Rome II Total Realism IIII
Rome 2 Total Realism is a comprehensive overhaul mod for Total War: Rome II that aims to provide players with a more historically accurate and immersive experience. This mod includes changes to unit rosters, battle mechanics, campaign gameplay, and more, all based on extensive research and historical accuracy.
With Rome 2 Total Realism, you’ll experience a more challenging and realistic gameplay, as you navigate the complexities of ancient warfare and diplomacy. The mod features a redesigned recruitment system that allows for more strategic choices in unit composition, as well as enhanced battle mechanics that simulate real-life tactics and formations.
In addition, Rome 2 Total Realism offers a more immersive campaign experience, with changes to diplomacy, economics, and cultural integration that reflect the historical realities of ancient Rome. The mod also features new factions, units, and campaigns, all designed to provide a more diverse and engaging gameplay experience.
Whether you’re a history buff or just looking for a more challenging and immersive Total War experience, Rome 2 Total Realism is the mod for you. Try it out today and lead your armies to victory in the ancient world!
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MOD INCLUDES:
– NEW WAY HOW TO ACQUIRE ARMIES. Instead of Imperium level, number of armies depends on how many provincial capitols player controls. At the same time, number of recruitment slots is now linked with number of regions controlled within the province. Fleets at the other end require Military wharf to be assembled, but similarly each port in the sea region provides recruitment slot.
– IMPROVED ARMY AND NAVY STANCES, with enhanced effects to present player with choices how to use their forces in campaign. Armies now require food/supplies, their presence within city will make local population angry, while having fortified army within region will improve public order though protection. Transporting Armies through seas is now costly endeavor. Army while laying siege now consume more food and require more money. Replenishment of units or ships is significantly reduced outside of settlements/ports (or fortified army camps),Units defending own territory receive extra morale boost. Armies fortified in towns or cities have more ammunition available during siege defense battles.
– REMOVED ACTION ABILITIES FROM GENERALS AND UNITS. All abilities requiring constant clicking and micromanagement during battle were removed from game. Only abilities important for proper unit function were preserved (Pike formation). Generals now do not have multiple "Fantasy" style abilities that drastically alter unit statistics to win the battle, instead, they now have access to single "Inspire Troops" ability with single use per battle, which is more potent, higher tier General has.
– COHESION COMBAT MECHANICS,(replaces fatigue) where unit loses cohesion by moving or fighting. Less cohesion unit has, less effective it is in combat, is easier to break and rout and soldiers become faster to run away. (disordered unit speed is increased dramatically, so such units will be able to outrun pursuers, therefore cavalry is required to chase them down) Keeping fresh reserves to exploit disorganized enemy defense is now viable tactics!
– 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 (heavy javelins damage shields, slingshots and arrows suppress enemy skirmishers, etc). Certain weapons with better capabilities against specific threats (axes, spears etc), or different combat situations and formations.
– 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. On campaign layer navies play important role controlling the sea regions, intercepting enemy invasion fleets or reducing piracy, yet ancient fleets were unable to operate independently for a long time, therefore navies have increased upkeep while at sea, and reduced upkeep when docked.
– INCREASED IMPORTANCE OF FOOD PRODUCTION, which is now one of major factors behind unit replenishment. Having large food surplus provides extra replenishment to armies. Armies consume food based on their active stance. Not having positive food balance makes population unhappy, while your political opponents will get dissatisfied with the ruling faction, which might create political crisis.
– CHARACTER DEVELOPMENT CHANGES that make character development more important, with possibility to develop your Generals into Strategy Masterminds greatly improving your army capabilities. Character attributes now also have impact on politics as Authority now also impacts gravitas of the character.
– DYNAMIC PUBLIC ORDER AND POLITIC INFLUENCE SYSTEM Higher is the region public order level, more demanding people are, therefore harder it is to keep public order high. Similarly, more political influence you have, stronger is the support of people (public order, army morale which grants you more overall power), and more control you have of your finances (corruption). At the other end, more political power you have, your opposition hates you more.
– IMPROVED DIPLOMACY. Your actions on campaign map matters and define how others see you. You go plundering, enslaving or razing cities, executing captives and your enemies will hate you beyond grave, and will wage a total war against you. But if you release captives or occupy cities without enslaving the population, they will see you in more positive light, and will be more inclined to agree on peace terms.
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SPECIAL CONTRIBUTIONS:
Better sieges – credits to AveMetal
Close Pike Formation Mod – credits to HardcoreSalmon
Grand Campaign on Updated Map 4 TPY – credits to Polbork
Reasonable Public Order – credits to Magnar
New Armor models – credits to Kraut and Tea
New Scutum and quilted suburmalis – credits to Stealth4Health
Axe Animation Fragment Mod – credits to AggonyDuck.
Closer Deployment Zones – credits to Sheridan.
Alii Colores Romae: Omnes Factiones – credits to Demokritos.
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DISCLAIMER:
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.
Mod is currently developed as project of single person, therefore i work on updates and necessary fixes as my free time permits.
Mod is developed for English version of the game, any other language version will not use intended text files and therefore will show incorrect info to the player!
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FREQUENTLY ASKED QUESTION:
Why is there IIII instead of IV in mod name? Because IIII was ancient Latin number FOUR used during times of Roman Republic and early Empire. number IV started to be used only after Western Empire fell apart.
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DISCORD Server:
Revisions:
Old revisions of this mod are available below. Click the link to download.