Total Realism Official Modifications
Roma Mod and Hannibal's War by Bouis (click for more info)

Roma mod is a faction specific mod for RTR 5.4.1, intended to be played only as the Romans. It does not require its own install of RTR; it includes a set of batch scripts to enable Roma Mod and RTR to coexist. It features an all new map, two new building sets, sprites for most RTR units, 16 new auxilia units, 28 skins, and 18 models. It features some very elaborate coding not seen (to my knowledge) in any other mod. Special attention has been paid to the way the AI behaves.
Roma Mod is hard. It is supposed to be. Money will always be tight, and your enemies will not be nearly as inept as you may be used to. It is not excessive, however, and you will in fact find that single large battles can make a difference.
Hannibal's War is a faction-specific mod for Rome Total Realism 5.4. It begins in 222 BC, and places the player in the role of twenty-six year-old Hannibal Barca, commander of the Carthaginian forces in Spain. The game duration is expected to be short -- less than sixty turns.
Hannibal's War features a highly-customized version of my Western Map originally based on linedog's, plus 22 new sprites covering all the units available to the player, as well as six new skins based on CA and RTR ones, a number of new unit cards done by me (and a few done by Li'xiao) and one new model. About thirty-five units have been added for the mod, but most will be pretty familiar to you. Roughly fifty family members have been added. Much testing, positioning, and repositioning, has been done to convince the AI to behave how I believe it should and in such a way as to enhance the user's experience. Some of this you won't be expecting, so be careful not to assume the AI is as stupid as you may be used to. The rebels in Spain and Gaul have been carefully constructed, selected and positioned so that they're appropriate and interesting.
Punic: Total War by Gaius Julius (click for more info)

Punic: Total War is GaiusJulius' current pet project; to model the entire Punic Wars between Carthage and Rome. It has an entirely new campaign map, entirely new units for all factions, brand NEW factions, a revamped naval combat aspect to emphasize the importance of this, entirely new historical events, a revamped combat and mercenary recruitment system for historical accuracy during this period, a new 4 turn per year system, to model Summer, Spring, Fall, and Winter, and many more features, besides that. The mod team may still in the early age of the project, but it's coming along rapidly. The work done is in association with the Rome: Total Realism mod, and many of the resources and concepts in that, will, or may, be adopted and adjusted to adapt to this mod. Some of the concepts in this may be adopted by it.
The team believes in sharing resources, and an open, and talkitive, modding community. It's the way it was done with Rome: Total Realism, and it's the same way it'll be done with Punic: Total War. It's up to the suggestions and ideas from the community to decide what will go in, and not go in, to the mod. Every step of the way the team will be updating threads with screenshots and step-by-steps. The units featured in this mod will be made useable by the public, and will, of course, be able to be featured in any other mod. This is the same for the campaign map, once it is finished.
The mod begins in 280 BC, and lasts until 146 BC. It consist of 4 turns per year, and translates into 536 turns total. Only a few shorter than the regular campaign. The actual size of the newly created campaign map is actually BIGGER than the regular campaign map, while concentrating on a smaller area (from Iberia, all the way to just the east of mainland Greece). This emphasizes detail and maneuverability. All new historically accurate provinces have been added, and the topography has been made to be as accurate as possible, according to scale. Some other planned features:
- A campaign map restricted to the west mediterranean, stretching from Greece to Spain.
- A expanded emphasis on mercenary recruiting.
- Location-specific troop recruitment.
- Small towns that were not very important during the wars won't have the ability to develop very far, not nearly like the major cities. Large cities like Roma or Carthago will have the power of beign a city state.
- Protracted turn durations - more turns in a year, creating a more cinematic environemnt with much more scripted events and triggers.
- A emphasis on historic events and battles.
- Completely new factions from the ground up such as: Rome, Carthage, Samnium, Aechaen League, Kingdom of Epirus, Macedon, Massyli, Massaesyli, Helvetii-Boii, Bituriges, Arvernii, Kingdom of Syracuse, Hellenic League, Lusitanii, Celtiberii, and Cantabrii.
Rome: Total Realism "The First Triumvirate" by Stuie (click for more info)

Crassus and Pompey were colleagues (although they have always despised each other) in the consulate for 70 BC, when they legislated the full restoration of the tribunate of the people. Since that time, the two men have entertained considerable antipathy for one another, each believing the other has gone out of his way to increase his own reputation at his colleague's expense.
Now Caesar has contrived to reconcile the two men and combine their clout with his own to form a secret triumvirate to gain power over the Roman Republic. The alliance combines Caesar's enormous popularity and legal reputation with Crassus's fantastic wealth and influence and Pompey's equally spectacular wealth and military reputation.
The Triumvirate has proceeded to make "arrangements" for itself. Caesar has been awarded the position of proconsul for Gaul; Crassus has been granted the right to conquer Parthia in the name of Rome; and Pompei finally has a freehand to finish his consolidation of power in Iberia.
Thus far, the Triumvirate has been kept secret, but the Senate grows ever more suspicious....
Some of the mod's features will include:
- Julii, Pompeii and Licinii factions representing the First Triumvirate.
- Post-Marian reforms from the start! You finally get to use post reform troops in an extended campaign.
- A very demanding, suspicious, and impatient Senate.
- Lower upkeep costs for non-Roman factions - they will be coming at you with more units than usual.
- Built on the current version of RTR - all the skins, all the unit balance - all the fun you've come to expect.
Stuie's new mod is in the "proof of concept" stage. A "lite" version will be publicly released (hopefully in April) as an open beta test. More information will be posted here as it becomes avalible.
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Do you have a Rome: Total Realism mod that you are just dying to release on the eager public? Has your mod been tested to work and you want it displayed on this site? Do you need hosting (if your mod is realistically sized)? Would you like your own modification to be exposed to thousand of visits a day? Look no further, as of February, 2005 we offer all these services. Simply fill out a email with the following information marked "URGENT: MOD REQUEST" and send it to us.
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Total Realism Fan Modifications
Hannibal's Africa fix for RTR5.4
Supported Rome: Rome: Total War 1.2
Total Realism Versions: Rome: Total Realism 5.4.X
Author(s): hannibal_barca
Date Added: 4/15/05
File Size: 315 KB
Installation Instructions: Make backups of the files and just copying and paste the files into the appropriate folders.
Description: This is a trial version to see if anyone likes my work and I am aware of the upcoming RTR 6.0 which will render this mod useless, but I plan to make more for 6.0. This is by no means a complete mod, it's purpose is to change the Carthage and Numidia factions into what I feel they should be.
Notes: This will make Numidia easier to manage but Carthage is alot more powerful (atleast money wise) so it will be harder to survive. Consult readme for more info
Total Realism: TCB Mod
Supported Rome: Rome: Total War 1.2
Total Realism Versions: Rome: Total Realism 5.4.1
Author(s): Time Commander Bob
Date Added: 4/17/05
File Size: 817 KB
Installation Instructions: Extract into Rome Total War eg C:\program files\activision\rome total
war\ Delete map.rwm in C:\program files\activision\rome total war\data\world\maps\campaign\rome_total_realism
Description:Some balancing issues, Thrace replaced by Epirus, Senate removed, Boats Require Timber
Notes:
A more complete list of changes:
-Roman Cavalry numbers are now back to normal, but the cost has increased.
-Increased some Seleucid garrisons, Seleukia now starts with militia barracks.
-Changed Parthian stables. Now tier 1 builds Horse archers, tier 2 Huvaka, tier 3 Persian cavalry and tier 4 cataphracts.
-Moved all Parthian armies into parthian territory.
-Made Cretan Archers a tier 4 greek archery unit, they are also no longer a merc unit(though I could change this) -Athenian and Corinthian Hoplites are tier 4 greek units.(but still only in corinth and athens) -Many Hoplite Phalanx attacks reduced, costs of Carthaginian hoplite units increased.
-Iberian infantry improved.
-Hastati and Princepes get +1 to shield and +1 to gladius attack.
-Triarii have been improved.
-Ptolemaic get Machomoi before Greek and Macedon mercs.
-Rome starts at war with Gaul.
-Greek and Roman peasants increased to match the stats of other peasants.
-Hoplite Phalanxe's shield reduced to 8 from 9.
-Greek Cavalry have 3 armour instead of 0.
-Praetorian Cohorts have slightly increased attack and morale, but cost more and can only be built in Rome once an Urban barracks is built.
-No Senate, Roma is Roman
-Added Mabus's changes to barbarian factions.
-Thrace and Macedon allied.
-Susa now gets a practice range, barracks and stables.
-All Parthian Auxillary unit upkeep costs doubled.
-Reduced the amount of Parthian Auxilliares.
-Antigonea now has "northern greece" mercenary pool instead of "central europe".
-Changed stats and cost of Greek and Mac mercs, but they are still tier two.(As they have very similar stats to Greek Hoplites and Phalanx Pikemen, which are tier two.) -Cretan Archers get +1 attack.
-Seleucids get 10,000 starting gold.
-Cretans can only be built in certain towns, and only Greeks, Macedon, Seleucid and Ptolemaics can recruit them.
-Imitaiton legionaries toned down.
-Macedon gain Byzantium.
-Greek Cities gain Kydonia and Rhodes.
-Seleucids gain Sardis, Apamea and Pergamum.
-Seleucids get a Militia barracks in Antioch and Pergamum.
-Seleucid garrisons increased in Antioch and Seleukia.
-Siwa no longer has a carthaginian barracks in it.
-Ptolemaics have less settlements with a barracks.
-Urban barracks before Marius reform produces experience 3 Hastati, Principes and Triarii.
-The faction Thrace is replaced with Epirus.
-Epirus can recruit Cretan Archers.
-Carthage can now build Onagers with a catapult range.
-Carthage armies and buildings in Sicily improved.
-Any ships require timber to be built.
-Timber added to Caledonia.
-All ship attacks doubled, but so are the armour and defense skill.
-Ships take 1 turn to build.
-Greeks lose Apollonia, Syracuse, Argigentum, Croton and Tarentum - they now belong to Epirus.
-Macedon lose Antigonea - that's an Epirot town too.
-Fixed the grain problem in the far east.
-Made the Seleucids stronger.
-The old Thracian territories are now rebel.
-Eprius starts at war with the Romans, but allied to the Greek Cities, Macedon, Seleucids and the Ptolemaic Empire.
-Imitation Legionaries lose testudo formation.
-Campaign description for Epirus added.
-Light Lancers get +3 charge bonus and +1 but -1 armour.
-Greek Cavalry get +2 armour.
-Pontus lose Nicomedia, it is now rebel.
-Seleucid Empire allied to Armenia.
-Epirus gets all Greek City States names.