This channel is focused on covering the historical Total War games, from Rome Total War to the latest releases! I especially enjoy covering mods for every historical Total War game, and have been playing even the most hardcore classic mods like Europa Barbarorum, Roma Surrectum, Invasio Barbarorum, and Stainless Steel for over a decade. I also like to talk about underrated or overlooked mods. Shogun 2, Rome 2, Rome 1, Medieval 2, Attila, Three Kingdoms, Troy, Empire/Napoleon... They are all great!
Shogun2 TW also only lets you recruit units that are native to the local area of that city. For example with the Morning Sun mod, a japanese player in China can't recuit samurai but only chinese units.
That wasn't the point. Whereas other mods do AoR through a hidden resource system (like shogun 2), this one does it dynamically through local culture, which can change over time based on the actions of the player and ai using the rtw religion mechanic. That's what makes this mod stand out
This looks fun. Vanilla is totally bananas from a historical accuracy perspective, but it's always been fun to play and has a certain charm of its own. This mod feels a bit like what you'd get if the original game had been developed a bit more after release.
May I suggest you also show how to install these mods that you cover ? For those who don't have RR it can be helpful to see how easily they can get it all installed
For RR you just have to follow the link in my description and click subscribe. I don't do install guides for mods for old games anymore because youtube flagged one of my guide videos (Chivalry 2), I appealed, and my appeal was rejected despite the video containing nothing but basic information on how to install the notoriously difficult to run Chivalry 2 for Medieval 2.
Hi Gudea, Thanks for covering my mod. In terms of the units they work just like the original, I've not changed any values for them. The only difference is mercenaries. They are more professional than most unit rosters in the early game, and can be recruited instantly. They can be recruited cheaply on the map or more expensively in the market buildings. They also cost a lot more upkeep than your regular units. In terms of the recruitment mechanic. It needs turns to pass to work. So if you queue up 5 militia hoplites and cheat recruit them in one go, you'll not have any left in the pool and you'll lose the ability to recruit them. But the numbers will replenish every ten years after the barracks is built.
Is there a mod out there similar to RIS where you have more settlements, and more depth in unit selections but not as extensive as RIS. I don't want to play a 2000 settlement mod, but few hundred, more building selections and definitely like more unit choices.
No I think you're confusing it with Extended Cultures. This one was always on RR. I confused them myself, I actually typed Extended Cultures in the title by accident before publishing the video haha