In Rome: Total War – Alexander , unit IDs (internal names) often differ from their in-game display names. You need the exact internal ID for two primary modding and cheating purposes. 1. Spawning Units via the Developer Console
: If you're encountering issues getting commands to work, try omitting the faction name prefix. For example, use "javelin skirmishers" instead of "macedon javelin skirmishers" or "greek javelin skirmishers" .
Check your data/text/export_units.txt file for the localised names, or drop a comment below. rome total war alexander unit id list high quality repack
Navigate to your game folder: .../Rome - Total War/alexander/data/ Open the file using Notepad.
If the export_descr_unit.txt file is missing, your repack may have left the game files packed inside the .pak archives. You must run a community on the Alexander/data/packs/ folder to make these text files visible and editable. In Rome: Total War – Alexander , unit
The most recognized "high-quality repack" in the community is the . This isn't just a simple game rip—it's a comprehensive package that bundles Rome: Total War with both major expansions (Barbarian Invasion and Alexander) into a single, optimized experience. Notably, it features an integrated fix for the Alexander expansion that unlocks the final ending cinematic after the Battle of Hydaspes, a detail that was famously broken in many original versions.
: Open this file with Notepad. Each unit entry starts with a type line . Spawning Units via the Developer Console : If
In the Alexander campaign, scripting is king. If you want to spawn a rebel army using the IDs above, your script in campaign/alexander/campaign_script.txt should look like this:
Press the tilde key ( ~ ) during a campaign match to open the console.