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Description: | Rome: Total War
=============== Rome Total War: Barbarian Invasion
===================================
Rome: Total War: Alexander
STANDALONE DIRECT-PLAY Full verion ===========================
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often abbreviated to RTW or Rome is a critically acclaimed strategy game composed of both
turn-based strategy and real-time tactics, in which the player fights historical and fictitious
battles set during late Roman Republic and early Roman Empire 270 BC AD 14 . The game was
developed by Creative Assembly and released on September 22, 2004. It is the third game of Creative
Assembly s Total War series.
Barbarian Invasion was the first expansion pack for Rome: Total War.
It was released on September 27, 2005. It allowed the player to take part in the fall of the Roman
Empire and the events which came after it. There were also a lot of new features in the game such as
generals loyalty, religion, hordes and the Sack option for conquered cities. It was also
commended for the fact that it did not have any unlockable factions; all the playable factions were
available from the start.
Rome: Total War: Alexander
==========================
The Alexander expansion puts the player in the role of Alexander the Great and replays his conquests
and battles.
Plot
=====
The player takes a role equivalent to the head of one the three great Roman houses at the time; the
Julii, the Scipiones known as the Scipii in the game or the Bruti called the Brutii . Each of
these factions has a different set of attributes and initial objectives. After a winning campaign as
Romans or using a simple mod it is possible to play with other factions and take on a role similar
to that of Hannibal, Commander-in-chief of the Carthaginian armies during the Second Punic War or
the Gallic warlord Vercingetorix.
Gameplay
==========
Gameplay consists of a combination of turn-based strategy and 3D real-time tactical battles. The 3D
real-time action is uniquely different than most standard RTS games in that tactical maneuvering is
critical to success whereas most RTS games take no account for the direction units are facing,
flanking movements, breaking of lines, etc. The high-quality 3D graphics engine is able to render
over thirty thousand men on a single battlefield. The strategic and tactical modes integrate such
that the landscape for the battles is the same as seen on that particular spot on the strategic map
where the armies meet.
The game is similar to its predecessors, Shogun: Total War and Medieval: Total War, although there
are some changes to the mechanics of sieges and city fights have been added. Most notable is that
players now move their units with movement points; in previous games units were moved by territory.
Armies can be built to conquer nearby provinces; to conquer a province, you must capture its
settlement. Fleets at sea can also ferry troops, and blockade enemy ports, thus cutting down income
from trade. While doing so, players can build certain buildings within their cities to move up
through the tech tree to train more advanced units, increase a province s income, and/or keep the
population happy. The ultimate goal, as in previous Total War games, is to conquer 50 provinces and
capture Rome, thereby becoming Emperor.
Factions
========
The player takes control of a particular faction of the era. It is possible to unlock otherwise
non-playable factions by a simple mod of the game s files; however, some may contain minor faults
or bugs. The default playable status is listed next to each faction in parentheses.
Roman
======
There are three playable Roman factions: the Julii, the Brutii, the Scipii, along with the
unplayable Senate, although it can be played in the Battle of Asculum, one of the game s historical
battles, and in custom battles. The three factions start out allied to each other and the Senate,
and may not attack each other. Each Roman faction can also view the others map information without
fog of war, a benefit not accorded to any other alliance. Even after the inevitable civil war, all
Roman units are visible to a Roman player. However, the factions generally function independently,
and a player controlling a Roman faction will rarely lend direct assistance to a Roman ally unless
the player is somehow threatened. This could be because in the introductions for all Roman factions
they speak of their hatred for the other families.
All three factions receive missions from the Senate, which are non-compulsory. However, the
completion of Senate missions will increase the player s standing with the Senate, and possibly
reward the player with rare and exotic units such as elephants, or standard units like triarii.
Players in good standing with the Senate will receive progressively greater rewards for completing
missions. Failure to complete missions reduces the player s standing with the Senate, and the Senate
may demand that future missions are completed or else a penalty will be incurred. In extreme
situations, the army of the Senate may declare war on the faction that isn t following its orders, a
move the other Roman factions will soon copy.The senate can also ask you to leave an allied
territory, usually within a few turns.
In addition to Senate standing, Roman factions must keep an eye on their popular standing within the
Roman world. In general, popular standing tends to increase as a faction gains more territory; the
public likes a conqueror. However, the Senate will get worried when a faction accumulates too much
power. At a certain point, the Senate will request that the player s faction leader commit suicide.
As with any Senate demand, the faction may accept or ignore if it accepts, the faction leader
dies and the heir becomes the new faction leader, giving the faction a few more years of Senate
toleration before the demand is repeated. If the demand is ignored, the Roman factions are plunged
into civil war. The player may also initiate a civil war once his popular standing is high enough by
simply attacking another Roman faction. When playing as a non-Roman faction, the Roman civil war
does not occur, unless the game files are altered.
Roman armies are focused on superior, well-disciplined and well-armored infantry and weak cavalry,
relative to the other roman factions. The game simulates the reforms of Gaius Marius, which take
place when the players capital city becomes a huge city. rather than the historical time of 107
B.C. . Prior to the reforms, the army is made in the traditional hastati-principes-triarii model.
After the reforms the army is made up of the famous legions, and better cavalry and ranged units are
unlocked, and can do formations such as the testudo.
In addition, each of the three playable Roman factions has a different starting area, as well as
regions into which they can expand, although the latter can be influenced by the player. Each has
different temples to build as well as their own type of gladiators, which can be fielded in battle:
The Julii start out in the northern portion of the Italian peninsula and deal with barbarian
tribes to the north, especially in Gaul. They also have Samnite gladiators, and can build temples
dedicated to Ceres, Bacchus and Jupiter.
The Brutii start out in the south of the peninsula, and they usually focus on the Greek
factions to the east. Although, if the Brutii expand their territory quickly, they may go to the
south east and challenge the Egyptians. They have access to Velite Gladiators, and temples for Mars,
Mercury and Juno.
The Scipii begin in Sicily as well as middle Italy and are primarily involved in conflicts
with Carthage, Numidia and Egypt to the south. Their temples can be dedicated to Neptune, Vulcan or
Saturn. They have access to Mirmillo Gladiators, and the Temple of Neptune, when upgraded,
ultimately gives access to special ships, such as corvi, quinqueremes and deceres.
If the Senate faction is manually unlocked and played by a human player, its role in Roman policy is
ignored. Senate missions no longer exist, there are no Senate officers, and there is no Senate or
popular standing. If the player attempts to go to the Senate screen, which normally tells Roman
factions about these things, the game will most likely crash. Another thing to note is that the
provinces under control of the Senate faction will never revolt, no matter how low public order is.
The Senate faction requires all factions to be destroyed, including Rebels, which makes completing
the campaign significantly more difficult than other factions.
Barbarian
=========
Barbarian factions have both distinct advantages and disadvantages. Unlike civilized factions,
they cannot build stone walls, nor roads better than basic ruts, which inhibits their strategic
movement. More importantly, their technology is limited to only three city levels, as opposed to
five for civilized factions. Thus they tend to research their most advanced units quicker than other
factions. Barbarian armies are undisciplined and rely on brute force and numerical superiority.
Barbarian infantry are strong in comparison to infantry of other factions.
Gaul unlockable starts out with a very large territory mainly in modern France, northern
Italy and central Spain. The Gauls have good swordsmen and archers, but little cavalry and even
fewer special units, making the Gauls a rather basic barbarian faction.
Britannia unlockable starts out in control of Great Britain, with a considerable foothold in
Belgica on the coast of Europe. Its units include chariots, frenzied swordsmen covered in intricate
woad patterns, and units that hurl severed human heads covered in quicklime to demoralize enemies.
Germania unlockable begins to the northeast of Gaul and the east of Britannia, in what today
would be considered The Netherlands and Germany. German forces include superb but undisciplined
infantry, including the only barbarian unit able to organize into the phalanx formation, powerful
Gothic cavalry, and a few different units of axemen. The Germans can also train powerful berserkers.
Spain non-playable begins on the Iberian peninsula, and controls all of modern Spain and
Portugal except for the central and southern areas, which are controlled by Gaul and Carthage,
respectively. They are a Carthago-Barbarian faction who combine elements of both cultures. Their
units include solid infantry units, such as the scutarii who throw javelins prior to a charge and
then fight with a gladius, a weapon that the Romans later adopted. The Spanish field several other
similar units of Carthaginian origin, but they have relatively few cavalry and ranged units.
Dacia non-playable relies mainly on heavy infantry, notably the falx-wielding troops
available early on in the game. The Dacians, along with the Scythians, are the only Barbarian tribes
allowed to create siege weapons. They are located in eastern Europe around modern Romania.
Scythia non-playable is overwhelmingly composed of horse archers. Historically, the
Scythians were a small tribe by the time of the game s start, and the Sarmatians had largely taken
over the steppes. Sarmatians do, however, appear in the form of heavy cavalry mercenaries. The
Scythians control an extensive territory in Eastern Europe, roughly corresponding to modern Ukraine
and the surrounding
Greek
======
Phalanx Formation
The Greek factions are located in or near the eastern Mediterranean Sea, mainly on the Balkan
peninsula and around Anatolia and also in modern Turkey. Greek armies tend to focus on extremely
strong infantry which utilize the superior phalanx formation at the expense of other forms of
infantry, cavalry, and archers.
The Greek Cities unlockable surprisingly start out with very little control in Greece. They
start out with two cities in Greece not including Athens, which is actually initially Rebel
controlled , one in Sicily, another in Asia Minor and a fifth on Rhodes. Its troop selection
consists of hoplites, good skimishers and relatively weak cavalry. The Greek Cities can also field
Spartan Hoplites which, although expensive, are some of the best troops in the game. Historically,
they were troops who were trained from infancy to be soldiers, always fighting to the death;
although in-game they can be routed. Unroutable Spartans can be made by editing game files. However,
they make slow progress and are normally destroyed before they are able to deploy their most
powerful troops.
Macedon s non-playable main force focus largely on hoplites, pikemen and shock cavalry,
including the Companion Cavalry also known as Hetairoi which was originally led by Alexander the
Great. Macedon begins with territories in the north and east coast of the Aegean Sea. They usually
fight against Thrace, the Greek Cities, Dacia and, later on, the Romans.
The main force of the Seleucid Empire unlockable is similar to that of Macedon, containing
the same powerful hoplites and shock cavalry including Companion Cavalry . However, its armies can
also contain scythe-armed chariots, war elephants, cataphracts, and Roman-style legionaries, giving
it the most diverse troop selection in the game. The Seleucid Empire encompasses a strip of
territory running from the Aegean coast to the Middle East. However, the Seleucids are sandwiched
between several different factions and, under AI control, it is usually destroyed by a combination
of Egypt, Pontus and Armenia before it can deploy its powerful late-game units.
Thrace non-playable is a Greco-Barbarian faction, with both Greek and Barbarian troops. They
begin the game in modern Bulgaria and Romania, along the western coast of the Black Sea. Like both
the Greeks and Barbarians in general, Thrace has little in the way of cavalry.
African
===========
Carthaginian war elephants attack
African armies consist of fairly strong cavalry and, notably, elephants, but usually have weak
infantry. This is a major disadvantage when facing the House of Scipii, as the Roman legions destroy
most forms of infantry. Main elephant and cavalry support is required for Carthaginian success.
Carthage unlockable has a variety of units which include a good mixture of infantry,
high-quality cavalry and powerful elephants, but a poor selection of ranged troops, including a
notable lack of archers. They are hurt by the fact that they cannot get infantry that is on par with
the Roman legionaries until late in the game. They begin with territory in modern Tunisia and the
surrounding area, along with colonies in southern Spain, Sicily, and Sardinia. Carthage is a very
rich faction, and can often afford to employ units of mercenaries to bolster the ranks. However,
under AI control, Carthage rarely gains much territory and is usually destroyed by a combination of
Roman factions and sometimes the Numidians.
Numidia non-playable has fast mounted and dismounted skirmisher units , as well as some
light spear-armed infantry. Many Numidian units receive advantages when fighting in deserts. It can
however, train its own versions of the Roman legionaries. Numidia begins the game holding the North
African land not possessed by Egypt and Carthage.
Eastern
==========
The Eastern factions represent the major states of the Middle East not ruled by the Diadochi
Alexander the Great s successors . Their armies tend to heavily rely on high-quality cavalry, and
sometimes evidence some Greek influence due to Alexander the Great s recent conquest of the area
which occurred some 50 years prior to the start of the game .
Parthia s unlockable specialty lies with mounted units, such as Persian cavalry, and the
horse archer. While its cavalry is extremely powerful, it has virtually no infantry of value, which
can make sieges difficult. Historically, the Parthians inhabited central Asia east of the Caspian
Sea. In the game, they still do, but also start with territory north of the sea in Asia. However,
their borders rarely expand and are under constant attack by Egypt, Armenia, the Seulucid empire and
Pontus. Ironically, while the introductory cutscene for Parthia emphasizes their potential for
wealth, the first few turns prove very difficult financially for them.
Armenia non-playable , like Parthia, focuses mainly on cavalry. Armenia is the only faction
with cataphract archers and Eastern heavy infantry, the latter being comparable to the Macedonian
phalanx. They also have their own copies of Roman legionaries. The Armenian territory is located in
the mountains of what is today Armenia, Georgia and eastern Turkey.
Pontus non-playable is a Greco-Eastern faction, with Greek names and the Greek gods. Troops
include fast-moving, javelin-armed cavalry as well as phalanx troops and chariots. In the game,
Pontus starts in the north and east Asia Minor, with historical Greek colonies.
Rebels
=======
The Rebels are a unique faction. Rebels can be informally divided into three groups based on how
they operate on the campaign map: Brigands and Pirates, Deserters and Freed Slaves, or Independent
Kingdoms and Rebel Cities.
Brigands and Pirates will attack and rob factions for money in one or more ways. Brigands will
sit on roads, blocking trade and ambushing armies that walk by. Pirates will attempt to cut
sea-trade routes and blockade ports. Brigands and Pirates will grow in strength if they are allowed
to roam freely, and may threaten important armies or generals if not destroyed quickly.
Deserters and Freed Slaves are any troops or slaves previously belonging to a faction who
abandon their homes. They tend to hide out in the countryside and do not usually rob factions for
money, although this is not a rule. Freed slaves usually consist of large numbers of peasant units,
along with some basic paramilitary or quasi-military fighting units such as gladiators or
town-watchmen. Deserters tend to be more dangerous and well-organized, with many professional
military units; they move in formation and are not quick to flee or back down when threatened.
Sometimes, Deserters may be led by a Rebel General, a non-faction member military leader. When one
is present, Deserter armies can be larger and more dangerous than those lacking such leaders, and
may sometimes attempt to capture cities.
Independent Kingdoms and Rebel Cities are Rebel-faction cities, and the only differences
between them are their origin and their military capabilities. Independent kingdoms are independent,
non-faction cities which have existed independently since the beginning of the game and have never
been conquered. They usually have some very basic military units like Militia Hoplites or Town
Watch, although if left unconquered, they may grow and develop a stronger military presence.
Examples of Independent Kingdoms are Athens in Greece, Byzantium later renamed Constantinople after
becoming the capital of the Eastern Roman Empire and Tara, a town in Hibernia Ireland . Rebel
cities, on the other hand, are cities which once were run by a faction, but which have revolted and
come under their own management. The numbers and quality of the troops spawned through a revolt
depends on the size of the settlement and the level of buildings present. For example, a Huge City
will spawn more rebel troops of a better quality than Towns or Large Towns.
Amazon Rebels are exclusively situated in the province of Hyperboria, located somewhere in
modern Russia near Scandinavia which, in the game, is located far to the north and is difficult to
reach due to surrounding trees and a small, secret gap bordering the northern edge of the map.
They have their own very powerful unique units, including Amazon chariots and gigantic war elephants
called Yubtseb bestbuy backwards .
The Gladiator Uprising are units independent of region/location and may appear in revolting
settlements that have an Arena building or above. Gladiator Uprising armies are composed mainly of
gladiator units and are noticeably more difficult to defeat in comparison with standard Rebel
armies. An example of a historical gladiator uprising would be that of Spartacus.
Judean Zealots are units that are created whenever Jerusalem revolts against the faction that
rules it. They are good all-around infantry with high morale. This, combined with the fact that
Jerusalem is often a large city with good defences and that they are spawned in quite considerable
numbers, can make suppressing the uprising very difficult if there are no powerful armies nearby.
Helot Uprising is a group of rebel slaves that overthrow Sparta, generally having high morale.
Family
========
Each faction starts with a set of family members composed of that faction s leader, his spouse,
their children, including a faction heir, any of their spouses, and any grandchildren. Only the male
members of the family are controllable once they are 16, at which point they reach adulthood and
become full family members. They govern provinces when stationed in a city, and, when fielded upon
the world map, can command armies in the field, recruit mercenaries and/or construct watchtowers and
forts. Male family members can be added to the family by the following methods:
The birth of a son. However, as mentioned above, he must reach the age of sixteen before he
becomes a playable character.
Marrying one of the faction s daughters to a suitor.
Adoption by one of two methods: a candidate for adoption proposed by a male faction member or
the adoption of a Man of the Hour , a captain of an outnumbered force who emerges victorious. This
method and marriage imply that the candidates have extraordinary abilities.
Bribing an enemy general with a diplomat. By offering a generous sum of denarii, some generals
may betray their faction for the faction of the one offering the bribe. The new son is adopted by
an existing member of the family and is treated the same as any other male family member.
Unfortunately, the loyalty of the bribed general is often weaker than full family members, meaning
that he can be more easily bribed by other factions.
Conversely, male family members can be lost by a family by the following methods:
Bribe cannot bribe faction leaders or heirs
Death of Old Age
Assassination
Natural Disasters
Plague
Death in Battle
Riot/Revolt
Will of the Gods
Death at Sea When traveling at sea, if a fleet is sunk, all military units and family members
on the fleet die
The death of a female family member by old age is also depicted by an in-game message.
In the absence of generals commanding field armies, captains are the commanders by default. Admirals
fulfil a similar function for fleets. Neither are family members, but appear in the list of forces
when displayed.
If an enemy force led by a captain is bribed, it disbands unless the troops are an exact match of
the same type as the faction making the bribe e.g. a Julii diplomat bribing a Brutii force , at
which point they are added to the faction s army. But a Britannic diplomat, for example, can not add
a Gallic warband to the Britannic army through bribery even though they are the same troop type.
This is because the skins of the two factions warbands are different and therefore not an exact
match.
Julii family member with several traits and his retinue
Family members can acquire traits depending on their actions in battle or when governing a city.
These can have both positive and negative effects on their command, management, and influence, which
in turn affect their battlefield performance and how well a province they govern operates. Some of
these traits are hereditary, and can be inherited by the children of a family member. Family members
can also acquire ancillaries by the same actions. These are members of a general s retinue, but can
only number up to eight. These ancillary characters can be traded between two family members if they
are in the same army or city.
Agents
======
There are three types of agents that can be used by factions: spies, diplomats, and assassins. Like
family members, agents can acquire traits and specific ancillaries, which can be traded, but only
with other agents of the same type. They can independently cross into other territories allied,
neutral or hostile without triggering a transgression message that happens when an army attempts to
do the same. They can also be attached to an army, at which point they travel with them until
detached to operate independently.
Spies can be recruited once a city has built a level 2 trade structure. The spy s role is to
gather intelligence on the composition of field armies and to infiltrate cities to determine
buildings and garrisoned forces. Friendly spies can aid in the capture of an enemy city by opening
the gates during an attack; the higher a spy s skill level, the higher the probability that he will
be able to open the gates. Multiple spies can infiltrate an enemy city at once, thereby increasing
their chances of opening the gates. Spies can be killed in several ways, such as failing to
infiltrate a city, being discovered after they have infiltrated, failing to escape or by being
targeted by an assassin. They can serve in a counter-espionage role when attached to an army or city
that the faction controls, improving public security by helping to detect enemy spies. Spies can be
used as a form of biological warfare, by sending a spy infected with a plague into an enemy city,
spreading the plague into the city.
A diplomat can be recruited once a city builds a level 2 government structure. Diplomats make
treaties with other factions regarding trade rights, map information, alliances and peace offers.
They can make demands such as bribing rival armies, cities or diplomats. Diplomats can negotiate
with cities and any field army, but cannot neogate with spies or assassins.
Assassins can be recruited once a city has built a level 3 trade structure. Assassins can
assassinate enemy characters and sabotage buildings in enemy cities. They can be killed when
attempting to infiltrate a city or if discovered by their target s bodyguards.
Mercenaries
===========
On the campaign map, generals not captains can hire mercenaries for an amount of gold when there
are mercenaries available in a territory. Mercenaries are already trained and can be put to
immediate use. Infantry, cavalry, and missile troop types can be hired. Mercenaries cannot be
recruited in a city by factions, but can only be hired in certain regions; for example, Samnite
mercenaries can only be hired in Italian provinces, while Numidian mercenaries are only hired in
Africa. They are usually suited for the local terrain, and can be used for various purposes, such as
augmenting an army s strength, sustaining a campaign, or garrisoning a nearby settlement. Some
mercenaries can be hired more frequently than others, while some are more geographically distributed
and can be hired from more regions than other types. Although mercenaries can be used for many
different purposes and allow a flexible management of an army, they do have their disadvantages.
Mercenaries cannot be retrained other than improving their weapons and armor, thus their losses
cannot be replenished except by merging, and their moral is usually lower meaning they are more
likely to run in battle. If a general hires mercenaries frequently, he acquires the mercenary
captain ancillary. However, mercenaries are notoriously known to be very expensive with a very high
recruitment cost. When conquering a settlement, mercenaries will take part of the looting for
themselves, thereby decreasing the amount of money the player can loot from a settlement.
Developer s Creative Assembly
Publisher s Activision - Original
Sega - Current
Series Total War
Version 1.5
Platform s Microsoft Windows
Genre s Real-time tactics, Turn-based strategy
Mode s Single player, Multiplayer
Rating s ESRB: T
PEGI: 12
Media CD - Original
DVD - Gold edition
Steam - Gold edition
System requirements Windows 98SE/ME/2000/XP
1.0 GHz Processor
256MB RAM
2.9 GB HDD space
8x CD-ROM drive
64 MB DirectX 9.0b compatible Video Card
DirectX 9.0b compatible 16-bit sound card
Input methods Keyboard, mouse
ALWAY UPDATE DIRECT X YOUR DRIVERS BEFORE PLAY
EXTRACT WITH 7IP OR WINRAR
PLAY
ALLOW APPROX 8 GB FOR EXTRACTION OF GAME
HOPE YOU ENJOY THIS GAME LIKE I DO....THIS IS ONE OF THE BEST GAMES EVER MADE
enjoy
DJ-Dotcom1
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