EXTENDED CULTURES V LATEST RELEASE 1.3 (21 NOV 2021)
Extended Cultures V version 1.3
OPTIONAL MUSIC PACK (MORE MUSIC TRACKS)
Music Add-On for Extended Cultures V

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The most recent mod version is Extended Cultures V 1.2 (19 September 2021).
Optional music addon NOT recommended for YouTube streamers as it contains third party copyright-protected music. Note that main XC installer also has custom music, but those are royalty-free tracks and safe to use.

Extended Cultures is an overhaul mod for Rome Total War which started as a submod of the Extended Greek Mod. It aims to add roleplaying depth, increase challenge for the player and improve historical accuracy.

Features

- Completely new map, adjusted accordingly to known data of ancient geography and climate
- 9 campaigns based on that map variants, with different presets and timeframes, including 275BC Imperial Ambition grand campaign, Caesar's 49BC campaign, and many provincial campaigns with minor factions. Play as Pergamon, Bosporus, Massalia, Tukhara, the Britons, Syracuse or Cyrene. Reimagine 49 BCE with more playable factions as well as Himyar, Meroe, Greko-Baktrian Kingdom, Dacia as new challengers
- 474 unit types with completely overhauled graphics and UIs compared to previous releases of Extended Cultures series (with more than 1500 skins, more than 500 models and more than 1000 UI pairs total)
- All new settlement and region development, a complex technology and economy system, with dynamical changes in building costs and inflation
- All new buildings and events UIs
- 19 playable factions: Rome, Epirus, Baktria, Armenia, Pontus, Parthia, Thrace, Numidia, Sarmatia, Ptolemaic Egypt, Seleucids, Gandhara, Tukhara, Carthage, Germans, Iberia, Gauls, Macedon and Greek Cities
- New battle formations from both Darth and Sinuhets
- Old vanilla historical battles rework with new battlefield experience
- An in-depth trait system designed for an immersive campaign experience. Ethnicity traits, supply system traits, traits that reflect attitude toward the faction leader, traits affected by the character's father, epithet traits, biographies and more!
- A vast AoR system with every region having its own local units which you can recruit by building the AoR barracks.
- A culture system: Western Civilized, Eastern Civilized and Barbarian cultures with their associated colonies. This makes the integration of regions a slower and more realistic process, sometimes it might require installing a client ruler in the region!
- A government system to help with the assimilation of new regions.
- Many new economic buildings and temples.
- A modified Mundus Magnus map stretching from Spain all the way to India (see screenshots).
- Loyalty (if enabled) for Rome, for the Greek factions and for the Gauls.

Credits

This mod was made possible thanks to a combined efforts of many modders and contributors.

The most important of them is Suppanut, who worked on this mod for almost 10 years! It is for sure the project of his life, his Magnum Opus. He tried to create his dream mod and put a great part of his kind soul to it. He is also a very polite, wise and calm guy, his charisma kept us together during all these months and who is for sure the Master Yoda of our Rome - Total War Modding Community.

The next big part of the mod was made by me (Lanjane), including lots of textures, models and UIs, this took me several months to complete and this is for sure the biggest project I was ever involved in my life. I will never forget all these countless sleepless nights, and hundreds of hours spent in Photoshop and 3dsMax.

The main concept of the mod was set by Zarax and Suppanut, with the help of various people: GeoHitmanGR, Anakarsis, BHL_20 and many others.

Provincial Campaigns would not be possible without help of Suppanut's friend and modder BHL_20, who spent a lot of time polishing the campaigns balance, adjusting factional powers and initial positions. He was also our PR manager and talented author of preview articles and pre-release article showing XC features. Kudos to him!

Beautiful environment and vegetation of Extended Cultures were made by Robbe Aerts, who also created stunning vegetation and climate for Ahowl's Vanilla Enchancement and Rome: Total Realism 8 mods, and his personal Vegetation mod.

We are very grateful to Ahowl11, who hosts a Git server for the main piece of work, and El Fuego who is the Git server admin.

Also great thanks to my friend crazyroman, who likes Greko-Baktrian world very much. The special love and care to Baktria, Iphicratean warfare and elite hellenistic units of crazyroman is the thing which was one of the most exciting and notable moments during development of the units.

Also big thanks to many other contributors and creators of original content which was used as a raw resource for XC units overhaul. There are too many of them to mention them all here, you'll find them in the mod's ReadMe file.

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Hi everyone! Extended Cultures 5 in now finally ready and will be released today. I'm just going to quickly give you an idea of what you can expect if you download the mod. I know there wasn't any news regarding the mod for several months, this is because there was originally a plan to release the mod in late summer/early autumn but XC5's current unit artist, Lanjane, felt there was still a lot of room for improvement when it came to graphics. Indeed, the mod has been given a facelift with the number of new textures in this iteration rising to over 1100, the number of new models rising to over 500 and almost every unit receiving new UI. In addition to that, the time since the summer has seen XC5 gain new animations, a new menu background, new loading screens, a stunning new soundtrack and some changes to vegetation. I also want to try to explain Suppanut's new building system, which has been the defining feature of XC5 for quite a while, but I never talked about it in the summer previews.

First of all, here's a taste of the new UI:

XC5 units

New units have been added for various roles throughout the mod, but there are two unit roles you will now find to be present for most factions: a garrison unit and an officer unit. The officer units are a recruitable elite cavalry unit that comes with an accompanying characterer.


Rome received brand new units for both of these roles, the Rorarii and the First Class Equites.

Iberia's old garrison unit is still around but has been made look less vanilla-ish.



There has been a lot of love given to the elephants of XC, they are more realistic now and each unit type has unique decorations.







You will also find a few unusual units in XC5:

Units of Druids with Berserker bodyguard for the barbarian factions.

The Incendiary Stone Throwers of Pontus.

Now, to say a few words regarding the building system as it can be very intimidating at first glance. XC5's building system takes its inspiration from MTW (the first one!). Buildings operate with a complicated web of bonuses. Economic bonuses and recruitment is highly dependent on the other buildings and the resources present in a region. Certain maybe unusual measures had to be taken in order to provide adequate information to players in-game.

See the screenshot of the Warrior's Hold above, this is one of Thrace's starting governor's buildings. Governor's residences in XC5 will display the hidden resources and trade resources present in the region to you. The public health bonus and cultural influence bonus in the scroll are just regular building bonuses, but all the other lines in the "provides" section are giving you information regarding the resources (don't mind the zeros on the side, they are simply being used as bullet points and do not indicate quantity).

Now see the screenshot of the Port from the same settlement above. Its "provides" section only has one line but the description lists 6 possible bonuses. The first 3 of those bonuses are resource-dependent tax bonuses. The region has salt, but no fish or dyes (as seen from the Warrior's Hold). Therefore only one of those tax bonuses is active hence why there is only one tax bonus displayed in the "provides". The trade volume bonus is inactive as Thrace is not a thassalocratic faction.

Finally, the last 2 bonuses have no condition so they are always active. Unfortunately, the confusing part is that they are not displayed in the "provides" section. It is hardcoded that contruction time bonuses they do not display the same way as other bonuses, so you will only know about them by reading the description. However, they are very important for XC5's gameplay as some buildings in the mod have very long contruction times and you should only attempt to build them once you have stacked enough of these contruction time bonuses to make it practical.

One last thing to note is the use of dummy buildings in the building browser. They are "buildings" that appear only in the browser, in order to inform you of important splits in building trees, you can recognize them through their split UI. The Ruralized Hinterland in the screenshot above is a splitting of the tree between the Ruralized Hinterland with Free Subject Society building and the Ruralized Hinterland with Estate Society building.

This building system will probably take a campaign or two to grasp, but XC5 is still quite playable even if you don't utilize this system to its fullest. It's possible to get by with most factions simply through recruiting units and winning battles. However, once you do understand it, it will hopefully bring much more depth to the campaign experience.

That's all from me! Happy holidays and have fun with the mod!

XC5 Preview #3 - Massylii and Gandhara Unit Rosters

XC5 Preview #3 - Massylii and Gandhara Unit Rosters

News 2 comments

Extended Cultures 5 Preview #3 - Massylii and Gandhara Unit Rosters.

XC5 Preview #2 - Epirus and Tukhara Unit Rosters

XC5 Preview #2 - Epirus and Tukhara Unit Rosters

News 2 comments

Extended Cultures 5 Preview #2 - Epirus and Tukhara Unit Rosters.

XC5 Preview #1 - New Map and A New Faction Lineup

XC5 Preview #1 - New Map and A New Faction Lineup

News 7 comments

Extended Cultures 5 Preview #1 - New Map and A New Faction Lineup.

Some Videos of this Mod

Some Videos of this Mod

News 3 comments

Some videos to give you a better idea about this mod. These youtubers are not affiliated with the XC team.

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Extended Cultures V version 1.3

Extended Cultures V version 1.3

Full Version 11 comments

Extended Cultures V version 1.3 release. Further improved and polished version of the mod with main change are about reduce problem of crash to desktop...

Music Add-On for Extended Cultures V

Music Add-On for Extended Cultures V

Music 1 comment

Music Add-On for Extended Cultures V to extend gameplay experience. (Contain copyright music content)

Extended Cultures V version 1.2 (outdated)

Extended Cultures V version 1.2 (outdated)

Full Version 10 comments

Extended Cultures V version 1.2 release. Further improved and polished version of the mod, with new battlemap buildings, edited settlement layouts and...

Extended Cultures V version 1.1 (outdated)

Extended Cultures V version 1.1 (outdated)

Full Version 50 comments

Extended Cultures V version 1.1 release. Lots of unique units, new factions, buildings and traits, and the new level of immersion! Merry Christmas everyone...

Universal Installer for Extended Cultures V version 1.0.4 (outdated)

Universal Installer for Extended Cultures V version 1.0.4 (outdated)

Patch 1 comment

Installer for those who don't register RTW CD version into window registry (so install option do not appear for them in normal version because it fails...

Minimum Sound Content Usage for Extended Cultures V (outdated)

Minimum Sound Content Usage for Extended Cultures V (outdated)

Patch 1 comment

This patch design to reduce memory usage on sound content for XC5 as small as possible for person who have performance problem

Comments  (0 - 10 of 235)
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Guest
Guest

I have a doubt, I was playing with Carthage and the Romans invaded Corsica, as the campaign was not going well I restarted the campaign and I decided that Rome would not invade me so with my Navy I destroyed his only boat, but in a shift change the The same army that invaded me the previous campaign. Is it a script army?

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Suppanut4625 Creator
Suppanut4625

No. Nothing in this mod is script so far. It seem that roman ai see your Corsica as low hanging fruit no matter control by player or AI.

Reply Good karma+1 vote
jesusimonsalveb2
jesusimonsalveb2

Excuse me, but how does the issue of the Marian reforms affect the other factions that are not Rome, because I see buildings that tell me about Marian reforms among the requirements, I have to wait for the event to be activated with Rome? Besides, there is a problem ( or so I think) with parthia and is that it is the only faction that cannot build buildings like the school of scribes or decent mines in the campaign of imperial ambition (which leaves it quite short), this is because the Marian reforms are more restrictive with parthia or is it a mistake? Finally, it makes me curious because family members are so harmful, it is not necessary to have them as governor because they destroy the enclaves

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Suppanut4625 Creator
Suppanut4625

Marian reform now nolonger trigger by Roman but trigger by greek culture instead, I think I should change UI and description text for that in future version. Once greek culture build huge city on area of greco-roman area or in Babylonia or Bactria, it would trigger reform, there would be event message trigger for greek factions, but so far no event message trigger for other factions, I think I will looking for better solution in future version.

Reply Good karma+1 vote
Guest
Guest

There is someting about the infation sysem, I dunno I try to get it down and I cant, is it glitched? I think you should throw a look at it it seems a bit exagerated to me, I mean f I build an aquduct I get inflation? how is tha? so yeah I reccomend taking a look at it, overal the mod is damn gog kep it going

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Suppanut4625 Creator
Suppanut4625

Not glitch but it is hard to get down due to most of normal action of player in order to win the game tend to lead toward more and more inflation anyway. You could bring it down but you would unlikely to end up in deflated zone.

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alancostagui
alancostagui

jewish culture?

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Suppanut4625 Creator
Suppanut4625

So far, there is no Jewish culture in XC, closest thing would be Temple of Yahweh in Hierosolyma (Jerusalem) and Himyarite kingdom playable in 49 BCE campaign.

Reply Good karma+2 votes
c.mmihai
c.mmihai

hi, a little question, i can give trait to my generals on greek faction, even in the start of campaign, says character not found, i tried many things and no results, even for those with one name, it s a sollution on this?

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Guest
Guest

Character has hidden surnames that why character is not found.

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