Rome: Total Realism VII

Rome: Total Realism VII
Release date(s)
    Genre(s) Modification

    Rome: Total Realism VII or (RTR VII) is a complete modification for the computer game Rome: Total War intended to correct and enhance the historical accuracy of the original game. RTR VII is also intended to add a heightened sense of enjoyment. RTR VII serves as the name for a new line of RTR mods which stands independently from the previous Rome Total Realism 6 series. The RTR VII series currently has two releases, in the form of Rome Total Realism VII: The Iberian Conflict (or RTR VII: TIC) (2008) and Rome Total Realism VII: Fate of Empires (RTR VII: FOE) (2009). RTR VII has had enormous success and received five awards during the Total War Center 2009 modding awards for FoE. The final mod planned for release in the RTR VII series has been named RTR VII (without a sub title)[1]

    Overview

    Rome Total Realism VII is divided into three sub mods, the last of which is still in development. The first to be released was Rome Total Realism VII: The Iberian Conflict, which focused on Hamilcar Barca and the Carthaginian conquest of Iberia. The second release was Rome Total Realism VII: Fate of Empires, which expands the focus of the campaign map to cover Iberia to Epeiros.

    Rome Total Realism VII: The Iberian Conflict

    RTR VII: TIC covers the conquest of Iberia by the Hamilcar Barca and his contemporaries in the name of the Carthaginian Republic in a uniquely close and story driven campaign . The campaign map covers all of Iberia and parts of southern Gaul. The goal of TIC was to provide a short, detailed and story driven experience from which the player could play and emulate the conquest of Iberia by Hamilcar Barca and the Carthaginians. Playable factions include: The Celtiberians and the Carthaginian Republic.

    What differentiates RTR VII: TIC from other mods in the RTR series is that it is a comparatively short campaign that could be completed in a relatively short amount of time. The mod is based around the story of Hamilcar Barca's conquest of Iberia, and as such the player is able to relive these experiences, while still experiences the "free roam" concept which dominates the Total War gaming series.

    Rome Total Realism VII: Fate of Empires

    RTR VII: FOE begins with the Pyrrhic invasion of Italy in 280 BC. The map was extended to cover all the area between Iberia and Epirus in the Mediterranean. As the campaign progresses it eventually leads to the inevitable Punic wars. Playable factions include: The Republic of Rome, The Republic of Carthage, The Cisalpine Gauls, Celtiberians, Kingdom of Massyli and the Kingdom of Epeiros

    FOE is different from TIC in the sense that it is not story driven, nor is it as heavily scripted. As such the campaign has been extended and is much longer than its predecessor. However, FOE adds to the depth of the game by adding "minor regions" which represent the numerous small settlements which had been largely neglected in the original game, and an overhaul of the RTW economic system. These settlements do not grow and provide no recruitment or building options, however they account for approximately half of the players income. These mini regions add an original depth to the game, and as such received generally positive reviews.

    Rome Total Realism VII

    RTR VII has been noted as the last in the RTR VII mod series. As such, the sub title which has accompanies previous modifications (TIC and FOE respectively) has been dropped.

    The mod has just recently been released, the RTR VII mod team has released a preview which reveals numerous details concerning the mod. These details include: The extension of the map from Iberia to Asia minor (including Gaul, the Balkans, lower Scythia, and lower Germany), several new factions and the return of mini regions.

    Major Changes

    Major Changes in Rome Total Realism VII: The Iberian Conflict

    Rome Total Realism VII: The Iberian Conflict (2008) is set after the First Punic War, during the Carthaginian conquest of Spain led by Hamilcar Barca.

    This campaign is heavily scripted. There are pre-determined sequences of events which occur as the campaign progresses, and change based on the player's actions. Two factions are playable, the Celtiberians and the Carthaginians. Gameplay is more detailed and specific compared to older incarnations of Rome Total Realism.

    The new Rome Total Realism VII: The Iberian Conflict alters the economic and financial situation to representing the financial struggles the Carthaginian Republic endured following the First Punic War and its ensuing conflicts. The player will experience financial hardships with are not normally endured/represented in a Total War game.

    The campaign itself is relatively short, and it ends after only a few years (historically in line with the Barcid annexation of Iberia). The landmass covered is relatively small, however it has been “zoomed in” and so that Iberia is more detailed than it is normally represented in a full campaign.

    Major Changes in Rome Total Realism VII: Fate of Empires

    Rome Total Realism VII: Fate of Empires (2009) has six playable factions: the Republic of Rome, the Republic of Carthage, the Cisalpine Gauls, the Celtiberians, the Kingdom of the Massyli and the Kingdom of Epeiros.

    Fate of Empires begins in 280 BC. The scenario starts with the battle of Heraclea during the Pyrrhic invasion of Italy, and the Battle of the River Tiereas between Carthage and Syracuse. The map covers the Western Mediterranean between Iberia and Epeiros, including Southern Gaul and North Africa.

    Unlike Rome: Total War and most of its mods, factions now have three tiers of settlements: the capital, which cannot be moved or changed and provides many important bonuses; regional capitals, which are used for income, recruitment, and upgrading troops; and mini-regions which cannot train soldiers or grow in population, but are important for cultural conversion and also provide significant income.

    Fate of Empires includes a new government system, in which newly captured regional capitals offer multiple government building paths, with different strengths and weaknesses. FOE also includes a brand-new economic system. Unlike R:TW and most of its mods, in which every city develops economically based on standard buildings, in FOE the player chooses from a number of industries in each city. These industries may or may not be readily available based on the resources in the surrounding region. If a resource is not present, it can be imported. As each city grows, its industries will have multiple developmental routes available with their different bonuses.

    In order to prevent a common problem in Rome: Total War and its mods, Fate of Empires includes a script which runs in the background and keeps AI factions solvent.

    The battle system in Rome Total Realism VII: Fate of Empires has revamped the traditional RTW battle system to confront historical inaccuracies in the original game. As such units and unit stats have been altered to meet these new standards. Battles are now more historical, as a result they will often last longer than in traditional Total War games.

    Rome Total Realism VII: Fate of Empires won five awards during the 2009 Total War Center Modding Awards. These awards included: Favourite Mod, Favourite Roman Era Mod, Favourite 2D Art, Favourite Map and Most Helpful/Responsive Mod Team.[2]

    Major Changes in Rome Total Realism VII

    Rome Total Realism VII, announced for release in 2010, extends the Fate of Empires map to cover all of Gaul, part of Germania, Greece, Asia Minor, the Balkans and parts of lower Scythia.

    Many new factions will be included in RTRVII. These include: the Achaean League, the Aetolian League, the Kingdom of Sparta, the Antigonid Dynasty, the Attalid Dynasty, the Kingdom of Ardiaei, the Kingdom of Noricum, the Getai Confederacy, the Lusitanians, and the Aedui Confederacy. All factions from Fate of Empires are included, which the Cisalpine Gauls moved and renamed the Arverni Confederacy.

    References

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