Cheat mode: Press ~ (unshifted) during game play to display
the console window. Then, enter one of the following codes to
activate the corresponding cheat function.
Effect
Code
Display help for desired command
<command> ?
10% cheaper units in campaign mode
gamestop or bestbuy
40% bigger elephants in campaign mode
oliphaunt
Walls fall down in siege in battle map mode
jericho
Increase money1
add_money <1-40000>
Add population to indicated city
add_population <city name> <number>
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>
Toggle fog of war
toggle_fow
Give character the trait at indicated level
give_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>
Lists all traits
list_traits
Move indicated character to desired coordinates
move_character <name> <x,y>
Give points for indicated character's trait
give_trait_points <character> <trait> <number>
Force opponent to accept diplomatic proposal
force_diplomacy <accept|decline|off>
General invincibile in combat
invulnerable_general <character>
Changes date
date <year>
Kill indicated character
kill_character <character>
Change season
season <summer|winter>
Capture indicated city
capture_settlement <city name>
Toggle tabbed output window display
toggle_tow
Toggle camera restrictions
toggle_restrictcam
Give character an ancillary
give_ancillary<character> <ancillary>
Reset character to start of turn settings
character_reset
Show cursor position and region ID
show_cursorstat
Toggle the terrain to display various data sets; no parameter resets to normal
toggle_terrain
Give character points for trait
give_trait_points
List all available ancillaries
list_ancillaries
Give the character movement points
mp<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
Toggle strategy map coastline display
toggle_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 zoom
zoom <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 radar
regenerate_radar
Adjust sea bed to specified height
adjust_sea_bed <value>
Reload all vertex shaders
reload_shaders
Reload all textures
reload_textures
Fire
toggle_game_update <mt|toggle|reload|int>
Toggle everyone's spying ability to perfect and infinite range
toggle_perfect_spy
Toggle building debug mode
building_debug
Force display reset cycle
reset_display
Toggle underlay
toggle_underlay
Toggle overlay
toggle_overlay
Set diplomatic stance between the two factions
diplomatic_stance <value>
Unknown
shadow
Unknown
ie
Add all ancillary to the character info display
test_ancillary_localisation
Toggle display of simple performance times of game update vs. display
perf_times
Ignite all piggy winks
burn_piggies_burn
Test the event message specified in descr_event_enums.txt
test_message
Display defensive terrain features
show_terrain_lines
Toggle message collation (sets all factions)
message_collation_set
Toggle show all messages to all factions
show_all_messages
Clear all stacked messages
clear_messages
Unknown
puppify_my_love
Unknown
reapply_rigid_model_influence
Toggle display of campaign map flowing water
toggle_flowing_water
Toggle display of network stats
nw_stats
Toggle pr mode
toggle_pr
List all units in an army
list_units
Show victory message for faction for short or long campaign
victory
Trigger advice
trigger_advice
Damage wall of settlement
damage_wall<none|gate|breach>
Open victory scroll declaring that the given faction is the victor
test_victory_scroll
Trigger unit upgrade effect
upgrade_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 seconds
show_battle_marker <value>
Display a circle at x, y of r radius for t seconds
show_battle_circle <value>
Remove faction from the game
kill_faction <value>
Create diplomacy mission
diplomacy_mission
create event at position
event <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 AI
disable_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 sequence
run_ai
1. 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. However, the latest
patch will allow the codes to be used multiple times.
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. Kalibos.
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. EastCoastHandle.
Create_unit "Arretium" "roman arcani" 5 units
max 8 offense max 8 defense max 8 experience points max:
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"
Note before using the create_unit code, look at the "Export
descr_unit_enums" file first. If you type in a unit name
it will not work. However, if you open this file with a text editor,
the first name of the five names of each unit is the name you
must type in for it to work. For example, if you type create_unit
"Syracuse" "spartan hoplites" 2 9 9 9 9
it will not work, because the unit is not recognized. However,
if you type create_unit "Syracuse" "greek hoplite
spartan" 2 9 9 9 9 it will work. The name "greek
hoplite spartan" appears in the "export descr_unit_enums
file". Seth Ortiz.
Create population examples: Note: You can only do this once per game session and
the codes are case-sensitive. EastCoastHandle.
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. EastCoastHandle.
process_cq Arretium
process_cq Campus_Sarmatae
Give Trait Edit example: First, select a trait from the list in the "Export_descr_character_traits"
file in the "\activision\rome - total war\data\" folder.
Use a text editor to view the file and the Traits Name will be
at the top. Use the give_trait code with the desired trait's
name and the level. For example, give_trait "Aulus"
"RomanHero" 5. Note: Traits have a assortment of
levels. Check the "descr_character_traits" file to see
what the maximum level they can be. This is determined by the
number of levels listed. They range from 1 to 5. They are in order
from the weakest level of the trait to the strongest. For example,
Level 1 would be listed as Local Hero the weakest trait for the
Hero Trait; where as level 5 would be the strongest, which is
listed as Legendary Hero. Seth Ortiz.
Getting rid of traits: If you do not like a character's trait, insert the
Anti Trait which can be found below the trait in the "descr_character_trait"
file. For example, give_trait "Aulus" "Coward"
will rid the character of the Roman Hero trait. Do not put a level
on an anti trait. Seth Ortiz.
Extra money: 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.
Scroll down to find the following section and change the Denari
value from "5000" to "999999".
; >>>> start of factions section <<<<
faction romans_julii, comfortable caesar
denari 5000
settlement
Better units: 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.
Scroll down to find the faction to change. In this section there
is a line that starts with the word "unit" that allows
values relating to experience (0-9), armor rating (0-3), weapon
level (0-3) to be changed. Once edited, you can copy and paste
that line up to twenty times to create that number of units in
that army.
oa, r, uspi.
Note: This procedure involves editing a game file; create a backup
copy of the file before proceeding. Use a text editor to edit
the "export_descr_unit" file in the "\activision\rome
- total war\data" folder. It will be a huge data source for
unit information, were you can edit the units to your pleasure.
To make your archers more powerful, scroll down and find the "roman_archer_auxillia"
entry about two thirds of the way down. Each unit has its information
set together with a break between the other unit information.
The unit names are at the top. Go down to "stat_pri"
of the "archer auxillia". The first number is the attack
power. You can increase this to about 70. You increase it more,
but it will not count the attack higher than the maximum number.
The next number is for when the unit charges, and how much bonus
it gets to its attack from that. Next is what the unit fires (if
they can shoot anything). After that is the unit range of the
weapon (increase this). After that is the ammunition per man (increase
this). You now have a very powerful archer unit for all Romans
to use. At the bottom is the ownership. You can delete the other
faction names if desired, so only you can use them. Forrester.
Another thing you can do is change Peasants into Phalanxmen, or
Hoplites. Go to "roman_peasants", and scroll down to
"formation". Next to "horde", type , Phlanx,
(include the commas and space). They can now form a phalanx, and
will have spears. You may have to change the original formation
from "horde" to "square" to do this. However,
you cannot add the formation "testudo" to Peasants and
expect for them to have big shields. Forrester.
Exceed unit limit: Note: This was done in v1.00. Use the following trick
to get more units than you are supposed to in that unit or set.
For example, if there is a cohort of 81 troops (this should work
for any number of troops regardless of type, culture or unit number
setting), if 70 are lost in battle bring them to a settlement
that can retrain them. Add them to the retraining query, than
drop another full cohort of that type on the retraining cohort
so that the retraining query displays the full amount that the
cohort is supposed to have. Then, end the turn. That cohort should
now have 151 units in it. Matthew Simmons.
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.
evan brewton.
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:
josh
miller.
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
Hint: 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. Giovanni.
Hint: 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. Brendan R.
Hint: 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. Arnold.
Always make sure that you have at least two units in your settlement
garrison that can form a phalanx. The more the better, but two
is the minimum you should have if you want to keep your settlements
safe from attack. Mercenary Hoplites are available to all factions
and are very effective at defending settlements. From where the
enemy breaches the walls (be it through the gate or from the walls),
there will usually be two roads leading from their position to
the center of your settlement. The enemy will divide their forces
to send down both these roads. By placing your phalanx troops
in the center of the road, backed up by other infantry, you can
create a wall of pikes that cannot be flanked, Any unit that is
not also in phalanx formation will be reduced to a small group
of routing cowards in no time, even elephants. If you find that
the enemy has plenty of phalanx troops, do not worry. Place your
phalanx wall slightly further back in the center of the settlement.
Place a unit of cavalry, preferably heavy cavalry, in a position
so that when the enemy phalanx emerges into the center of the
settlement, their flank becomes exposed. Then, smack your cavalry
into the flank and the unit will be destroyed in seconds. Timing
is essential in this strategy. If you charge too soon, your cavalry
will end up being mobbed by enemy troops. If you charge too late,
the enemy can maneuver towards your cavalry. Even if the enemy
has overwhelming forces, you can guarantee that even if they do
manage to wipe out your garrison, their own force will be so badly
damaged that they probably will not be able to hold the settlement
for long. LYNNE THOMAS.
Hint: 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. Giovanni.
Before you actually enter the town, village, or city, soften up
the enemy with ranged weapons. Breach the wall at multiple points
and attack the town square from all sides if possible. Also, try
not to bring ranged-only units into the city. Instead, leave them
outside the walls; or if this is too far, bring them to the inside
edge of the wall. David Resowski.
Hint: Fighting in open areas: When fighting in an open area, attack with ranged units
first, then send your cavalry to the flanks. Do not attack with
the cavalry just yet. Instead, bring your main force directly
into the enemy force and bring your cavalry in to close off their
escape path. This strategy can allow you to win battles against
forces three times your size. David Resowski.
Hint: Kill an entire fraction: You will need at least one light cavalry and a town
or city (recommended) with a big army. Send your light cavalry
near an enemy capital and attack it. Stop attacking it and retreat.
Once you have retreated you will find that when you pass a season,
the enemy army from their capital will come with their king. They
will attack you again. Retreat and keep doing this until they
reach your big army capital. They will attack it. You should be
able to defeat them. Steven.
Hint: Sieges: Note: This only works for settlements with a Large
or Epic Stone Wall. Make sure you have at least two Archer units,
and at least one Onager if possible. If not, just having the Archers
is fine. You also need Infantry and Cavalry; however if you have
the ability to build a large or Epic Stone Wall, then this should
not be a problem. First, array your archers onto the walls either
side and on top of the gate if possible. Then, place your infantry
in a semicircle around the gate, taking care not to block the
entrances to the walls. If you have Onagers, place them far enough
back for them to be able to fire over the walls. Cavalry should
be placed at strategic points as you see fit. When the attacking
army starts, look at the siege engines they have. If they have
Siege Towers, tell your Onagers to fire flaming ammunition towards
the towers. This will set them alight and raze them, rendering
them useless. If the enemy has a Ram, tell your archers to fire
flaming arrows onto it. This will also raze the ram, rendering
it useless. If the enemy has Onagers, look at where he is aiming
and redeploy your troops to the weak location. If the enemy breaches
the gates, he should be running directly into a ring of swords,
backed up by cavalry. If he gets onto the walls, simply deploy
a unit onto the wall, with archers behind. This method will stop
armies much larger than the army inside the city. For this to
work well, you need about twelve units: two Archers, one Onager,
five Infantry and about four Cavalry. Adam Froggatt.
Hint: Cavalry charge: If you have a large force of Heavy Cavalry and not
much else, you can use these units to throw back a much larger
army. Just when the battle starts, pause game play and assign
each individual Cavalry unit to attack one unit from the enemy's
side. Try to go for an even distribution if possible. Then, select
all of your Cavalry units and resume game play. Next, order your
men to run or to charge. The combined force of your Cavalry coming
forward at a charge is enough to frighten most troops or throw
them back. Your own casualties are usually light to moderate.
Note: Do not attempt this if your squaring off against elephants,
as you will not win. Kieran Braddock.
Hint: Pig-apults: in instant action mode, put in a full no upgrades army
of armored elephants against a full army of no upgrades incendiary
pigs. They will charge each other when the battle is entered.
The Senate will light all their pigs, but there will be flaming
catapult shots coming from the elephants. The force of the elephants
hitting the flaming pigs will send them flying through the air.
This causes them to take the appearance of a catapult blast. Jack Cosmos.
Hint: Public order: When squalor is overwhelming your cities, remove your
garrison and governor to let it rebel. Then, crush them and enslave/exterminate
them. The decrease in population is the short term cure for squalor.
Chris SliverStone.
Hint: Removing culture penalty: Destroy the foreign shire/temple and wait for one turn.
Chris SliverStone.
Hint: 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. James Healey.
Hint: 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.
David Resowski.
If you are going to a battle that you cannot win but you have
dogs, let the dogs on the front of the main force of the enemy.
Retreat your troops. The dogs will still attack and kill lots
of enemies, without losing soldiers. The dogs are very quick and
small to kill. After the battle, attack the enemy. If you are
still outnumbered, buy mercenaries. The enemy will now have less
troops than you. Of course, you can still attack with your main
force when all the dogs are dead. BOGEYMAN.