Glory of Rome Remastered 0.2 Plus
This mod is a PLUS version built on Glory of Rome Remastered 0.2.
Like the original mod, this mod is currently English-only. Please set your game language to English.
For systems such as government and policy mechanics, please refer to:
https://steamcommunity.com/sharedfiles/filedetails/?id=2715224838
### Bug Fixes
– The random CTDs in the original mod have been fully resolved.
– A bug where barbarian factions would not construct buildings has been fixed.
– A bug where civilized factions would start demolishing their own buildings after reaching a certain stage has been fixed.
## General Changes
– Mercenaries from all factions in the original mod are disabled in custom battles. They remain available in campaign mode through newly added buildings.
– Nomadic barbarian units from the original mod are removed from custom battles.
– Custom battles have been streamlined by removing redundant or non-essential units and factions from the original mod. This includes shadow rebel factions for Rome, Egypt, and the Seleucids. Many of these factions remain playable in the Campaign.
– Only factions included in custom battles retain unique rosters or special mechanics. Other factions remain playable in campaign mode, but without unique features.
# Cavalry Role Differentiation
– Shock cavalry and melee cavalry have been clearly differentiated.
– Shock cavalry feature higher charge values and higher primary weapon damage, but lower defensive capabilities and combat skill.
– Melee cavalry, on the other hand, have stronger defensive stats and combat endurance, but lower charge effectiveness.
– A simple way to distinguish them is by shield usage: units with shields are generally melee cavalry, while those without shields are typically shock cavalry.
– Press ALT + Right Mouse Button to switch cavalry to their secondary weapon. This gives melee cavalry an advantage in prolonged melee engagements
– Some unit stats have been adjusted upward or downward to better accommodate the newly added units and overall roster changes.
– Some factions now include standard bearers.
– All factions are now able to recruit a new general unit, which is classified as a form of mercenary.
### Events and Mechanics
– The servile uprising rebellion event has been fixed and reworked for better balance. The event will no longer trigger immediately upon occupying any city in Sicily. Instead, the player must capture Enna for the rebellion to occur, and it will now only spawn rebel forces rather than a full uprising faction.
– Previously, the uprising could generate a full rebel faction, but once that faction was destroyed, subsequent second and third waves could no longer trigger. This has now been corrected.
– The conditions for the second and third uprisings remain the same as in the original version.
– The third servile uprising will now properly spawn, and this time it will include Spartacus.
# Marian Reform
– The Marian Reform conditions for non-Roman factions have been adjusted. Due to the increased population growth from newly added buildings, city expansion population requirements have been raised. As a result, it may take around 300 turns for a single city to reach Huge City. Therefore, the Marian Reform is set to trigger automatically after turn 130 for non-Roman campaigns.
– When playing non-Roman factions, the post-reform effect will cause Rome’s Italian allied factions to be eliminated, with their settlements transferred to Rome, while the Senate will retain two settlements.
– When playing as Rome, the Marian Reform still follows the original triggering conditions, but the required number of controlled settlements has been adjusted to 33 cities.
# Diplomacy Synchronization (Rome)
– Rome will now take control of diplomacy for the other three allied factions. Their diplomatic states will be synchronized with Rome, including alliances and ceasefires.
# Rome Vassal System
– Rome and its vassals will now share synchronized diplomatic states. War declarations and ceasefires will be mirrored between Rome and its subject states.
# Greek Factions Last Stand (Eastern Factions: Pontus & Armenia Included)
– When Greek factions (including the Successor states) are reduced to only their capital settlement, they will receive periodic financial support each turn along with a small amount of reinforcements.
– When the final capital is under siege, a large influx of troops and funds will be granted to enable a last stand defense of the city. This mechanic is limited in number of activations.
# Local Generals
– Each settlement has a 1% chance to trigger this event (once per settlement only). When triggered, the player may spend money to recruit a distinguished general.
– This feature is only available to factions that appear in custom battles.
# First and Second Punic Wars
– When Rome controls a certain number of settlements in Sicily, the First Punic War will be triggered. If Carthage loses all of its holdings in Sicily, the First Punic War will come to an end.
– Afterward, Carthage will shift its expansion toward Hispania. At the same time, Rome will take advantage of the situation and move into Carthaginian settlements in Sardinia.
– After a period of time, the Second Punic War will be triggered.
# Enhanced Nuragic Rebellion
– Once Carthage loses its settlements in Sardinia and Corsica, a Nuragic rebellion will erupt after several turns.
– The Corsican settlement will be transferred to the Nuragic faction.
### New Units
– This mod integrates most units from Danymok’s Vanilla Expansion, but not all of them. For example, Libyan is not included in this mod, and Saka is not playable.
– The added units are imported from other mods and have been upgraded to HD quality. If you care about unit consistency, please consider this before downloading.
### New Buildings
– Clinic -> Increases population growth.
– Household Registry Office -> Increases income. Provides a unique bonus for AI factions, while upgraded tiers grant a player-specific bonus.
– Mercenary Recruitment -> Enables mercenary recruitment. Originally available to both player and AI, but testing showed that the AI prioritizes this building too heavily, reducing unit diversity. It is therefore now exclusive to the player.
– Standby Building -> Player-only building. Its sole purpose is to prevent constant idle city notifications.
– Caravan Guard Camp -> Player-only building that increases income.
# Credits
– Special thanks to all mod creators whose work has been integrated or referenced in this project.
– Glory of Rome Remastered 0.2 – This mod would not exist without it.
– Danymok’s Vanilla Expansion – Large number of integrated units.
– Rome Expanded – Special thanks for providing scripting ideas and inspiration. Many of the fixes and mechanics in this mod are based on it.
– Civil War Mod – Some units have been used.
– Rise of Rome – Some units have been used.
– Barbarian Empires – Some units have been used.
– Dragnel Mod – Some units have been used.