Imperial Truth – The Great Map Overhaul

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Author: Corythus

Last revision: 9 Sep, 2021 at 15:26 UTC

File size: 7.43 MB

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Description:

My goal is to fix and upgrade the developers shallowness in all aspects of the game.
I’m slowly creating a detailed Rome Remastered mod pack (which will include: richer map, more territories, new traits and ancillaries, new and rebalanced units and buildings, UI, economy, etc.)
My grand mod will build up from these smaller standalone mods, most of it you will be able to use separately as long it’s not built on each other. Every faction buildings and units chain will be upgraded, but my main focus will be the House Scipii. Except for them, I will try to make the mods more or less historically accurate. House Scipii will have some historically unrealistic units, (like horse archers and phalanx units) and a unique monotheism religion called The Imperial Truth. (Among others it was inspired by the Stoicism philosophy.)
I’m working on this alone in my free time, so do not expect any fast miracle but feel free to try out what is done so far. Also, I always welcome constructive feedback If you have any please write it down in the Comments section below. Testers are always welcome.

The Great Map Overhaul
In the past almost 3 months I saw more ancient maps than in my entire life before. I made the new regions and cities’ names/placement and existing ones renamed/moved to be as historically accurate as possible.

Changes:
– 180 new territories are added to the game.
– Every territory has 1 tradable resource, carefully placed to maximize income from trade.
– City placement, flora, watchtowers, resources, roads, and docks carefully placed to improve visual and gameplay immersion.
– Permanent watchtowers added. (If you don’t like them, you can delete them in the "descr_strat.txt" file.)
– Faction’s starting position is more historically accurate.
– Faction’s relationships are more complex now. (Might not be that noticeable because of the poor AI development.)
– Mercenary recruitment is fully updated for the new territories.
– Mercenary recruitment cost is higher, matched to my Units and Buildings mods.
– Rebel armies and navies spawn is drastically reduced.
– All towns have minimum walls and roads.
– All rebel town is guarded by a rebel character.
– Faction balance according to the new territories.
– Gameplay time extended around a hundred years.

Future:
– Balancing
– Polishing

Planned ideas that will be added to the Grand Mod using this map:
– Starting map visuals change in factions selection menu accordingly to the new starting territories.
– Trait and ancillary balance for characters.
– Starting character portrais update.
– Faction description updates.
– Change Scythia to be more eastern than barbaric.
– Adding religion if it’s possible.

Possible new factions in the Grand Mod using this map:
– Celtiberians
– Celts
– Goths
– Sarmatians
– Sparta
– Nordic tribe (NPC Horde Faction from the edge of the map)
– One faction for Arabia, not clear yet. (Probably will need to create new territories for them.)
– One faction for north africa, maybe in de deep desert with new territories, only plans so far.

The mod only supports the English language so far.

My other mods so far:
Part 1: Traits and Heritage
Part 2: Less Colorful Faction Borders
Part 3: Units and Buildings Overhaul
Part 5: Name List Extension

My Texture packs so far:
Texture pack 01: Armoured Spartan and Greek Units