FeaturesRome Total Realism Platinum Edition v2.0 requires Rome Total War Alexander to be installed.
v2.0 - 31 August 2012
- 100% mod foldered.
- Updated to be playable with RomeTW-ALX.exe
- Revised cavalry/missile units requirement to prevent CTD when viewing units from building panel.
- Changed internal roman faction to prevent 66BC CTD (*) when playing as Rome Republic.
- Enabled original RTR 6 Gold Intro.
- Includes CTD Fix version2 (for RTR Platinum 1.9) by Salvor Hardin.
- Some bug fixes here and there.
- Make provinces with timber (and ports) only able to recruit naval units.
- Enable BI style Name Legion (refer Roman Legion Guide for reference).
* There are still some CTDs. Please ensure that you save a lot.
Additional mods included:
- Include Force Diplomacy Mod.
- Becksim's Gladius Loading Bar for RTR (optional option for RTR Platinum 1.9).
- Sinuhet's AI Battle Formations Mod (optional option for RTR Platinum 1.9).
- Includes RTR 6 Music (Marcus Camillus Remix).
- Includes Roman Leadership Mod for RTRPE 1.9 by Marcus Camillus (part of Marcus Camillus' 4 Turns-per-Year Mod for RTR Platinum).
- Added DAVIDE.COOL Servian & Greek Walls.
Factions
Roman
There is only one Roman faction in the game. All four factions from RTW have been condensed into one.
The Republic of Rome starts out with control of Central Italy. The Romans have many Legionary infantry and supporting auxiliary troops but lack in quality cavalry. They are still the only faction allowed to construct amphitheatres and construct highways over paved roads, in keeping with Roman history.
Barbarian
Barbarian factions have both distinct advantages and disadvantages. Unlike civilized factions, they cannot build stone walls, nor roads better than basic ruts, which inhibits their strategic movement. More importantly, their technology is limited to only three city levels, as opposed to five for civilized factions. Thus they tend to research their most advanced units more quickly than other factions. Barbarian armies are undisciplined and rely on brute force and numerical superiority. Barbarian infantry have greater attack but lower defence in comparison to infantry of other factions.
The Gauls start out with a very large territory mainly in modern France and northern Italy. The Gauls have good swordsmen and archers, but little cavalry and even fewer special units, making the Gauls a rather basic barbarian faction.
The Illyrians are a Barbarian faction that starts out with control of modern day Croatia and Albania. It has many capable skirmishers and Greek-inspired Hoplites with some cavalry choice.
The Germans begin to the northeast of Gaul and the east of Britannia, in what today would be considered The Netherlands, Germany, Denmark and Sweden. German forces include superb but undisciplined infantry, few cavalry choices, and a few different units of axemen.
The Iberians are a semi-civilized Barbarian nation that begins on the Iberian peninsula, and controls all of modern Spain and Portugal except for the central and southern areas, which are controlled by Rebels and Carthage, respectively. They are a Carthago-Barbarian faction who combine elements of both cultures. Their units include solid fanatical infantry units with some cavalry choices. The Iberians, unlike other Barbarian factions, have the option to build stone walls in minor cities.
The Thracians rely mainly on heavy infantry, notably the falx-wielding troops available early on in the game. They are located in eastern Europe around modern Bulgaria.
The Sarmatians are overwhelmingly composed of horse archers. The Sarmatians control an extensive territory but few provinces in Eastern Europe, roughly corresponding to modern Ukraine and the surrounding area.
Greek
The Greek factions are located in or near the eastern Mediterranean Sea, mainly on the Balkan peninsula and around Anatolia and also in modern Turkey. Greek armies tend to focus on extremely strong infantry which utilize the superior phalanx formation at the expense of other forms of infantry, cavalry, and archers.
The Greek Cities surprisingly start out with very little control in Greece. They have a good selection of hoplite infantry, including Spartans (the best infantry in the game), but little cavalry.
The Kingdom of Macedon's main force focuses largely on the Phalanx pikemen and hoplites with a good selection of cavalry. Macedon begins with territories in the north and east coast of the Aegean Sea.
The Seleucid Empire's main force is similar to that of Macedon, containing the same powerful hoplites and shock cavalry. However, its armies can also contain Eastern Warriors, war elephants, and cataphracts, giving it the most diverse troop selection in the game. The Seleucid Empire encompasses a strip of territory running from the Aegean coast to India.
The Kingdom of Bactria is a Greco-Persian faction, with both Greek and Persian troops. They begin the game in modern Afghanistan and West China, and usually expand into India. Their units are made up of war elephants, Greek Phalanx, Eastern units and a wide selection of cavalry.
The Ptolemaic Empire has a mixed military; its units consist of Greek-influenced Phalanxes and African infantry. It starts out with control of today's Egypt, Israel, Lebanon, northern Libya, southern Turkey, eastern Crete, and Cyprus, as well as Rhodes.
African
African armies consist of fairly strong cavalry and, notably, elephants, but usually have weak infantry. This is a major disadvantage when facing the The Republic of Rome, as the Roman legions destroy most forms of infantry. Main elephant and cavalry support is required for Carthaginian success.
The Republic of Carthage has a variety of units which include a good mixture of infantry, high-quality cavalry and powerful elephants, but a poor selection of ranged troops, including a notable lack of archers. It is hurt by the fact that it cannot get infantry that is on par with the Roman legionaries until late in the game. It begins with territory in modern Tunisia and the surrounding area, along with colonies in southern Spain, Sicily, and Sardinia. Carthage is a very rich faction, and can often afford to employ units of mercenaries to bolster its ranks. However, under AI control, Carthage rarely gains much territory and is usually destroyed by the Romans and sometimes the Numidians.
The Kingdom of Numidia has fast mounted and dismounted skirmisher units, as well as some light spear-armed infantry. Many Numidian units receive advantages when fighting in deserts. The faction can train its own version of the Roman legionaries. Numidia begins the game holding the North African land not possessed by Egypt and Carthage.
Eastern
The Eastern factions represent the major states of the Middle East not ruled by the Diadochi (Alexander the Great's successors). Their armies tend to rely heavily on high-quality cavalry, and evidence of Greek influence is present due to Alexander the Great's recent conquest of the area just 50 years prior to the starting date of the game.
The Kingdom of Parthia's specialty is with mounted units, such as Persian cavalry and the horse archer. While its cavalry is extremely powerful, its infantry is weaker than those of other factions, which can make sieges difficult. The Parthians inhabit the land in central Asia east of the Caspian sea, and also have holdings to the north. In a typical game, their borders rarely expand and they are attacked constantly by Armenia, the Seleucid Empire, Bactria, and Pontus. Unlike the other factions, Parthia only receives access to one type of temple: The Temple of Zoroaster.
The Kingdom of Armenia, like Parthia, has armies which contain strong cavalry. Armenia is the only faction with cataphract archers and Eastern heavy infantry, the latter being comparable to the Macedonian phalanx. They also have their own version of Roman legionaries. The Armenian starting territory is located in the mountainous region of what is today Armenia, Georgia, and eastern Turkey.
The Kingdom of Pontusis a Greco-Eastern faction, with Greek names and Greek gods. Their troops include fast-moving, javelin-armed cavalry, as well as phalanx troops and chariots. In the game, Pontus starts in northeast Asia Minor, in historical Greek colonies.
Rebels
The Rebels are a unique faction. Rebels can be informally divided into three groups based on how they operate on the campaign map: Brigands and Pirates (who raid trade routes and attack fleets), Deserters and Freed Slaves (who attack armies of their former faction), or Independent Kingdoms and Rebel Cities (who generally isolate themselves unless they are attacked).
Legion SystemMy intention is using the numbers to represent cohort number. Unlike BI which give numbers to first cohorts only I have enable both first cohorts and legionary cohorts to have numbers.
Only Roman Citizenship building will have the ability to recruit legions and not all regions have the ability.
The Aquila Legionary (first cohort) will be name Legio I (legion name) and follows by recruitment of 9 other legionary cohorts. Make sure to recruit Aquila Legionary first.
Please note that if you recuit more than 10 the numbers will continue so it will be strange to see a unit name Legio XII Augusta somewhere on the map.
- Region: The regions which the legions can be recuited. These regions enabled the building of Roman Citizenship building.
- Legion Name: Name of the legion recruited from this province.
- City: The name of the city. This guide is just for reference which city already have Legions recruited.
Please use the legion Tracker file to keep track of all legions recruited.
Castra Legionaria = City which the Legion is created. You can update the Legion Number and also the date created.
Region: Coele Syria
Legion Name: Felix Valentis Thebaeorum
City: Damascus
Region: Babylonia
Legion Name: Isaura
City: Seleucia
Region: Syria
Legion Name: Minervia
City: Antioch
Region: Tigris
Legion Name: Flavia Salutis
City: Babylon
Region: Khorasan
Legion Name: Maximiana Thaebanorum
City: Hecatompylos
Region: Colchis
Legion Name: Flavia Gallicana Constantia
City: Kotais
Region: Cappadocia
Legion Name: Isaura Sagittaria
City: Mazaka
Region: Propontis
Legion Name: Flavia Theodosiana
City: Byzantium
Region: Bruttium
Legion Name: Flavia Firma
City: Rhegium
Region: Transalpine Gaul
Legion Name: Valeria Victrix
City: Massilia
Region: Epirus
Legion Name: Apollinaris
City: Apollonia
Region: Apulia
Legion Name: Ulpia Victrix
City: Tarentum
Region: Aetolia
Legion Name: Macriana
City: Thermon
Region: Attica
Legion Name: Claudia Pia Fidelis
City: Athens
Region: Calabria
Legion Name: Claudia
City: Croton
Region: Peloponnesus
Legion Name: Victrix
City: Corinth
Region: Sicilia Romanus
Legion Name: Fretensis
City: Messana
Region: Sicilia Graecus
Legion Name: Cyrenaica
City: Syracuse
Region: Laconia
Legion Name: Parthica
City: Sparta
Region: Cameratum
Legion Name: Deiotariana
City: Agrigentum
Region: Pisatis
Legion Name: Scythica
City: Elis
Region: Nile Delta
Legion Name: Flavia Felix
City: Alexandria
Region: Bithynia
Legion Name: Flavia Martis
City: Nicomedia
Region: Pannonia
Legion Name: Fulminata
City: Aquincum
Region: Thessalia
Legion Name: Pontica
City: Larissa
Region: Macedonia
Legion Name: Macedonica
City: Pela
Region: Chalcidice
Legion Name: Iovia
City: Thessalonica
Region: Illyria
Legion Name: Brittanica
City: Segestica
Region: Picenum
Legion Name: Nova Invicta
City: Ancona
Region: Samnium
Legion Name: Equestris
City: Corfinium
Region: Lucania
Legion Name: Italica
City: Paestum
Region: Campania
Legion Name: Augusta
City: Capua
Region: Etruria
Legion Name: Illyricorum
City: Arretium
Region: Umbria
Legion Name: Veneria
City: Ariminum
Region: Latium
Legion Name: Roma Victrix
City: Rome
Region: Liguria
Legion Name: Gallica
City: Genua
Region: Aemilia
Legion Name: Alaudae
City: Bononia
Region: Noricum
Legion Name: Gemina
City: Iuvavum
Region: Histria
Legion Name: Germanica
City: Aquileia
Region: Novem_Populi
Legion Name: Sabina
City: Burdigala
Region: Cisalpine_Gaul
Legion Name: Ferrata
City: Mediolanium
Region: Noricum Superior
Legion Name: Rapax
City: Viberi
Region: Venetia
Legion Name: Adiutrix
City: Patavium
Region: Thrace
Legion Name: Noricorum
City: Tylis
Region: Lugdinensis
Legion Name: Martia
City: Lugdunum
Region: Central Gaul
Legion Name: Primigenia
City: Alesia
Region: Arverni
Legion Name: Iulia Alpina
City: Gergovia
Region: Narbonensis
Legion Name: Hispania
City: Narbo Martius
Region: Celtiberia
Legion Name: Gallicana
City: Numantia
Region: Utica
Legion Name: Flavia Constantia
City: Utica
Region: Sicilia Poeni
Legion Name: Antiqua
City: Lilybaeum
Region: Africa
Legion Name: Herculia
City: Carthage
Region: Byzacium
Legion Name: Flavia Pacis
City: Thapsus
Region: Britannia Superior
Legion Name: Classica
City: Londinium
Region: Gallaecia
Legion Name: Hispana Triumphalis
City: Asturica
Region: Hispania
Legion Name: Traiana
City: Carthago Nova
Region: Baetica
Legion Name: Libyca
City: Corduba
4 Turns Per Year-------------------------------------------------
Marcus Camillus' 4 Turns-per-Year Mod for RTR Platinum v2.0
by LestaT
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Marcus Camillus' 4 Turns-per-Year Mod for RTR Platinum
by Marcus Camillus
v1.9.6 - 14 June 2007
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Installation Instructions:
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Prior to installing Marcus Camillus' 4 Turns-per-Year Mod for RTR Platinum v2.0, you will need a fresh install of RTR Platinum v2.0 release.
1. Run the install program "Marcus Camillus RTR Platinum v2.0 4tpy Mod.exe". Select the install directory to be the directory of your "Rome - Total War" where your RTR Platinum Edition v2.0 is installed. (Example: c:\Program Files\Activision\Rome - Total War). The install program will then install this mod.
2. Run campaign_map_reset.bat or manually delete map.rwn inside your rtrpe/data/world folder (wherever you find them).
3. Start up RTR Platinum like normal. Start a new campaign. After the campaign finishes loading, the Victoria campaign advisor pop-up window will appear. The advisor pop-up window will be blinking. Click on the blinking Victoria portrait. This will open the advisor text window, letting you know that the 4 turns-per-year script is waiting for you to start it. Click on the "Show Me How" button. This will start the 4 turns-per-year script and close the Victoria campaign advisor pop-up window. The 4 turns-per-year mod has been started and you can start enjoying your campaign.
4. To reactivate the 4 turns-per-year script when you load a saved campaign, load the saved campaign like normal. Once your saved campaign has finished loading, either click on the faction button or select any of your cities, this will cause the Victoria advisor pop-up window to appear. The advisor pop-up window will be blinking. Click on the blinking Victoria portrait. This will open the advisor text window, letting you know that the 4 turns-per-year script is waiting for you to start it. Click on the "Show Me How" button. This will start the 4 turns-per-year script. If this is the first time you have loaded a saved campaign since starting this session of Rome Total Realism, the advisor pop-up window will automatically close. However, upon the second or more times of loading a saved campaign during this session of Rome Total Realism, you will have to close the advisor pop-up window yourself. This is normal behavior for this mod. I have not yet figured out why this occurs, but it will not affect your gameplay. If you forget to click on the faction button, or select any of your cities, and end your turn, you will have to reload your saved campaign again to insure proper start-up of the 4 turns-per-year script.
5. Enjoy your campaigns in RTR Platinum with 4 turns-per-year! Every time you start a new campaign, you will follow the procedure in step 4 above. Remember, you must complete step 5 above every time you load a saved campaign. At the beginning of each turn, as of v1.6 of this mod, you will now get a Victoria advisor pop-up window informing you of the current turn's season and year. This new feature will also take place during reloaded saved campaigns. Enjoy!
From Marcus Camillus original note:-
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Known limitations:
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I have come up with a system of automated messages at the start of each turn that notify the player of the current turn's season and year. The Season Icon on the Campaign UI will still indicate it is Summer during the Spring and Autumn turns of each year. RTW is hard-coded so that the Season Icon will display only Summer or Winter for the seasons. By "mousing over" the Season Icon, you will notice you get 3 Summer turns followed by 1 Winter turn. After the winter turn, the year will end and advance to the next year, starting with the year's first Summer turn (Spring). The next turn will be the second Summer turn (Summer), followed by the third Summer turn (Autumn), followed by the Winter turn. After the Winter turn is complete, the year will advance to the next year and the sequence of 3 Summer turns (Spring, Summer, and Autumn) and 1 Winter will repeat.
As a suggestion to help you remember which season a saved campaign was in, I would recommend the following format for the naming of saved campaigns...
"Season_Year" (Don't use the quotes in the saved campaign name. What you need to type is inside the quotes.)
Example 1: Saved campaign was during the Spring of 255BC.
Name the saved campaign "Spring_255BC".
Example 2: Saved Campaign was during the Autumn of 1AD.
Name the saved campaign "Autumn_1AD".
Your campaign will start in the Spring (first Summer turn) of 280BC. The campaign will end after the completion of the Winter of 1AD.
You will notice that there is no "year 0" (zero). The Gregorian calendar, in use today and what I use in the mod, has no "year 0". It advances from the Winter of 1BC straight to the Spring (first Summer turn) of 1AD. This is the way the Gregorian calendar system works. I know there are a few other calendar systems in use in today's world, but I used the Gregorian calendar system for my mod. The Gregorian calendar is just an "improved" version of the Julian calendar, so I thought it would be appropriate for RTW's period.