, because that is often a condition.
Many historic events and figures are cross-referenced. That means, when you read the news about the Jewish tax collector Joseph, he is most likely bound to pop up in Jerusalem not much later. Or when you learn the story of the physician Dexicrates from Messana, he is already hiding somewhere, waiting to join your army as soon as you make it possible.
More similar surprises are waiting around the map, each one referring to a specific historic event or data, except two or three fun entries, namely a huge Cimmerian and a strong Gallic warrior with a big nose.
Those beautiful ladies and courageous warriors will certainly add to your imagination, since all the thumbnails have been newly created with high quality standards. Many of the ladies have been taken from historical paintings by Godward, Alma Tadema and other famous painters.

Another important improvement is the introduction of permanent forts. For the moment some 75 forts have been made permanent to represent minor towns on the map. This has been done by placing a residential spy inside the fort. These spies have zero movement points, and as a result the fort will exist as long as they live. With an average life expectation of 70 years, and most spies starting at the age of 18, the forts should be around for at least 50 years. In this time there is a certain chance that other spies are turned into sleepers, so that the place might even last longer. Usually the spies are not visible, but you can ask one of your assassins to check the fort and he will will tell you if there's an agent inside. The assassin will also tell you the name of the fort, since the resident usually carries the surname of his town (for example "Oroissus of Cydonia"). To destroy a permanent fort you need to kill the spy, and this is another reason why assassins have become more important in the game.

Due to the introduction of a new character trait it is possible that your general remains wounded after a battle or an assassination attempt. In this case you better send him to a settlement with a hospital or a temple of healing, because otherwise he risks to remain permanently invalidated, resulting in reduced movement points.

Sometimes when you enter a fort it may happen that your general falls deeply in love with a local beauty and looses all his military initiative. This has been done to create even more permanent forts during gameplay, as computer generals remain stuck inside the fort (while the human player can use some trick to liberate his general from the spell).
If this happens to one of your generals and he remains blocked with zero movement points, you can move another general to the same spot and transfer the love object. The new general will now be able to abduct the lady to wherever he pleases. His comrade will mourn the loss for the rest of the turn, but the next turn he will recover his usual movement points. However now the second general will have fallen in love with the lady. Therefore you should choose well where to abduct her, because your general is bound to stay with her until he is liberated himself. The best will be to assign the lady to an old governor who wants to rest his bones in a comfortable city without moving anymore. Married men, leaders with more than four command points and men with certain character traits ("girl crazy", "perverted" and similar) are excluded from this experience.

By popular demand, Force Diplomacy is now available.


Adjustments in RTH 1.5:

- Bug fix regarding missing texture for unit Tocharian Cavalry
- Corrected missing description for Galatian Horseback
- Corrected bugs in building trees
- Minor map changes in Asia, Osroene, Cilicia, Pamphylia and Pisidia (lakes, road Sardes-Side)
- Improved sea lanes around Crete
- Important adjustments regarding trade benefits (more land trade, less sea trade)
_ Improved trade for Massilia, reduced trade for Greece
- Important adjustments regarding benefits from temples
- Improved population loyalty in India and Asia in general
- Reduced frequency of many mercenary units
- Added rebel leaders in Mantineia, Media and Commagene
- New forts in Etruria, Asia, Sophene, Osroene and Palmyrene
- Historically matching temples in most regions
- Added more specific temple gods (Hekate, Atargatis, Hadad, Zeus Stratios, Pontus, Men, Eros, Enyo, Ma, Bel, Reitia, Bonchar, Varsutina, Vertumnus, and more)
- Added more Egyptian Gods (Ra, Ptah, Hathor, Bastet, Sobek, Hermanubis, Maat, Thoth,, Seshak, Khnum, Taweret, Apophis)
- Learning programme for Egyptian gods (graphics from Wikipedia, users Jeff Dahl, Gunkarta, a.o.)
- Added building Statue (Leonidas, Themistokles, Philipp II, Alexander, Seleucus, Ptolemy, Hanno, Brutus, Camillus, Buddha)
- Added more specific buildings (Pergamon Altar, Apadana Palace, Temple of Planets, Statue of Nike, Slave Market, Aetolian League, Pentapolis, etc.)
- Character changes (Scythia: trader genghis; Eastern Kingdoms: fortified napoleon; Germans: bureaucrat mao; Rebels: fortified smith)
- Added more historic events
- Hundreds of minor corrections and improvements

The biggest work was done regarding the temples. If you start a new game you will now find a specific temple in almost every region and town. In the civilized areas this will usually be the definite building as in 280 BC, and in the most prominent cities you 0even have more than one or two. In the developing areas you'll find a shrine that later became a famous temple, and in the Barbarian regions you'll see a stone to a god worshipped by the specific tribe in question. Often the description of these buildings will add interesting details to the history of the region/town/tribe. Thus your military campaign will also be a kind of sightseeing tour exploring many wonders and curiosities of the ancient world.
Specific attention has been dedicated to the Egyptian pantheon which is now quite complete including the most prominent animal gods. There are pictures showing the attributes of each deity so that the Egyptian player will automatically learn the entire pantheon and a lot about their mythology.

Version 1.5 is fully compatible with games started under the previous version 1.4.


Adjustments in RTH 1.4:

- Corrected trade bugs in Rhodes and Lycia
- Map adjustment in the Peloponnese, Crete and Judaea
- Reworked family tree for Germans, introducing correct tribes for each leader
- Added more historic rebel leaders, especially in Germany and Italy (Samnites)
- Added 200 historic events, using historic excerpts from Livius, Polybius, Plutarch and similar
- More forts in Sicily, Sardinia and Corsica
- Added a new custom battle: Caudine Forks


Adjustments in RTH 1.3:

- Added 200 historic events using sources Livius, Polybius, Plutarch, Diodor, Athenaion and more
- Added a negative effect of barracks on population happiness
- Reduced happiness bonus on several buildings
- Slightly reduced fighting values for most general's units
- Added more Spanish Mercenaries in Sardinia and Sicily
- AI characters changed for Egypt, Carthage, Pontus, Greek City League
- More complex effects of building Tyranny
- Map adjustments in Hellas (Arcadia, Argolis, Messenia), Lydia (more forest), Apulia (Garganus), Gaul (river Liger), Tarraconensis (now connected with Narbonensis), Tingitana (coast and ports)
- Corrected building tree for temples with smoother introduction of early buildings
- Corrected effects of many buildings reducing happiness effect for temples and wonders
- Corrected pricing for many buildings and mercenary units
- Reduced frequency for many mercenary units
- Added new units: Syrian Elite Archers, Arcadian Mercenaries
- Implemented Greek Archers and other units for slave faction
- Added more officers to units including musicians (Roman Cornicen) and several female

WARNING: Some battle scenes may present nudity. Do not download if you are of minor age or feel morally offended!



Rome Total History is the most challenging and historically accurate mod of Rome Total War ever produced.

General features:

- Starting year 280 BC
- New fantastic map with unprecedented details for completely different strategy and tactics
- 40 nations represented, including Epirus, Achaea, Bithynia, Bactria, Nabataea and many more
- 199 regions with historic borders and cities with many historic buildings
- 1000 historic figures represented each with exact character traits and family ties
- Over 700 ancillaries, including many historic figures
- AOR system with hundreds of new units, including mercenaries for each area of the map
- Most mercenary units are bribeable and can be recruited in garrisons
- Dozens of new buildings and almost unlimited polytheism with hundreds of temples and gods
- Historically matching temples and buildings in most regions
- More than 200 forts and minor settlements in strategic position or historic sites
- Over 80 additional cities represented as permanent forts
- New challenging walls for most cultures
- Over 100 land bridges for excellent computer performance
- Rational road system with many historic roads and highways
- Correct mountain passes for highly increased strategic options
- Sea lanes designed for swift connections from port to port
- Improved trade system with four additional resources
- Over 200 historic events drawn from Livy, Polybius, a.o.
- Custom battles: Thermopylae, Ipsus, Delphi, Acrocorinth, Siege of Syracuse, Caudine Forks

Enjoy and don't forget to report your action and experience!


  • Megas Domestikos
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Re: Rome Total History
« Reply #14 on: October 09, 2014, 10:47:48 PM »
Hell of a first post, Philadelphos!

Welcome to our humble forums and thank you immensely for your grand work!
I used to do actual stuff around here, don't you know?

I would be ever so grateful if you would visit my YouTube Channel :)