Rome II Total Realism IIII is still in beta phase, and therefore various combat and campaign mechanics might eventually change, be added or removed based on their performance and behavior.
Rome 2 total realism mod#
New Scutum and quilted suburmalis - credits to Stealth4HealthĪxe Animation Fragment Mod - credits to AggonyDuck.Ĭloser Deployment Zones - credits to Sheridan.Īlii Colores Romae: Omnes Factiones - credits to Demokritos. New Armor models - credits to Kraut and Tea Reasonable Public Order - credits to Magnar Grand Campaign on Updated Map 4 TPY - credits to Polbork Other Campaign changes include Taxation, economic and social impact of slaves, Food and Growth effects which add some logical yet challenging dilemmas for the player. Dynamic public order which now impacts your income and ability to recruit units. Reworked how core campaign mechanics impact the player. Transporting Armies through seas is now costly endeavor. Armies now require food/supplies, their presence within city will make local population angry, while having fortified army within region will improve public order.
Rome 2 total realism how to#
Improved Army and Navy stances, with enhanced effects to present player with choices how to use their forces in campaign. Armies and Generals now have meaningful abilities that improve both combat stats or strategy layer bonuses. Strategic layer changes that make character development more important, with possibility to develop your Generals into Strategy Masterminds greatly improving your army capabilities. On campaign layer player has option to build either strong combat fleets composed of heavier ships, or fast and nimble fleets with much greater operating radius capable intercepting enemy transport fleets or harassing enemy trade. Reworked naval combat, where ships are not just land unit carrier, but have actual role, with new Marine units that are balanced to properly supplement the naval mechanics and combat. Certain weapons with better capabilities against specific threats (axes, spears etc), or different combat situations and formations. Completely overhauled weapons and projectiles system, which takes into account real life physics, adds various projectile effects like suppression,reducing enemy cohesion, providing alternate ways to attack enemy. Unique powerful Pike Phalanx formation which deteriorate over time as phalangites get more tired. Unique Unit abilities, Romans units have ability to reform their cohesion during combat, Hoplites can push the enemy. AI cavalry will charge and try to withdraw to reform before another charge, skirmishers will suppress main battle line, while cavalry skirmishers will properly avoid being attacked by other units. Unit formations and behavior was improved to help AI to use its units more effectively.
Improved battle AI, where AI will take into consideration entire battlefield, and will deploy its army to fight player. As cohesion falters and unit breaks, soldiers run away from enemy. Unique cohesion system which replaces vanilla fatigue,where longer unit fight, less cohesive they are and easier they are to break.
Mod adds various new units and alters the visuals of existing ones.
Rome 2 total realism full#
Full focus on combat mechanics and better unit behavior for more challenging game play. These buildings have drastic impact on economy, so only strong empires will be able to afford lots of armies in the field. Instead of Imperium level, number of armies and fleets you have depends on how many barracks and military ports you build. Instead of focusing on graphical "Hollywood style" effects, mod tries to take more sensible approach trying to recreate historically plausible combat behavior. Mod doesn't claim to be "hard core realistic", but instead aims for functional realism within game limitations.
Main focus is to provide coherent game experience where every aspect of the game complements each other.