Rome: Total War Cheats - PC

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 All cheats for this game by platform: PC

Downloadable Rome: Total War Cheats
cheat description   size
FAQ
Nov. 25, 2005
 48KB

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Primary Collection of Cheats
Cheat Mode
Press [~] during game play to display the console window. Then, enter one of the following codes to activate the corresponding cheat function:

<command> ? - Display help for desired command
gamestop or bestbuy - 10% cheaper units in campaign mode
oliphaunt - 40% bigger elephants in campaign mode
jericho - Walls fall down in siege in battle map mode
add_money 20000 - Increase money by 20,000<sup>1</sup>
add_population <city name> <number> - Add population to indicated city
auto_win <attacker|defender> - Attacker or defender automatically wins next auto resolved battle.
create_unit <settlement or character> <unit ID> <amount> <exp or armor or weapon> - Creates a unit in the selected settlement or characters army with the stats you input
toggle_fow - Toggle fog of war
give_trait <character> <trait> <number> - Give character the trait at indicated level
process_cq <city name> - Complete all building in construction queue; can only be used once
process_rq <city name> - Complete all military units in recruitment queue; can only be used once
list_traits - Lists all traits
move_character <name> <x,y> - Move indicated character to desired coordinates
give_trait_points <character> <trait> <number> - Give points for indicated character's trait
force_diplomacy <accept|decline|off> - Force opponent to accept diplomatic proposal
invulnerable_general <character> - General invincibile in combat
date <year> - Changes date
kill_character <character> - Kill indicated character
season <summer|winter> - Change season
capture_settlement <city name> - Capture indicated city
toggle_tow - Toggle tabbed output window display
toggle_restrictcam - Toggle camera restrictions
give_ancillary <character> <ancillary> - Give character an ancillary
character_reset - Reset character to start of turn settings
show_cursorstat - Show cursor position and region ID
toggle_terrain - Toggle the terrain to display various data sets; no parameter resets to normal
give_trait_points - Give character points for trait
list_ancillaries - List all available ancillaries
mp <value> - Give the character movement points
list_characters - List all characters in the world or those belonging to a faction
show_landings - Show landing positions available to the AI from a given region; default hides them
filter_coastlines - Apply filter to world map coastlines
toggle_coastlines - Toggle strategy map coastline display
set_building_health <value> - Set health of building of the specified type in a settlement
ai_turn_speed <value> - Set maximum speed of turn processing during AI round
amdb_min <value> - Set aerial map overlay depth bias for minimum zoom
amdb_max <value> - Set aerial map overlay depth bias for maximum zoom
amdb_offset <value> - Set aerial map overlay offset towards camera
zoom <value> - Zoom to specified aerial map zoom
set_ranking_interval <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
regenerate_radar - Regenerate radar
adjust_sea_bed <value> - Adjust sea bed to specified height
reload_shaders - Reload all vertex shaders
reload_textures - Reload all textures
toggle_game_update <mt|toggle|reload|int> - Fire
toggle_perfect_spy - Toggle everyone's spying ability to perfect and infinite range
building_debug - Toggle building debug mode
reset_display - Force display reset cycle
toggle_underlay - Toggle underlay
toggle_overlay - Toggle overlay
diplomatic_stance <value> - Set diplomatic stance between the two factions
test_ancillary_localisation - Add all ancillary to the character info display
perf_times - Toggle display of simple performance times of game update vs. display
burn_piggies_burn - Ignite all piggy winks
test_message - Test the event message specified in descr_event_enums.txt
show_terrain_lines - Display defensive terrain features
message_collation_set - Toggle message collation (sets all factions)
show_all_messages - Toggle show all messages to all factions
clear_messages - Clear all stacked messages
reapply_rigid_model_influence - Unknown
toggle_flowing_water - Toggle display of campaign map flowing water
nw_stats - Toggle display of network stats
toggle_pr - Toggle pr mode
list_units - List all units in an army
victory - Show victory message for faction for short or long campaign
trigger_advice - Trigger advice
damage_wall <none|gate|breach> - Damage wall of settlement
test_victory_scroll - Open victory scroll declaring that the given faction is the victor
upgrade_effect - Trigger unit upgrade effect
force_battle_victory - Force local player's alliance to win the battle
force_battle_defeat - Force local player's alliance to lose the battle
output_unit_positions <filename> - Output positions of all units in the battle to the specified file
show_battle_paths - Show all valid processed paths in pathfinder
show_battle_paths_for_unit <value> - Show all valid processed paths in pathfinder for specific unit given a unit ID
show_battle_street_plan - Show the street plan for the settlement
show_battle_marker <value> - Display a marker at x, y for t seconds
show_battle_circle <value> - Display a circle at x, y of r radius for t seconds
kill_faction <value> - Remove faction from the game
diplomacy_mission - Create diplomacy mission
event <value> - create event at position
control <value> - Switch player control to specified faction; old faction may not act correctly as AI faction
create_building <value> - Create building of the specified type in a settlement
disable_ai - Disable AI
halt_ai <value> - Halts turn sequence before the start of the specified faction's turn (the current faction if no faction given)
run_ai - Restarts an AI turn sequence
Another Set of Cheats for This Game
Cheat mode (alternate)
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 unlimited 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.

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

Cheap mercenaries
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "descr_mercenaries" file in the "\activision\rome - total war\data\world\maps\campaign\imperial_campaign" folder. Locate the line that appears as:

unit merc barbarian infantry, exp 0 cost 750 replenish 0.06 - 0.19 max 2 initial 1

Change only the cost by setting it to "1", so the line now appears as:

unit merc barbarian infantry, exp 0 cost 1 replenish 0.06 - 0.19 max 2 initial 1

Do the same to all mercenary units. Note: Do not add mercenaries in new places as it will prevent you from ever playing the campaign.

All factions
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "descr_strat" file in the "\activision\rome - total war\data\world\maps\campaign\imperial_campaign" folder. At the top of the page it will have something like this:

campaign imperial_campaign
playable
romans_julii
romans_brutii
romans_scipii
end
unlockable
egypt
seleucid
carthage
parthia
gauls
germans
britons
greek_cities
end
nonplayable
romans_senate
macedon
pontus
armenia
dacia
scythia
spain
thrace
numidia
slave
end

Change it to the following:

campaign imperial_campaign
playable
romans_julii
romans_brutii
romans_scipii
end
unlockable
egypt
seleucid
carthage
parthia
gauls
germans
britons
greek_cities
macedon
pontus
armenia
vdacia
scythia
spain
thrace
numidia
end
nonplayable
end
Hints
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.

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.

Easy money
Start with the Juli faction, Red Roman. Listen to their first mission. Take that rebel town, then make a few Diplomats. Spread them out everywhere, then start asking for trade rights. The more money you can get, the better. Also, if you know you or your allies will not attack them, you can ask for an alliance. Another good method is to build all the farms, roads, ports, and mining things you can do in a settlement.

Removing culture penalty
Destroy the foreign shire/temple and wait for one turn.

Lose with as much damage against opponent
When you get into a fight that you know you cannot win and you cannot run, use the main body of your force to attack the enemy and have ranged units fire at them. Slam your cavalry into the rear of the enemy, then pull them away again. Send them back in and pull them out. Keep repeating this, and you can at least cause the enemy to lose as much of his forces as possible.

Taking a settlement
Note: This only works when you attack, and when the enemy has a wooden palisade or walls. When you want to take a settlement and you are totally outnumbered, get two gate rams. When you are deploying, take half of ypur troops and move them over to one gate. Leave your general with the first group. The enemy should send only horses to the second group. Bring good soldiers so that you can charge in after you attack. If done correctly, then the enemy should stay attacking the first group. Leave your archers with the first group to "rain fire on the enemy". You would probably take the settlement. Note: This works best against barbarians and sometimes rebels.
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