
Total War: ROME II - Rise of the Republic Campaign Pack
Forget legionnaires and manipular formations, this prequel drops you into 399 BC Italy when Rome was still small, scared, and surrounded on every side by people who wanted it dead.
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About Total War: ROME II - Rise of the Republic Campaign Pack
I have logged more hours than I care to admit in Rome II's grand campaign, so when Creative Assembly shipped a prequel set a full four centuries before the familiar late-Republic power-fantasy, my spreadsheet instincts kicked in immediately. This is not the comfortable Rome of Marian reforms and unstoppable legions. Playing as Rome here means starting cramped, outnumbered, and with a hoplite-based roster that would embarrass a later-era centurion. That pressure-cooker opening is, genuinely, the best thing about Rise of the Republic. The campaign map covers Italy, Sicily, Sardinia, Corsica, and a coastal slice of Carthage, tighter and more focused than the base game's world-spanning canvas. Nine playable factions fill that space, and the faction diversity is the pack's strongest selling point from a systems perspective. Rome offers the Reforms of Camillus tech path, which eventually transitions your army from a hoplite wall into the more recognisable Hastati-Principes-Triarii structure, one of the more satisfying military evolution moments in any Total War DLC. Tarchuna (the Etruscan state) runs a punishing economy-first game where most buildings climb six levels rather than the usual four, and losing your capital is an instant campaign-over condition. The Samnites can trigger the ancient Ver Sacrum rite to summon an instant army in a pinch, while the Gallic Senones play pure aggression with their Axe Cavalry shock units. Greek factions Syracuse and Taras lean on superior navies and a branching event chain tied to conflicts back in Hellas, rewarding patient builders with a powerful general when the chain resolves. Each faction also plugs into the Government Actions system, replacing the standard government-change mechanic with culturally specific levers, Rome appoints consuls or a Dictator, Insubres and Senones consult druidic councils, and so on. These are not cosmetic differences. They change your resource priorities turn-to-turn in ways that justify multiple playthroughs. The signature mechanical set-piece is the two-stage siege of Rome itself. Unlike any standard city assault in the base game, capturing Rome requires winning two consecutive battles, the outer city and then a second engagement on the Capitoline Hill. For defenders, this means Rome has a genuine extra lifeline; for attackers, it demands keeping a second army in reserve. It is a small addition in code terms, but it dramatically shifts the feel of the campaign's most important objective. Now for the honest accounting. The campaign skews hard toward constant combat, and critics who found it relentless are not wrong. There is very little diplomatic breathing room, particularly in the early game when every neighbour treats you as either prey or a threat. Players who use Total War primarily for political maneuvering and economic management will find Rise of the Republic leans more on field battles than they might prefer. The late-game difficulty curve also flattens out faster than it should: once you pass the survival gauntlet and your armies scale up, the AI struggles to maintain meaningful resistance, which is a known weakness of Rome II's AI in general rather than a fault unique to this DLC. Community forum feedback has echoed this, the early turns are the game's peak tension, and the back half can feel like a long victory lap. For returning Rome II players, this pack is an easy call if you have ever wanted to play the underdog origin story rather than the already-dominant republic. The faction system is the most mechanically differentiated of any Rome II campaign pack, the focused map keeps the pacing tight, and the Camillus reform arc gives Rome itself a compelling mid-game pivot point. New players should note that this is DLC requiring Total War: ROME II - Emperor Edition as a base, and the base game's learning curve applies in full. That said, the tighter map and more constrained faction starts actually make Rise of the Republic a more structured introduction to the campaign layer than the sprawling grand campaign, so newcomers willing to read the tooltips on Government Actions will not be lost. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- XP/ Vista / Windows 7 / Windows 8
- Memory
- 2GB RAM
- Graphics
- 512 MB DirectX 9.0c compatible card (shader model 3, vertex texture fetch support).
- DirectX®
- 9.0c
- Processor
- 2 GHz Intel Dual Core processor / 2.6 GHz Intel Single Core processor
- Additional
- Screen Resolution - 1024x768
- Hard Drive
- 35 GB HD space
Recommended
- OS
- Windows 7 / Windows 8
- Memory
- 4GB RAM
- Graphics
- 1024 MB DirectX 11 compatible graphics card.
- DirectX®
- 11
- Processor
- 2nd Generation Intel Core i5 processor (or greater)
- Additional
- Screen Resolution - 1920x1080
- Hard Drive
- 35 GB HD space
Community Discussion
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Game Info
- Developer
- CREATIVE ASSEMBLY
- Publisher
- SEGA
- Release Date
- Aug 9, 2018
