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#ROME: TOTAL GAMEPLAY#
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SHORT GUIDE TO RTG
Written By Seasoned Alcoholic
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Rome: Total Gameplay (RTG) is a mod that attempts to improve several aspects of the original Rome: Total War (RTW). These include:-
* Gameplay balancing, in particular to the AI.
* Improved battles versus the AI that will now last greater periods of time, require more utilisation of tactics and skill.
* Over 40 new, unlocked and replaced units to recruit.
* Various factions and cultures can now construct more buildings, in particular Barbarian factions.
* A modified campaign map, including 40 new regions. Many exisiting regions have been relocated to roughly their historical locations, and some have been renamed.
* Historical Battles now include the new / unlocked / replaced units accompanying this modification.
* Some relevant bug-fixes.
* Other general improvements.
There are many more adjustments, changes, fixes etc of various sizes that have been implemented in RTG. For more details, please refer to the README text file.
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What to expect in RTG:-
* The gameplay has certainly changed from the vanilla (or unmodified) versions of RTW, you may need to spend time getting used to this feature. I would suggest using Custom Battles to practice before jumping straight into a new imperial campaign. Alternatively, try the Historical Battles, or Prologue (Sons Of Mars) provincial campaign.
* Battles will now last for longer periods of time, and you should expect to face more aggressive AI armies. You may find that you spend more time engaged in battles than before, so remember to stay alert and watch the AI's manouveres closely.
* Even if you preferred to auto-calculate battles in RTW, I would urge you to take a look at the gameplay in RTG, as this is the main focus of the mod. Auto-calc battles are useful when you have to fight many battles per turn, or when you have superior numbers to the AI.
* Many RTW gamers have complained about the inflexibility of phalanx-capable units. With your phalanxes selected, try turning guard mode off. You should now see your phalanxes shuffle forwards, backwards and from side-to-side to counter enemy attacks.
* Test results have shown that the player will now lose more units in combat than before, due to the extended length of melee. In some RTW battles, players would be able to gain victory after victory without losing many men.
* Your units will fight less effectively when they are exhausted, you may need to move your troops out of melee and let them recover their stamina for a while. Always keep fresh troops in reserve.
* You may experience more financially difficult situations than in RTW, such as near the start of a new campaign for example. This makes you think more carefully about how you spend your precious denarii, be it to train new units, construct superior buildings, retrain existing units, recruit agents and so on. Try increasing the tax rate early on if you are struggling for denarii.
* The AI should be more willing to cooperate with you in diplomatic negotiations. Previously in RTW, default diplomatic stances towards other factions were usually hostile. These have been changed in RTG to roughly neutral for most factions.
* Two of the default factions have been renamed. Spain has been changed to Iberia, whilst Egypt has changed to The Ptolemaic Dynasty.
* As in RTW, pirate vessels are common in RTG. This is in order to make naval battles more challenging. It is usually harder at the start of a new campaign to defeat the pirate ships, remember to move your own navies to a nearby port before the turn ends. However, as you progress though the campaign, you should gradually gain the upper hand over the pirates with your superior naval forces.
* Likewise, aggressive brigand / rebel armies are numerous at the start of a new campaign, again to make battles more challenging. They should however become less of a threat as take control of more and more provinces.
* The imperial campaign map has undergone lengthy modification. Take some time to learn where new settlements, regions and trade resources are located. Also familiarise yourself with the new region names, as these play an important part in faction specific victory conditions.
* New victory conditions have been created for each playable faction, make sure you know which settlements you must take and hold before undertaking lengthy and costly military campaigns. Also, as a further challenge, you will now not be able to see how much time remains for you to complete your victory conditions (HINT: imperial campaign ends in Summer 50 AD at present).
* Be aware that certain units can now only be trained and recruited in specific locations on the campaign map. You will no longer be able to retrain unit casualties in certain regions, bear this in mind before launching your campaigns. Use the building browser scroll to view which units are available to recruit in each region.
* Mercenary recruitment pools are now more varied than before. This should allow you to add more flexibility to your armies when it is most needed. Also, mercenary regeneration times are now shorter than in RTW. Watch out though, the AI-controlled factions (including rebels) will hire mercenaries frequently and use them against you!
* Certain infantry units (usually carrying spears) have their original mount bonus against mounted units. This will vary depending on the quality of the unit.
* Cavalry, Camels, Elephants and Chariots are still at a disadvantage when fighting against spear / phalanx units, so remember to keep them well away. Try repeated attacks to the rear of phalanx units, but don't let your mounted units become bogged-down by enemy spear infantry as they will be easy targets.
* Chariot generals were available for the Britons and Egypt in RTW. In RTG, these units have been replaced with general's cavalry bodyguards before and after the Marius Reforms event.
* Your generals (IE family members), agents and admirals should now gain a wider variety of ancillary / retinue members depending upon a number of factors.
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