Rome: Total War – Cheat Codes (English)

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March 11, 2020
5 minutes
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By Jonny Gamer

Rome: Total War – Cheat Codes (English)

Here are ALL the console (key [~]) commands for cheaters and modders:

Rome: Total War – Cheat Codes (English) Free Download

NOTE: these commands are recognized ONLY in different specific game areas

? : retrieves help for the command

bestbuy: sells units cheaper

oliphaunt: the biggest around

jericho: and the walls came a-tumblin ‘down

toggle_tow: shows / hides the tabbed output window

add_money : adds an amount of money to a faction’s coffers, can be negative, default is player faction

add_population : adds an amount of population to a settlement, can be negative

move_character , : moves named character to position on campaign map

auto_win : the attacker or defender wins the next auto-resolved battle

create_unit : creates one or more units of the specified type

toggle_fow: toggles the fog of war on or off

toggle_restrictcam: toggles camera restrictions on or off

give_ancillary : gives the character an ancillary

give_trait : gives the character a trait at level (default = level 1)

process_cq : completes all (possible) construction pending in queue

character_reset: resets the character back to it’s start of turn settings

show_cursorstat: shows the cursor position and region id

toggle_terrain : toggles the terrain to display various data sets, no param resets to normal

give_trait_points : gives the character points for trait

list_traits: lists all the available traits

list_ancillaries: lists all the available ancillaries

mp : gives the character movement points

list_characters : lists all the characters in the world or those belonging to a faction

show_landings : shows the landing positions available to the ai from a given region, default hides them

filter_coastlines: applies filter to world map coastlines

toggle_coastlines: toggles strategy map coastline display

set_building_health : sets health of a building of the specified type (eg core_building) in a settlement, so that the final health percentage is as specified

ai_turn_speed : sets the maximum speed of turn processing during the ai round

amdb_min, amdb_max: sets aerial map overlay depth bias for min, max zoom

amdb_offset: sets aerial map overlay offset towards camera

zoom: zooms to specified aerial map zoom

set_ranking_interval: sets the denominator of the faction ranking graph interval which is calculated as (number_of_turns / denominator); if set to 0, then the denominator will be set to number_of_turns, giving an interval of 1

regenerate_radar: does what it says on the tin

adjust_sea_bed: adjusts whole sea bed to specified height

reload_shaders: reloads all vertex shaders

reload_textures: reloads all textures

toggle_game_update: fire (mt | toggle | reload | int)

toggle_perfect_spy: toggles everyone’s spying ability to perfect and infinite range, and off again

building_debug: toggles building debug mode: TAB to toggle view modes, RIGHT SHIFT-TAB to reset mode, LEFT SHIFT-TAB to go back modes, G damages mouse-over building, P displays plaza

reset_display: forces a display_close (); display_open () display reset cycle

toggle_underlay: …

toggle_overlay: …

process_rq : completes all (possible) recruitment pending in queue

force_diplomacy : forces the negotiator to accept or decline a proposition

diplomatic_stance : set the diplomatic stance between the two factions

shadow : …

ie : …

invulnerable_general : makes that named general invulnerable in battle

test_ancillary_localisation: adds 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 the piggy winks

test_message: test the event message specified in descr_event_enums.txt

show_terrain_lines : display defensive terrain features

message_collation_set: set the message collation on or off (sets all factions)

show_all_messages: show all messages to all factions (on / off)

clear_messages: clear all the current stacked messages

puppify_my_love: mmmkay…

reapply_rigid_model_influence: …

toggle_flowing_water: toggles display of campaign map flowing water

nw_stats: toggles display of network stats

toggle_pr: toggles pr mode

list_units : lists all of the units in an army

victory : show victory message for faction for short or long campaign

trigger_advice: triggers an advice

damage_wall : damage wall of settlement; forces 40% damage to a random gatehouse and a nearby straight section; destroys gatehouse if ‘gate’ parameter present; breaches wall if ‘breach’ present

test_victory_scroll : opens up the victory scroll declaring that the given faction is the victor

date : changes the campaign date to the given year

season : changes the campaign season to the given season

upgrade_effect : triggers unit upgrade effect

force_battle_victory: forces the local player’s alliance to win the battle, completely destroying the enemy alliance

force_battle_defeat: forces the local player’s alliance to win the battle, completely destroying the enemy alliance

output_unit_positions : output the positions of all units in the battle to the specified file

show_battle_paths: show all valid processed paths in the pathfinder

show_battle_paths_for_unit

show_battle_street_plan: show the street plan for the settlement

show_battle_marker : display a marker at (x, y) for t seconds

show_battle_circle : display a circle at (x, y) of r radius for t seconds

kill_faction : removes the faction from the game

diplomacy_mission : creates a diplomacy mission

event : creates an event at position

kill_character : kills a character with the given name

control : switches player control to specified faction; old faction may not act correctly as ai faction

create_building : creates a building of the specified type in a settlement; for building level see export_descr_building.txt.create_building.failed to build building

capture_settlement : evicts any resident characters and armies and gives the settlement to the local player

disable_ai: disables the ai, so that it does nothing

halt_ai : halts the turn sequence just before the start of the specified faction’s turn, or the current faction if no faction given

run_ai: re-starts an ai turn sequence after disable_ai or halt_ai has been triggered

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