Two notes on the video: The fertility ranges were not added in, they have been reverted from lower values, that were there to slow up pop growth. So the 1-14 range is actually vanilla and they’ve added that into all the regions :) The 360p is quite annoying sorry about that. When I scheduled the video about 3 hours before it went live UA-cam said HD processing would take 30 mins…
So @UA-cam has once again deemed the video too innapropriate for chapters, I have literally no idea why talking about law, corruption and trade in Rome Total War is innapropriate. But here are the timestamps: 00:00 Intro and Today's Video 00:25 Fertility and Farming 3:20 How to Check the Farming Level 4:20 Farming Buildings 8:30 Herds 10:50 Trader and Markets 14:40 Ports 16:45 River Ports and River Trade 18:20 Roads 20:40 Silver and Gold Mines 23:00 Temples 26:30 Recruitment and Upkeep 29:45 Building Costs and Times 32:05 Don't worry about early game 32:05 Buildings with Tax Penalties 34:20 Corruption and Law 36:00 Law Buildings 41:35 Meta and my Tips and Tricks 46:20 Subscribe, Like and Comment!
"1 trade fleet allows 1 export connection to another port which is chosen based on the goods available for trade, the value of the goods, and the population of the two cities as population increases the value. So for example if the trade value of the good for export is relatively high then the export and import trade of that good combined with population of both cities creates a high income. Sea trade only trades goods that the cities don't have in common while land trade will trade the same good if both regions produce it. The value created is also multiplied by the market buildings of each province and that is calculated on top of the base value" Trade fleets are a very important trade mechanic in RTW/M2TW however the lack of land trade connections for islands can heavily nerf their trade income, which i believe is why in m2tw they added merchant wharf's to further boost trade fleet sizes, in RTW however, i believe it was very difficult to get more than 3 trade fleets to work, i don't know if this was fixed by the remaster or whether the high region density could have fixed this.
Ye I thought this but was told that in the code they might only be visual, this might be a mod thing I’m not sure because I know it works like this in vanilla?
You’ve got to remember how many regions there are there, there’s tonnes of regions, it’s also been slightly improved there since this video as well but it’s not all full 14 fertility because it would be really unbalanced for that regions :)
to hell with waiting for a sale. if I pay full price for the remaster it will reflect in ca's stats to some degree. ty for helping change my perspective red guy
Np man I hope you enjoy, if you need help with anything either comment, ask in the discord or check out my RIS faction guides and RIS guides playlists 😊
i bought rome remastered on release day but didnt manage to play it as much but now after a burnouts on wh 3 as well as me going mad due to the random crashes in 3k in 1v3 battles after i almost won argh. so yea i saw rome remastered and decided to install it and what do you know 15 hours of my day today went away just like that playing this mod as Sparta i feel like a kid again haha
my fav faction is definely the seleucids but my god too big im not ready for that yet. id probably play as pergamon next or perhaps carthage or bactria. i think my sparta wont get as far as carthage or bactria so a fresh start as them would be a nice new game after im done as sparta.
Awesome man! I’m so glad you’re enjoying it, it is so nostalgic but yet so new at the same time 😊 Ye my favourite is the Seleucids but not one to take lightly, probably don’t do those for a little while. I would recommend Bactria tho, extremely rich at the start and can get even richer with difficult horse archer enemies or the opportunity to go to India or betray the Seleucids, a really fun campaign 😊
right! if this was released back then i would probably stay at home playing rome tw. i fondly remember it took me 2 or 3 days to conquer the whole map but here in this mod i only manage to take southern and central greece, crete and rhodes while being allied to Epirus and am about to get ready to attack ptolemy once the spartan reform event happen. they even have those events where new factions can come at a certain turn which is nice. i guess the only way the mod is going is up
Ye man, WC on this map now is an insane challenge, but I love the more regional conquests you get before looking further afield 😊 Nice man sounds good :) Ye man loads of factions in Greece and Anatolia now, and eventually everywhere will get this same treatment not just Greece which is scary 😁 If you ever need any explanation of the systems etc you can check out my RIS weekends playlist and RIS guides. Anyway man enjoy the mod! 😊
Generally changes seems to be okay, cant wait to try those. But corruption reduction is bit of a meh - execution square example for 4000 gives 138 so it pays for itself like in 28-29 turns. For places closer to capital it is even less. Also it doesn't make sense why walls reduce happiness - poeple activly persued having them to be more safer. I wonder how it will play out in later game because generally late game buildings give you less effect per gold in comparision to the early game conterparts (it is so evident in execution sqaure chain). Bit like in EU4 back in the day (maybe it is changed now) - building of just level one was the best choice in the long run (early-mid game).
Yes 138 in a settlement that low level and not making much money, when it’s scaled up to a larger city it’s will be so much more powerful, and essentially gains you more money over time. That’s why I said you should check between the buildings to see which one will grant more money in general and pay for itself quickest :) It’s to balance out the law effect, basically the law is replacing the happiness. So that walls aren’t a happiness building, they’re a law building instead :)
You may be right. Sometimes I forget that in the end it's a total war title - so settlement management will never be that extensive. But it is only because of the work done the by devs and you so far!
Ye I’m a massive eu4 fan, over 2500 hours, but unfortunately we haven’t had a total war yet that has such good economic management. I don’t think it would be possible but a movement in that direction for future releases would be amazing! Although I doubt they will do it unfortunately :(
nice one, cheers. glad there are attempts to curb snowballing and blitzing. hope the map will be improved, i.e. Mesopotamia looks like a desert atm. and good to hear we're on 4tpy now, thats fantastic and fits such detailed map much better, also making more sense when movement distances are concerned etc. when is this patch supposed to drop btw? thanks for a helpful video and looking forward to more.
any idea why trader are not unlock on the campaign, when i check the setting is turn on ON but when i start a camp and i check again , it say that trader are not avaible for this campaign
Because of the amount of factions the AI would spam them and it would really slow down the campaign map and end turns so they’ve been removed for now :)
I disagree with you about the mines.. its still stupid.. they need to cost more, and pay put a whole lot more. 80% of Carthago`s army was payed with gold and silver from spain. And that`s a fact. The reason Rome expanded how they did was not becourse of new farm land, but becourse of mines. and the team had a chance to reflect in the game. but no , mines still means nothing in the game.. you pay a lot. wait long time before they are done, and only after that your money comes back, and finaly you can buy 1 more unit for that extra cash... yes listen to that statment 1 more unit.. its stupid. mines need to be worth a whole lot more.. like 10 times more.. and cost alot more to build.
One thing you forgot mate, there’s tonnes more settlements with mines now, so there’s loads more mining money to be had. Everything is there to balance it out, so if it was more expensive but gave loads more money you’d only need 1/2 mining provinces now you need a few more. Also the 1 unit is 1 unit per turn on a 4tpy game now, so I think it makes sense :)
no its not 1 more unit per turn. its one more units total.. we talk about its upkeep. and regadless how many more they have add` ed .. the income from mines is way to low. other then that, the changes are awesome . I love the fact that they all get reforms, i`ll love to see units add`ed when a city is conquer`ed, like they did with Crete.. Hope they make that also for Rome, Casbien Gaul ( forgot the name, North Italia ) and also for the islands aroud main land Italy.. @@Red_Zed
Fair play. Send feedback in the discord if you want to talk to the devs. But it’s probably worth playing with it for a bit and seeing how many mining provinces are out there :)
The more money the player get out of a settlement the more the Ai get also. better with less Ai army`s. You can easily recruit a 10 stack army and conquer a lot of rebel settlements. And then build your full stack army.
You’re allowed to complain when you conquer all of Spain, get all the mines upgraded and still can’t afford units. Til then, keep your comments in your pocket.
Does the mod have culture-specific fertility buildings? I remember some desert factions in Attila had access to fertility increasing irrigation buildings which only they could build and repair, so destroying one as an outsider faction was the equivalent of nuking all the agricultural output of the area. Would be cool to have it linked to a cultural % in the region and not specifically a faction, as it would make gameplay more dynamic and free-flowing, and increase the consequences of a player exterminating the population of a newly conquered territory. Similar to how the mongols ruined the fertility of Persia and the Middle East irl
That would be really cool, however unfortunately don’t think that possible on the engine for the % linkage, I believe it causes crashes a lot. But everything building and economy wise is a work in progress each update and they’ll continually keep changing and adding things, I know they’ve got loads of different building chain ideas for the next few releases but just couldn’t fit it into this one due to the exhaustive schedule :)
@@Red_Zed shame about the crashes Anyway yeah looking forward to full completion of the mod. Hope it won’t take half a decade like Stainless Steel 6.4 did 😂
Ye it is unfortunately, I think they need something from Feral to make it work. Ye hopefully but no guarantees lol, it’s already been probably about 2.5 years :)
There’s no crashes but the engine designa religion % like a pendulum swing and it’s very extreme. We actually tried to have all recruitment both AoR and factional tied to % but you couldn’t manage it and it made things very frustrating. Hopefully in the future we can find a better way but the AoR system we will come out with is pretty amazing itself.
next patch won't be so bad but really all you can do for the first couple turns is general stack supported by a cheap unit for instance as epius i hit Macedon and had large amount of jav cav with few infantry for sieges you will start with negative income so just smash your starting armies into settelments to build up a finacial power base(current meta unfortnatly turtleling and disbanding units won't get you in the green) also there's building called the elite tax building gives clean 500 gold and is there for less experinced players to get a leg up so to speak 3000 cost so it pays itself off in 6 turns so even if you just took a settlement exterminated pop and destroyed all the buildings you can then use that cash to build the elite tax building in your home regions to build a financial base to springboard off
You have to go and conquer mate, as the romans you start with a large army and can make about 2 full stacks from the troops garrisoning as well. Generally will only take maybe 3/4 settlements as Rome before you get into the positive, if you min max the rest of the economy. Also watch my starting guide bro :)
Large battles run better than OG RTW, but load times tend to be slower- Installing on an SSD will probably improve overall experience far better than a better GPU or using greater than 16gb RAM.
Yes SSD will make load times much quicker, also like mosca says pressing spacebar when you’re on the campaign map to remove settlement labels makes the campaign map run a lot smoother :)
The yellow actually includes up to 8 I believe, which is more than average fertility. It’s also to balance the economy, if everywhere was really high there would be an absolute load more money on the map :)
Yes you get a big boost to trade, at the point you build highways as well the -10% will be nothing for the tax compared to how much you’ll make extra from trade so won’t make any difference really, just a small balancing thing
Nice, alot of great changes! Do you know, if the 20 tiles distance penalty for law effect hard coded? I always disliked that it was this harsh, especially at bigger maps than vanilla
I wanna play as Rome... but the idea of starting with more than 1-2 settlements is really offputting to me... I wish the factions were more granular so one didn't have to start with a massive faction like that :(
Two notes on the video:
The fertility ranges were not added in, they have been reverted from lower values, that were there to slow up pop growth. So the 1-14 range is actually vanilla and they’ve added that into all the regions :)
The 360p is quite annoying sorry about that. When I scheduled the video about 3 hours before it went live UA-cam said HD processing would take 30 mins…
The scale of this mod is great, just what I need to stop me giving creative assembly more money for inferior new titles.
Ye it’s all free, and most likely better haha 😅
So @UA-cam has once again deemed the video too innapropriate for chapters, I have literally no idea why talking about law, corruption and trade in Rome Total War is innapropriate. But here are the timestamps:
00:00 Intro and Today's Video
00:25 Fertility and Farming
3:20 How to Check the Farming Level
4:20 Farming Buildings
8:30 Herds
10:50 Trader and Markets
14:40 Ports
16:45 River Ports and River Trade
18:20 Roads
20:40 Silver and Gold Mines
23:00 Temples
26:30 Recruitment and Upkeep
29:45 Building Costs and Times
32:05 Don't worry about early game
32:05 Buildings with Tax Penalties
34:20 Corruption and Law
36:00 Law Buildings
41:35 Meta and my Tips and Tricks
46:20 Subscribe, Like and Comment!
This mod is HUGE!
Ye man massive! 😁
Great video, as always.
AND the 0.6 is closer and closer!
Thanks man! Ye very close now 😁
october 27
😁
"1 trade fleet allows 1 export connection to another port which is chosen based on the goods available for trade, the value of the goods, and the population of the two cities as population increases the value. So for example if the trade value of the good for export is relatively high then the export and import trade of that good combined with population of both cities creates a high income. Sea trade only trades goods that the cities don't have in common while land trade will trade the same good if both regions produce it. The value created is also multiplied by the market buildings of each province and that is calculated on top of the base value" Trade fleets are a very important trade mechanic in RTW/M2TW however the lack of land trade connections for islands can heavily nerf their trade income, which i believe is why in m2tw they added merchant wharf's to further boost trade fleet sizes, in RTW however, i believe it was very difficult to get more than 3 trade fleets to work, i don't know if this was fixed by the remaster or whether the high region density could have fixed this.
Ye I thought this but was told that in the code they might only be visual, this might be a mod thing I’m not sure because I know it works like this in vanilla?
Excellent job on clarifying the economy on this massive mod Red . Keep it up :)
Thanks man I’m glad you found it helpful!
Thanks for the comment man I appreciate it 😊
This vid is fantastic. Thank you brother!
No worries man, thanks for watching! 😊
I think Egypt's fertility is not high enough. Especially compared to northern Italy. Egypt was the roman empire primary granary.
You’ve got to remember how many regions there are there, there’s tonnes of regions, it’s also been slightly improved there since this video as well but it’s not all full 14 fertility because it would be really unbalanced for that regions :)
to hell with waiting for a sale. if I pay full price for the remaster it will reflect in ca's stats to some degree.
ty for helping change my perspective red guy
Np man I hope you enjoy, if you need help with anything either comment, ask in the discord or check out my RIS faction guides and RIS guides playlists 😊
And remember only the Greeks, Diadochi and Thracians are fully done so best to play in those areas 😊
no worries, made it through RTR VII way back when so I'm familiar with their eco philosophy somewhat
Ye cool, enjoy man 😊
One of mankind's greatest ever achievements.
Yes!
great guide
Thanks man! As always 😁
i bought rome remastered on release day but didnt manage to play it as much but now after a burnouts on wh 3 as well as me going mad due to the random crashes in 3k in 1v3 battles after i almost won argh. so yea i saw rome remastered and decided to install it and what do you know 15 hours of my day today went away just like that playing this mod as Sparta i feel like a kid again haha
my fav faction is definely the seleucids but my god too big im not ready for that yet. id probably play as pergamon next or perhaps carthage or bactria. i think my sparta wont get as far as carthage or bactria so a fresh start as them would be a nice new game after im done as sparta.
Awesome man! I’m so glad you’re enjoying it, it is so nostalgic but yet so new at the same time 😊
Ye my favourite is the Seleucids but not one to take lightly, probably don’t do those for a little while. I would recommend Bactria tho, extremely rich at the start and can get even richer with difficult horse archer enemies or the opportunity to go to India or betray the Seleucids, a really fun campaign 😊
right! if this was released back then i would probably stay at home playing rome tw. i fondly remember it took me 2 or 3 days to conquer the whole map but here in this mod i only manage to take southern and central greece, crete and rhodes while being allied to Epirus and am about to get ready to attack ptolemy once the spartan reform event happen.
they even have those events where new factions can come at a certain turn which is nice. i guess the only way the mod is going is up
Ye man, WC on this map now is an insane challenge, but I love the more regional conquests you get before looking further afield 😊
Nice man sounds good :)
Ye man loads of factions in Greece and Anatolia now, and eventually everywhere will get this same treatment not just Greece which is scary 😁
If you ever need any explanation of the systems etc you can check out my RIS weekends playlist and RIS guides. Anyway man enjoy the mod! 😊
@@Red_Zed yea i just subbed yesterday when i drop comment here and i looked at the vid that you release hours ago and am about to watch it
Nice guide, keep on!
Thanks my friend :)
Generally changes seems to be okay, cant wait to try those. But corruption reduction is bit of a meh - execution square example for 4000 gives 138 so it pays for itself like in 28-29 turns. For places closer to capital it is even less. Also it doesn't make sense why walls reduce happiness - poeple activly persued having them to be more safer. I wonder how it will play out in later game because generally late game buildings give you less effect per gold in comparision to the early game conterparts (it is so evident in execution sqaure chain). Bit like in EU4 back in the day (maybe it is changed now) - building of just level one was the best choice in the long run (early-mid game).
Yes 138 in a settlement that low level and not making much money, when it’s scaled up to a larger city it’s will be so much more powerful, and essentially gains you more money over time. That’s why I said you should check between the buildings to see which one will grant more money in general and pay for itself quickest :)
It’s to balance out the law effect, basically the law is replacing the happiness. So that walls aren’t a happiness building, they’re a law building instead :)
You may be right. Sometimes I forget that in the end it's a total war title - so settlement management will never be that extensive. But it is only because of the work done the by devs and you so far!
Ye I’m a massive eu4 fan, over 2500 hours, but unfortunately we haven’t had a total war yet that has such good economic management. I don’t think it would be possible but a movement in that direction for future releases would be amazing! Although I doubt they will do it unfortunately :(
great vid
Thanks man :)
nice one, cheers. glad there are attempts to curb snowballing and blitzing. hope the map will be improved, i.e. Mesopotamia looks like a desert atm. and good to hear we're on 4tpy now, thats fantastic and fits such detailed map much better, also making more sense when movement distances are concerned etc. when is this patch supposed to drop btw? thanks for a helpful video and looking forward to more.
Thanks man, thanks for dropping by!
Patch is scheduled for 27th October!
Btw man if you ever want to collab let me know on discord, it could be fun 😁
@@Red_Zed will do, thanks and thanks mate.
😁
@@Red_Zed would you know what factions will be in the most 'complete' state in next release?
The Diadochi are already complete for 0.5, in 0.6 it will be all the Greek and Thracian factions 😊
any idea why trader are not unlock on the campaign, when i check the setting is turn on ON but when i start a camp and i check again , it say that trader are not avaible for this campaign
Because of the amount of factions the AI would spam them and it would really slow down the campaign map and end turns so they’ve been removed for now :)
I disagree with you about the mines.. its still stupid.. they need to cost more, and pay put a whole lot more. 80% of Carthago`s army was payed with gold and silver from spain. And that`s a fact. The reason Rome expanded how they did was not becourse of new farm land, but becourse of mines. and the team had a chance to reflect in the game. but no , mines still means nothing in the game.. you pay a lot. wait long time before they are done, and only after that your money comes back, and finaly you can buy 1 more unit for that extra cash... yes listen to that statment 1 more unit.. its stupid. mines need to be worth a whole lot more.. like 10 times more.. and cost alot more to build.
One thing you forgot mate, there’s tonnes more settlements with mines now, so there’s loads more mining money to be had. Everything is there to balance it out, so if it was more expensive but gave loads more money you’d only need 1/2 mining provinces now you need a few more.
Also the 1 unit is 1 unit per turn on a 4tpy game now, so I think it makes sense :)
no its not 1 more unit per turn. its one more units total.. we talk about its upkeep. and regadless how many more they have add` ed .. the income from mines is way to low.
other then that, the changes are awesome . I love the fact that they all get reforms, i`ll love to see units add`ed when a city is conquer`ed, like they did with Crete.. Hope they make that also for Rome, Casbien Gaul ( forgot the name, North Italia ) and also for the islands aroud main land Italy..
@@Red_Zed
Fair play. Send feedback in the discord if you want to talk to the devs. But it’s probably worth playing with it for a bit and seeing how many mining provinces are out there :)
The more money the player get out of a settlement the more the Ai get also. better with less Ai army`s. You can easily recruit a 10 stack army and conquer a lot of rebel settlements. And then build your full stack army.
You’re allowed to complain when you conquer all of Spain, get all the mines upgraded and still can’t afford units. Til then, keep your comments in your pocket.
the mean old modders
😡
why is the max video quality only 360p?
UA-cam saying HD processing would be 30 mins 6 hours ago…
When will 0.6 come out?
Planned for 27th of October mate :)
Does the mod have culture-specific fertility buildings? I remember some desert factions in Attila had access to fertility increasing irrigation buildings which only they could build and repair, so destroying one as an outsider faction was the equivalent of nuking all the agricultural output of the area.
Would be cool to have it linked to a cultural % in the region and not specifically a faction, as it would make gameplay more dynamic and free-flowing, and increase the consequences of a player exterminating the population of a newly conquered territory. Similar to how the mongols ruined the fertility of Persia and the Middle East irl
That would be really cool, however unfortunately don’t think that possible on the engine for the % linkage, I believe it causes crashes a lot.
But everything building and economy wise is a work in progress each update and they’ll continually keep changing and adding things, I know they’ve got loads of different building chain ideas for the next few releases but just couldn’t fit it into this one due to the exhaustive schedule :)
@@Red_Zed shame about the crashes
Anyway yeah looking forward to full completion of the mod. Hope it won’t take half a decade like Stainless Steel 6.4 did 😂
Ye it is unfortunately, I think they need something from Feral to make it work.
Ye hopefully but no guarantees lol, it’s already been probably about 2.5 years :)
There’s no crashes but the engine designa religion % like a pendulum swing and it’s very extreme. We actually tried to have all recruitment both AoR and factional tied to % but you couldn’t manage it and it made things very frustrating. Hopefully in the future we can find a better way but the AoR system we will come out with is pretty amazing itself.
Ahh thanks for clarifying!
I still don't understand this mod. How can I get out of my spiraling debt as Rome
next patch won't be so bad but really all you can do for the first couple turns is general stack supported by a cheap unit for instance as epius i hit Macedon and had large amount of jav cav with few infantry for sieges you will start with negative income so just smash your starting armies into settelments to build up a finacial power base(current meta unfortnatly turtleling and disbanding units won't get you in the green) also there's building called the elite tax building gives clean 500 gold and is there for less experinced players to get a leg up so to speak 3000 cost so it pays itself off in 6 turns so even if you just took a settlement exterminated pop and destroyed all the buildings you can then use that cash to build the elite tax building in your home regions to build a financial base to springboard off
You have to go and conquer mate, as the romans you start with a large army and can make about 2 full stacks from the troops garrisoning as well. Generally will only take maybe 3/4 settlements as Rome before you get into the positive, if you min max the rest of the economy.
Also watch my starting guide bro :)
If my pc run smoothly rome 2 vanilla it would be ok to run this mod too?
Hard to say, but probably no. For me it runs quite a bit worse than Rome 2 with DEI.
Yes should be fine. Martin probably just needs to adjust some settings. Sky to low for battles and disable settlement labels for campaign map.
Large battles run better than OG RTW, but load times tend to be slower- Installing on an SSD will probably improve overall experience far better than a better GPU or using greater than 16gb RAM.
Yes SSD will make load times much quicker, also like mosca says pressing spacebar when you’re on the campaign map to remove settlement labels makes the campaign map run a lot smoother :)
Should not the campaign map show more lush/green/farmland in those regions? Maybe input to mod team?
The yellow actually includes up to 8 I believe, which is more than average fertility. It’s also to balance the economy, if everywhere was really high there would be an absolute load more money on the map :)
I meant visually / esthetic. That you literally see more farmland on the 2D map
Oh fair ye! I think it increases with each level of farm you build, and at the start there’s very few farms built 😁
Is there any way to download this mod without steam workshop? It seems that the latest version isn't available on mod db.
Only steam workshop to avoid piracy of the game :)
But I believe an old version is on mod db maybe 0.4?
Tax -10 for highways, did they forget to remove it?
No I think it’s to simulate upkeep of the roads :)
@@Red_Zed but realisticly roads led to more trade and income
Yes you get a big boost to trade, at the point you build highways as well the -10% will be nothing for the tax compared to how much you’ll make extra from trade so won’t make any difference really, just a small balancing thing
@@Red_Zed could you ask the devs if they plan to remove distance to capitol public order negative? it is very anoying.
I don’t think they’ll remove it but in 0.6 they’ve just told me that it’s modded to the lowest possible amount. Not sure it’s the same as 0.5 tho?
Where can I get this?
It is the RTR Imperium Surrectum mod for Rome Remastered so you can download it on the steam workshop :)
Nice, alot of great changes!
Do you know, if the 20 tiles distance penalty for law effect hard coded? I always disliked that it was this harsh, especially at bigger maps than vanilla
I think it’s hard coded, but that’s why law is more available now as well :)
I wanna play as Rome... but the idea of starting with more than 1-2 settlements is really offputting to me... I wish the factions were more granular so one didn't have to start with a massive faction like that :(
There’s loads of small factions man, many start with 2-5 settlements :)
@@Red_Zed I know but not Rome lol...
Rome is large at the start of the mod why would they start them off with 1-2 settlements 🧐