Rome: Total War

Strategy Guide/Walkthrough/FAQ

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Cheat mode

Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "preferences.txt" file in the game folder. For infinite ammunition, change the value of the "LIMITED_AMMO:" line from "TRUE" to "FALSE". You can do the same for for morale, fatigue, fog of war, etc. values. Note: You must start a new campaign for the changes to take effect.

Stand off

When you are outnumbered, have low forces, and know that you will lose, get a good stand off position by gathering all of your remaining forces, and go to a hill or the highest position if possible. If that is unavailable, go into the forests. Then, gather your forces and put all archers in the very back, all medium to close ranged missile weapons in middle, and all of your spearmen in the front with the legionnaires, swordsmen, etc. just behind. If you have elephants or horses, put them javelins. Then, with the spearmen formation, you can either wait for the enemy to hit the spearmen then charge with horses. However it would be better to horse charge them when they are in archer or javelin range, then keep bombarding them. Next, use all of your swordsmen to attack after the enemy hits the spearmen. Then, use all of your forces to charge, except for the archers. Move them away from the fight and keep bombarding. This is also a good choke point defensive maneuver.

Defend your settlement

Use the following tactic to fight an outnumbered foe at your settlement. If you know that you cannot defend your walls because there is too much ground to cover and you forces will be to thin to stop them, then follow this strategy. Put all your armies in the central plaza of the city. According to their location, put your light infantry blocking the path of where they would go after the walls break through. Remember that you want to make a small chokepoint so that they can fight only one way and not surround you. Then, put your heavy infantry behind the light infantry and put your cavalry on the flanks so that you can attack them at the sides. When they attack and are charging at you infantry, order all the infantry (including heavy infantry) to charge. Then, have your cavalry cut the enemy's retreat and attack their flanks. If this is successful, their front and rear will be attacked, allowing you to crush them. Note: This cannot be done against human players.

Blockades

If the Senate asks you blockade a port, etc., you can go blockade it for the last turn and not have to do it for the entire five.

Building debug mode commands

Use the following commands after enabling the "building_debug" code:

    Toggle view modes: [Tab]
    Reset mode: [Right Shift] + [Tab]
    Go back modes: [Left Shift] + [Tab]
    Damages building under pointer: G
    Display plaza: P

Creating units examples

Note: You can only do this once per game session and the codes are case-sensitive:

Create_unit "Arretium" "roman arcani" 5 units max 8 offense max 8 defense max 8 experience points max:

    create_unit "Arretium" "roman arcani" 5 8 8 8
    create_unit "Kotais" "greek silver shield pikemen" 5 8 8 8 8
    create_unit "Kotais" "east hoplite brazen shield" 5 8 8 8 8

An example of the earlier incorrect cheat for Oliphant:

    Create_unit "Arretium" cheat oliphants" 5 8 8 8 8 Yubtseb Elephants (or replace it with merc elephants)

An example of a city with two names:

    create_unit "Campus_Iazyges" "roman heavy onager" 5 8 8 8 8
    create_unit "Campus_Alanni" "roman praetorian cohort urban i"

    "Urban Cohort"

Create population examples

Note: You can only do this once per game session and the codes are case-sensitive.

Example:

    add_population Arretium 5000

An example of a city with two names:

    add_population Campus_Sarmatae 5000

Completing building example

The same principle holds true for completing building under construction: Note: You can only do this once per game session and the codes are case-sensitive.

    process_cq Arretium
    process_cq Campus_Sarmatae

Cheat Codes

While playing the game, press ~ to display the console window. Then, enter one of the following codes to activate the corresponding cheat function:

Result Cheat Code
Increase money by 20,000 [Note]add_money 20000
10% cheaper units in campaign modegamestop or bestbuy
40% bigger elephants in campaign modeoliphaunt
Walls fall down in siege in battle map modejericho
Add population to indicated cityadd_population [city name] [number]
Toggle fog of wartoggle_fow
Give character the trait at indicated levelgive_trait [character] [trait] [number]
Complete all building in construction queue;
can only be used once
process_cq [city name]
Complete all military units in recruitment
queue; can only be used once
process_rq [city name]
Display help for desired command[command]?
Attacker or defender automatically wins
next auto resolved battle
auto_win [attacker|defender]
Creates a unit in the selected settlement or
characters army with the stats you input
create_unit [settlement or character] [unit ID]
[amount] [exp or armor or weapon]
Lists all traitslist_traits
Move indicated character to desired
coordinates
move_character [name] [x,y]
Give points for indicated character's traitgive_trait_points [character] [trait] [number]
Force opponent to accept diplomatic
proposal
force_diplomacy [accept|decline|off]
General invincibile in combatinvulnerable_general [character]
Changes datedate [year]
Kill indicated characterkill_character [character]
Change seasonseason [summer|winter]
Capture indicated city capture_settlement [city name]
Toggle strategy map coastline displaytoggle_coastlines
Toggle tabbed output window displaytoggle_tow
Toggle camera restrictionstoggle_restrictcam
Toggle underlaytoggle_underlay
Toggle overlaytoggle_overlay
Toggle everyone's spying ability to
perfect and infinite range
toggle_perfect_spy
Toggle building debug modebuilding_debug
Toggle display of simple performance
times of game update vs. display
perf_times
Toggle message collation (sets all
factions)
message_collation_set
Toggle show all messages to all
factions
show_all_messages
Toggle display of campaign map
flowing water
toggle_flowing_water
Toggle display of network statsnw_stats
Toggle pr modetoggle_pr
Give character an ancillarygive_ancillary
Reset character to start of turn settingscharacter_reset
Show cursor position and region IDshow_cursorstat
Toggle the terrain to display various data
sets; no parameter resets to normal
toggle_terrain
Give character points for traitgive_trait_points
List all available ancillarieslist_ancillaries
Give the character movement pointsmp [value]
List all characters in the world or those
belonging to a faction
list_characters
Show landing positions available to the AI
from a given region; default hides them
show_landings
Apply filter to world map coastlines filter_coastlines
Set health of building of the specified type
in a settlement
set_building_health [value]
Set maximum speed of turn processing
during AI round
ai_turn_speed [value]
Set aerial map overlay depth bias for
minimum zoom
amdb_min [value]
Set aerial map overlay depth bias for
maximum zoom
amdb_max [value]
Set aerial map overlay offset towards
camera
amdb_offset [value]
Zoom to specified aerial map zoomzoom [value]
Set denominator of the faction ranking graph
interval (calculated as number_of_turns divided
by denominator); if 0, then denominator will be
set to number_of_turns for an interval of 1
set_ranking_interval [value]
Regenerate radarregenerate_radar
Adjust sea bed to specified heightadjust_sea_bed [value]
Reload all vertex shadersreload_shaders
Reload all texturesreload_textures
Fire toggle_game_update [mt|toggle|reload|int]
Force display reset cyclereset_display
Set diplomatic stance between the two
factions
diplomatic_stance [value]
Add all ancillary to the character info
display
test_ancillary_localisation
Ignite all piggy winksburn_piggies_burn
Test the event message specified in
descr_event_enums.txt
test_message
Display defensive terrain featuresshow_terrain_lines
Clear all stacked messagesclear_messages
List all units in an armylist_units
Show victory message for faction
for short or long campaign
victory
Trigger advicetrigger_advice
Damage wall of settlementdamage_wall [none|gate|breach]
Open victory scroll declaring that
the given faction is the victor
test_victory_scroll
Trigger unit upgrade effectupgrade_effect
Force local player's alliance to win the
battle
force_battle_victory
Force local player's alliance to lose the
battle
force_battle_defeat
Output positions of all units in the battle
to the specified file
output_unit_positions [filename]
Show all valid processed paths in
pathfinder
show_battle_paths
Show all valid processed paths in
pathfinder for specific unit given a unit ID
show_battle_paths_for_unit [value]
Show the street plan for the settlement show_battle_street_plan
Display a marker at x, y for t secondsshow_battle_marker [value]
Display a circle at x, y of r radius
for t seconds
show_battle_circle [value]
Remove faction from the gamekill_faction [value]
Create diplomacy missiondiplomacy_mission
create event at positionevent [value]
Switch player control to specified
faction; old faction may not act
correctly as AI faction
control [value]
Create building of the specified type
in a settlement
create_building [value]
Disable AIdisable_ai
Halts turn sequence just before the start of
the specified faction's turn, or the current
faction if no faction given
halt_ai [value]
Restarts an AI turn sequencerun_ai
Unknownshadow
Unknownie
Unknownpuppify_my_love
Unknownreapply_rigid_model_influence

Note: You must do this on the campaign map, and can only be done once per game. After the first time, you must save, quit, and restart the game to use it again.

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