Classical-Age : Total War

is a mod based on Rome : Total War strategy turn-by-turn videogame created by Creative Assembly in 2004, and now integrated into the "Total War Era" pack distributed by SEGA. Coming from a graphists forums, and history geeks, Belisaire, prisejack and Armninius, we choosed, after having tried and enjoyed to play RTR and EB, to build our own mod. The task was filled by Belisaire which took ideas of new units and coded them, as with prosejack which made a website for it, an i (arminius), to the skinning process. At the end, the beta1 was released in october 2007. It was a demo unit featuring almost 28-30 units by factions, corrected and historically accurate, and three new factions replacing the roman families: Illyrians, Pergamum and Galatians. The mod was fun to play because of its lightness, while having gigantic amounts of units, all of them coming from vanilla game, as none of us known barely anything about modelling. But sooneafter, as the target was considered filled, the team gently dismissed, prisjack making some updates in the beta1 catw website, and i, having the will to make a true campaign game. This was CATW BETA2a, eventually released in september, 2008. With new units from addons and mods like Prometheus res gestae and Lusted terra expugnandae, anims from Signifer One, and new ships, new buildings and a lot of specific region units, the mod featured new music, graphics, and was fully playable, including original and new historical battles, new battlemaps, etc... It was entirely in french. An english traduction was made two month after. The second version or Beta2b (final beta2) was previously designed to play on the mundus magnus map, which never works properly. Now the work is reported on the final version, or CATW 1.0.


  • 7 new factions: Epirus, Illyria, Boii, Bellovaci, Senones, Arverni, Bosphorus
  • More than 2,200 skins and about 35-50 units per faction recruited through the new AOR
  • Skins and new models from CATW (never seen before), high degree of detail and historical accuracy
  • Longer battles (moral increase, less fatal blows except for cavalry charges and other tradeoffs)
  • Speed reduced for horsemen, horses redesigned according to the time, and many accurate smaller horses
  • System of Alternate skins (managed from DMB) be able to change the skins of its units during a campaign, but disabled to have a lighter file)
  • The 2/3 graphics changed
  • No More Cyclopean walls
  • The "barbarians" and others factions now have access to higher level barracks and barracks provincial related to their goals of conquest
  • Addition of the Royal Arsenal for Macedonian and Ptolemaic (can recruit units naval super-heavy type hekkaidekere)
  • Three times as many types of vessels and new graphics and descriptions
  • New historical descriptions, and many unusual names corrected
  • Prometheus and CATW strat towns
  • Animation of Alin (EB)
  • Rebalancing costs and construction duration of buildings, much longer and expensive, as well as units, some of which are recruited 0 laps (lifted)
  • New recruitement building levels (coding) for all factions
  • Many units in hidden resources specific to a region of 1 to 10 by factions (for example 10 types for the Greek hoplites)
  • New buildings fr romans (socii barracks), greeks, easterns, and celts as well, and mercenary barracks
  • Revamped Mundus Magnus Map with optional strat skins
  • Complete RS2 environment
  • Optional realistic pike
  • Quick battles available
  • Some historic battles are playable, plus 6 new historical battles
  • 50 new custom battlemaps
  • New water reflections from minimod
  • New lights and true night battles from Horsearcher's skymod minimod
  • Request a good CPU and graphic card (highly detailed 3D models, new strat map and models based on huge MM map, and a lot of hd skins)
  • New music
  • Many, many, many others things

Playable factions:

  • Thraike (Thracians)
  • Pahlava (Parthians)
  • Romani (SPQR)
  • Celtiberi
  • Arverni
  • Seleukoi (Seleucid Empire)
  • Skytho-Sauromatae
  • Pontos (Kingdom of Pontus)
  • Makedon (Macedonians)
  • Arche Bosporos (Bosphoran Kingdom)
  • Boii (Boians)
  • Sweböz (Germans)
  • Senones (Gallic Confederation)
  • Epeiros (Epirus)
  • Arche Ptolemais (Ptolemies Empire)
  • Getai (Getic People)
  • Kart'hadast (Carthage)
  • Illyria
  • Bellovaci (Belgian Tribes)
  • Hayasdan (Armenian Kingdom)

More informations:

Go to our official forums at TwCenter:

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Download here:

Classical Age: Total War v2.0

New in CATW 2.0:

How the Force Diplomacy Script works:
how to force the AI to accept a proposal :First you must click the "?" in the upper right of the diplomacy box. Then you can force a faction to accept your offer by clicking on the "show me how" button.
This script is very useful to prevent the AI from breaking alliances.

  • Standalone patch. All others included in this one.
  • Animations overhaul. Hundreds of new animations specifically designed for CATW. Adding to the immersive feel of battles.
  • DMB fixes of all texture errors, all texture code adjusted accordingly.
  • Expect a stable campaign now without crashes during battles. Report back if there are and which units were in the army.
  • Everything in the DMB is fine. Only a file with improper dds encoding would cause a crash when loading a battle from now on with this patch.
  • Several errors fixed in EDB and EDU.
  • New formations from sinhuet modified for CATW are in it.
  • Includes an alexander.exe patch as promised by coco, it will be playable on alexander now, in fact its highly recommended.
  • A force diplomacy script are included in this patch.
  • A specific adjustment to formations_ai to calibrate it for alexander.exe to prevent CTD's upon ambush.
  • Bugfix for CTD upon winning campaign conditions for romans.
  • New descr_strat*
  • Roman and barbarian portraits by Joar. Carthaginian and Greek by myself
  • New 4TPY script with historical facts per season until 268BC (WIP to be completed in upcoming patches)
  • New sun
  • New animation updates
  • Character traits overhaul. (WIP to be added to in upcoming patches- Brand new map stretching from Britain to India with everything in between (Anarchon's but I only implemented one of his earliest versions)
  • Bugfixes
  • Germanicu5 scripts
  • Redfox wooden walls
[CATW 2.0] Forests of Germania

[CATW 2.0] Indian subcontinent

[CATW 2.0] Soka Tochana

Installation Instructions

Installation Instructions

News 4 comments

Come here to see all the informations you need to install and play the mod.

How to install the mod

How to install the mod

Feature 2 comments

how to install Classical Age - Total War step by step

RSS feed Downloads
Hotfix for CATW2.0

Hotfix for CATW2.0

Patch 1 comment

This is Hotfix for CATW2.0. CATW 2.0 needed. Open the archive with Winrar and extract the to files into catw/data.

Classical Age: Total War v2.0

Classical Age: Total War v2.0

Full Version 10 comments

This is new version of Classical Age by z3n, featuring Anarchon's new campaign map streaching from Britannia to India and everything in between, new battle...

[Obsolete] CATW's 140 Historical Battles

[Obsolete] CATW's 140 Historical Battles

Patch 1 comment

This a pack of 140 Historical Battles for CATW, combined with Patch 1.1.6. Open the archive with Winrar, and extract the content into "Rome - Total War\catw...

[Obsolete] Patch 1.1.5

[Obsolete] Patch 1.1.5

Patch 6 comments

This new patch made by Resef includes all the previous patches. You just need CATW 1.1 installed. Open the archive with Winrar, and extract the content...

[Obsolete] Classical Age: Total War v1.1

[Obsolete] Classical Age: Total War v1.1

Full Version 9 comments

Full version of CATW 1.1 for RTW 1.5. Just run the installer and install the mod into your "Rome - Total War" directory. You will have to create a new...

Post comment Comments  (30 - 40 of 61)

TWF, your map problem again.

I had this problem once, but cannot remember what caused it or how I cured it.
But some more things to try.
1. Try a blank map_features.tga. I remember a major, difficult to locate issue caused by one river in skythia incorrectly configured.
2. Try with minimal characters/armies at start. Had another issue with some too close to watchtowers. (Not applicable if game starts with no watchtowers)
3. Some problem if inland lakes were not matched up in map_regions and map_heights. Cannot remember details of this, but maybe worth testing with test versions of both.

Now trying to download catw with N360 firewall disabled. With some trepidation as it means I am unprotected for 6 hours.
Thats why I would still like yr recco for AV software which is mod-friendly

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Hmmm, well just like your a bit out of your depth with the javelin problem, maps confound me. Perhaps if you wish to send me these things with the adjustments you reccomended? Would be very grateful.

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Hi TWF, I have made first maps to try.To where do I send?
My email is nikfincher(ampersand)

Below are instructions if you want to get one of your team to try out.
The map heights file probably will have no effect on the map-reset.
But it just might, for the reasons given below.
And it suggests other things you can try.

All I have done with this file (map_heights) is make inland lakes and seas colour 0,0,243 instead of 0.0.253 which is used for sea.

Together with the use of 64,0,0 in map_groundtypes for inland water, all this does is prevent pirates appearing in lakes.

However, checking out this suggested the following;

1. The region Tribus Massagetae (58,177,75 in map regions) may be confusing the system.
It abuts both the Aral and Caspian Seas(lakes).
Try making the western half part of Tribus_Aorsi (205,212,157) (purely for the purpose of testing this)
In descr_strat, you will need to edit out the port in the reduced Massagetia as T-Aorsi already has one.
And maybe temporarily move/delete some characters and/or forts/watchtowers if present.
NB Rename map_regions1 file attached to map_regions.
(Incidentally for historical accuracy, the western half of "Tribus Massagetae" was the Dahae Lands, not Massagetic).

2. Then try giving ports to the 2 regions surrounding the Aral Sea.
Chorasmia (122, 4, 85), Tribus Massagetae (58,177,75)
NB Rename map_regions2 file attached to map_regions.

NB This is not what I would recommend for historical accuracy.
You really need;
Dahae Lands adjacent to north-east coast of Caspian.
Massagetae north and north-east of Aral Sea.
WaterScyths/Marsh-Scyths adjacent/east of the Aral Sea.
Chorasmia south of the Aral Sea. (although I combined these last two)

I am happy to test all this for you if you can get me a working copy of CATW & patch.

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I need to have the CATW mod running to test.
But I can do those changes and send to you.
To where do I send?
I flounder in using forums! :-)

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Sorry I have been busy getting the latest patch together and been working very hard on it since my last message. It is now released at this link

Sorry about the long time taken for me to respond. lol

Thank you very much this sounds very interesting, a real mapper at long last...

Unfortunately I'm the only guy on the team, I call myself mod leader but I am the only person working on it right now haha. Though coco (the original mod leader and guy who worked on it alone just like I am) is also trying to do what he can while not coming out of his modding retirement.

I truthfully have no idea what is going on that won't let you play CATW I can tell you that it works fine for me both redownloading reinstalling and using the patches. The no cd is not the problem since I do use my installation that way too.

If your using steam it would be a good idea to check this link out Also do you have a mac? I don't think you do since you are mentioning virus protection but IIRC on mac's a lot of mods don't work, only a few do.

About my email,

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Not using steam.
Not using a mac.
Really puzzled.
Have been fastidious in making no changes to basic RTW installation after mod-foldering my mod.

Shall try again after downloading latest patch.

Its really irritating cos I could test all the map suggestions I have made, if I could run it.

I am going to email them to you as separate emails. 4 or 5. (My email connection here in Jakarta is very slow).

Any chance of you emailing to me the mod file and earlier patch so I can try being sure of no possibility of AV corruption?

Do you want me to check the CATW map from a historical accuracy perspective?

One leap-out is that Babylonia should have port access to the Persian Gulf. Babylonia, through Teredon then Spasinou Charax controlled access rather than Elymais/Susiana which did not have a good port and less good land connections to the west

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thanks again, shall try testing 'thrown' later tonite.

Yr map problem.
My expertise is classical geography wont be much use, but...
have 2 suggestions to try (not hopeful for either)
A; In map-ground_types you have 3 colours for the sea.
try changing it to 2 colours for the sea and see what happens.
B; My map needed a 'false' land-mass in the Indian Ocean to work. Try adding one. Less hopeful about this cos your Indian Ocean is small. And what RTW dislikes is large areas of ocean.

I have another suggestion, but dont think this will cure the map.rwm problem.
In map_heights.tgs make the small inland seas colour 0,0,243 (as opposed to 0.0.253 for open ocean and Caspian Sea). This stops pirates appearing in the Dead Sea, Lake Van etc

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I dont think I did this right before. (My first post here)
My plea appeared at start of thread.
And so far there are no replies.
So I am trying now to get it to appear as most recent.

Problem with installing;
I have downloaded catw1.1 and patch 1.5
And installed both.
And the shortcut.
When I click to launch i get the first screen (labelled 1.0).
And a ping
then nothing.

I have Rome Total War Gold Edition (ie with BI & Alex)
And the CATW folder is installed parallel to BI & Alex folders.
(As is my own working mod)
Can anyone help me?

Reply Good karma Bad karma+1 vote

your download must have been corrupted, try reinstalling.

everything works fine for me and many other people.

large downloads have happened to be corrupted for me once in awhile with large mods. ;)

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Tried that. Still the same.
My download size says 820,670kb.
The same as first time I downloaded.
The download site says it is 840,365kb
Could something be getting chopped somehow?
And anything I can do about it?
Thx for yr reply

Reply Good karma Bad karma+2 votes

You redownloaded it and then reinstalled? If the download was corrupted that means you have to redownload it. Sometimes that size can indicate that its corrupted but most of the time its simply something that just happens.

BTW, I normally don't take a stroll around here to much, most of the time I am hanging out at twcenter.

All you can do about it is turn off your virus protection and make sure its not on when you install the mod. Sometimes cranky virus protection softwares think the executable is a threat because its not made by professionals.

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I have a standard copy of Norton 360.
And it duly approved catw as threat-free.
But still cannot get it to move beyond the start-up screen.
Surely the exe file used is the one already there for RTW-GE?
and you add the suffixes so it is as follows;
RomeTW-ALX.exe" -nm -show_err -mod:catw
(This is the format I use to launch my mod-foldered mod)

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Norton 360 is the bane of mods, it sifts through the exe's basically ruining the entire thing or corrupting it since its not a professionally done exe (the exe I am referring to is the installation exe) with safeguards etc. I suggest you turn it off when downloading and installing mods. . .

Have you redownloaded it and reinstalled it yet? It is important that you do that since it would help eliminate one of the factors that pertain to a corrupted installation exe.

Another factor is the Norton 360 virus protection which is practically a virus in itself, it's worked up an awful reputation and I have to say once I uninstalled it off my old laptop and installed a new virus protection my laptop was running at twice the speed. However, some people like it. . .

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Thx TWF yr help MUCH appreciated.
Shall try turning off NAV360 redownloading & installing over the w/e.
I was totally unaware of NAV360's rep on this.
Shall consider switching.
Any recco for AV software which is mod-friendly?

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Yes, downloaded again.
And re-installed again.
Exactly the same result.
So you suggest I try a third downlad and install?

I dont hang out much anywhere, but if anywhere TWC also.
I am just Anarchon there.
Still awaiting help on prec javelins problem there!

I have been looking at & trying catw models.
I think I would like to use the catw models for my mod.
(Not the skins cos they clash with my system)
Please can you ask for permission for me to do this.

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What I'm suggesting is you turn N360 off when redownloading and installing this time around.

If you could get me the link to this prec javelin problem perhaps I could give some advice. ;) As for permission the I'm sure it might be best to send a PM off to cocobongoclub-DJ before releasing it publicly. I am sure he is fine with you using his models but it is always best to do things the proper way. Might I also suggest you use Ferres models or the Variag team models? They are also on par with coco's excellent work and are located in the rome total war workshop in the sticky section of models and animations.

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N360. shall try that at w/e. Still wd like yr recco for an alternative AV software. My system is slow.

The link to javelins prob;
(not allowed to post threads (forums/showthread.php?p=12158400#post12158400)
I have partially solved it.
('prec' in EDU.)
But this only covers getting javs in right hand ready for use.
Not those held with shield in left for later use.

Pls excuse my ignorance, what is a PM and who/what is cocobongoclub-DJ? And how do I contact them?

I have tried the Ferres models for hastati/principes but get strange results for shields.
I shall now try the Variag ones.
Was actually just about to do that for Celts but the link seemed not to work.
Can you give me the best link for all the Ferres and Variag models?

I shall probably never get around to public release of my mod. I think it will always be Work In Progress.
But I would like to be able to circulate among a small circle without offending folk or breaking copyright.
And maybe shall be persuaded to release it.

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I have previously posted a link in a thread in twcenter, my friend mark centurion referred you to the post and link on the variag thread.

PM= Private Message. cocobongoclub-DJ is the original mod leader and creator of this mod. I TWF here AKA Resef on twcenter, continued his work and took his position as mod leader after he offered it to me due to him not being able to continue because of family issues. You can contact him at twcenter by his given name there.

For private use no modder will stop you from doing that, for public use its common courtesy to ask permission before using their work.

Due to engine limitations its impossible for a javelin (held and thrown in their right hand) to stay visible with them holding it because they simply can't switch weapons between hands. A bow held in their left hand and drawn with their right can stay visible if certain objectives are met as shown in one of the hosted mods at It requires the knowledge of a average animator like myself to produce that effect and unfortunately I am busy with CATW and a submod for CATW.

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Again many thanks for your reply.
On the prec javelins, I am not looking for a special effect.
What I want to know is...
What specifies/controls whether javelins appear held together with the shield? Is this in the model/cas or can it be specified somehow in EDU or another file?

Again many thanks for your help so far.

I may be able to reciprocate if you ever need any help on historical geography, my speciality. (My mod has a map 510x256 map_regions, Ireland to India/Ceylon/W.Burma, working fine. Cities, resources, period coastlines etc all done accurately.

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Conditions as far as I have tried

1. They must have a javelin or pila as a weapon in their cas file.

2. The stat_pri_attr (primary weapon attribute[s]) Defines whether the first weapon is shown or not. When in the form of 'thrown' it will show. As prec, it won't.

stat_pri 6, 1, javelin, 30, 3, thrown, archery, piercing, spear, 25 ,1
stat_pri_attr thrown

As far as I know for CATW while it has a spectacular map, the map.rwm will not regenerate. I don't know why since I didn't work on the map but there is obviously some problem masked by the existence of the old map.rwm which I haven't tried to find yet.

Anyway I am sure you are curious about what exactly I am working on for the next CATW patch.

1. New 2d.

2. New battle script that will help increase the BAI's capability.

3. Traits overhaul in progress.

4. EDU tinkering underway.

5. New selection of music. (optional)

6. Revised formations.

7. Updated vegetation file.

8. Bugfix for Illyrian towns having a no movement range around them.

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