Rome: Total Realism 6.0 Preview
Heres a little preview of whats in store for you for Rome: Total Realism 6.0 - it reveals just a small percentage of the new content. Any and all of this is subject to change at will and is not representative of the final state of Rome: Total Realism 6.0. Some of the following units or elements of the campaign map may be incomplete (works in progress) or may not make it into our final rendition. We hope this is enough to keep you satisfied in the painful wait for our next release, enjoy.
The Visuals of Rome: Total Realism 6.0

The Polybian Roman Army (From top left to bottom right): Principes, Velites, Triarii, Equites, Hastati, Accensi, Funtidores, Rorarii. Modified version of Ferres' skins

The Illyrian Army (From top left to bottom right): Slingers, Slaves, Skirmishers, Light Hoplites, Peltasts, Warband, Heavy Hoplites, Light Cavalry, Heavy Cavalry

Some Armenian units: Archers, Imitation Legionaries, Skirmishers




The new Rome: Total Realism 6.0 mercenaries

Marian Romans: Auxilia, Sagitarii, Legionaries, Equites Alares

The 6.0 Carthagians by spartan_warrior

Some more of the 6.0 Armenian units - not all units are shown.

Hi-res render of the Polybian Principes and Equites

Italian infantry, a unit within the Italic AoR

Mauryan auxilaries recruitable in the far eastern provinces

One of the new campaign map characters present within 6.0 - this is a Roman captain.

An older generation of Marian units that are no longer in the modification.

Some ingame screenshots of the Armenians

The 6.0 mercenaries in action!

Some of the 6.0 Numidians - and the new faction combat banner.

The new faction icons (from top left to bottom right): The Seleucid Empire, Sarmatians, Roman Republic, Ptolemaic Empire, The Kingdom of Pontus, Parthia, Numidians, Macedon, Illyria, Iberians, Greeks, Germans, Gauls, Thraco-Dacians, Carthage, Graeco-Bactria, Armenia, Thrace (Unused), Britons (Unused)



Some of the auxilaries avalible in the new ZoR+ system, there is over a dozen AoR (area of recruitment) so your armies should be diverse and regionally specific.






Some more assorted AoR auxilaries!








One of the two new factions: The Illyrians, march their armies forward to victory!

One of the new loading screens- showing a marian legionary.

The new and improved campaign map - a vast improvement over the old map in every way. You can simulate historically accurate and epic campaigns!





A glimpse of the new map, from top to bottom: the Ural plain, the Near east, the Black Sea, Bactria, Illyria

Indian War Elephant!
Rome: Total Realism 6.0 ZoR+ (Zone of Recruitment) and AoRs (Area of Recruitment)

Italian AoR:
Italian Infantry
Italian Skirmishers
Italian Cavalry
Italian Hoplites
Gallic AoR:
Gallic Warband
Gallic Swordsmen
Gallic Cavalry
Briton AoR:
Celtic Warband
Celtic Swordsmen
Celtic Slingers
Germanic AoR:
Germanic Warband
Germanic Skirmishers
Germanic Cavalry
Greek AoR:
Greek Irregulars
Greek Levy Hoplites
Greek Skirmishers
Macedon AoR:
Macedonian Irregulars
Macedonain Levy Pikemen
Macedonian Light Horse
Macedonian Skirmishers
Iberian AoR:
Iberian Spearmen
Iberian Skirmishers
Iberian Cavalry
Punic AoR:
African Horse
African Infantry
Numidian Cavalry
Numidia AoR:
Beber Warriors
Numidian Cavalry
African Elephants
Numidian Infantry
Ptolemaic AoR:
Machimoi
Native Slinger
Machimoi Cavalry
Sarmatian AoR:
Horse Archers
Heavy Horse
Scytho-Sarmatian Irregulars
Asiatic/Persian AoR:
Asiatic Skirmishers
Asiatic Bowmen
Asiatic Horsemen
Asiatic Infantry
Bactria/Indian AoR:
Indian Infantry
Indian Mountainmen
Indian War Elephants
Iranian Lancers
Dacia/Thrace AoR:
Thracian Infantry
Skirmishers
Light Horse
Dacian Infantry
ZoR is not a new concept, ZoR is already part of RTR5.4. The main difference between ZoR and ZoR+(RTR6.), Previous version of ZoR had some major negative points, because the previous ZoR relied on culture, it ment that similar cultures wouldnt need to assimiliate the new province, and could recruit the local population right from capture. The new ZoR+ now means that all faction much build there ZoR buildings, meaning regardless of culture, all factions must assimiliate the new province in order to recruit troops.
New Terms that will be used with ZoR+:
Homeland - Provinces with Citizenship, these provinces can train regular troops, have increased growth and better loyalty.
Borderland - Provinces newly captured without Citizenship, these provinces can only train auxilia and unloyal.
(Once a borderland provinces is granted citizenship it becomes a homeland province)
AoR (Area of Recruitment) The AoR is the areas in which auxilias are available.
Gameplay will drasticly change, no more "blitzkreig" campaign, instead the player will have to garrison new provinces to hold them. You wont be able to train a large garrison after capturing a province, instead you will have to build up the new province in order to train a garrison, or you will have to send troops form your homeland to garrison these new provinces.
Keeping you provinces free of rebels and invading armies will be much more important, you will need to keep your provinces clean so that troops can retern to and from borderland provinces for retraining in the homeland and so armies can be reinforced.
Peasent have been removed so no units will be recruitable until unit phase1 has been build:
Civilised Factions:
Phase1 - Occupation Bonuses: Law +5% Recruitment: Group1
Phase2 - Assimiliation Bonuses: Law +10% Recruitment: Group1 and Group2
Phase3 - Colonization Bonuses: Law +15% Recruitment: Group1, Group2 and Group3
Phase4 - Citizenship Bonuses: Law +20% Recruitment: Group1, Group2, Group3, Group4 and Militia
Barbarian Factions:
Phase1 - Occupation Bonuses: Income +10%, Happiness -5% Recruitment: Group1
Phase2 - Migration Bonuses: Income +5%, Law +5% Recruitment: Group1 and Group2
Phase3 - Colonisation Bonuses: Law +15% Recruitment: Group1, Group2 and Group3
Auxilia units have also be divided into groups:
Group1 - Infantry and Skirmisher, these units have poor morale and no training, they are cheap to buy and upkeep.
Group2 - Better Infantry Archers, Slingers, Missile Cavalry and Light Cavalry these have poor morale but some training, they cost more than Group1.
Group3 - Heavy Cavalry and Nobility Auxilia Units, these have poor morale but good training, they are expensive to buy and upkeep.
Group4 - Elephants, Chariots and other Elite Units, theres have average morale, good training but are really expensive to buy and upkeep.
After Construction of (Civilised)Phase4 or (Barbarian)Phase3 regular units will become available, then the unit will become available like the barracks already do in 5.x.
Other buildings will be constructable even if none of the phases are present. But because base unrest levels are being increased by 10-20%, it will be very difficult to keep unrest down without the Phase buildings.
Because the barbarians have less phases they can assimiliate a new province faster than civilised factions, also barbarian faction have limited AoR available to them (see barb changes section)
Changes to other Buildings:
Stables: There is not only one stable type, all factions can use any stable, as long as that province has there factions (Civilised)Phase4 or (Barbarian)Phase3
Ranges: There is not only one range type, all factions can use any range, as long as that province has there factions (Civilised)Phase4 or (Barbarian)Phase3. Seige weapons will require Seige Works and Acadamy
Barbarian Faction Changes:
The new ZoR+ also will make major changes to certain factions in particular. Barbarian Factions will be seriously effected by the new ZoR. Barbarian Factions will now be loosely restricted to where they can expand, forging a barbarian empire will be possible, just a major challenge. Barbarians will now only be able to recruit auxilias in certain neighbouring AoR. For example, Gauls will only be able to train auxilias in Britain, Gaul, Iberian and Italy, outside them AoR gauls will no longer be able to train auxilia, and will have to complete Phase3 so that they can produce regular troops.
Barbarian Factions Include:
Gauls
Dacia
Germania
Scythia
Iberia
Illyrian fit in the middle, they will be able to assimiliate as fast as other Barbarians, but will have more AoR available to them.
See maps below for barbarian expansion restrictions.

Dacian and Gaul AoR

Germanic and Iberian AoR

Illyrian and Scytho-Sarmatian AoR
Carthage Changes:
The new ZoR+ also has a major effect on the setup of Carthage, they will not rely heavily on auxilia units, Carthage will now only have 3 Units, Poeni Infantry, Sacred Legion and Sacred Legion Cavalry. Instead Carthage will get better auxilia, this will make carthages armies very diverse and far more accurate. At Phase4 all auxilias will receive a 2xp bonus.
Cant wait for 6.0? Want to see some of the content in 6.0 early?
Like building things? Try Roma Mod 5.5 for RTR!
Like breaking them? Try Hannibal's War 2.0 for RTR!
Edited by Iskender Bey ALBO