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Thread: SPQR - Rise of Rome

  1. #1

    SPQR - Rise of Rome (cancelled)

    This mod is dead. Please check out SPQR: Legions http://forums.2kgames.com/showthread...1-SPQR-Legions





    PERCENTAGE of COMPLETION: 75%
    Latest Version is Ready for Download: Version 25 (beta)


    MOD DESCRIPTION: SPQR Rise of Rome is a historically based game spanning a thousand years of the Roman era. The player can choose from one of 15 playable civilizations of the time period. The mod includes a huge highly detailed map with 100% accuracy on scale size, but can also be played on any random map. The scenario map is somewhat rotated at an angle to better represent the Roman world. From Britannia to Parthia and Hispania to the Hunnic steppe, you will relive an epic age of danger, conquest, and glory. Dozens of unique units, structures, and wonders await thee. Over 200 discoveries on the technology tree with 3 major branches to represent the Romans, civilized nations, and playable barbarians to ensure replayability. The strategic choices are endless, but do YOU have what it takes to be ruler?

    SPQR War Diaries - Compare yourself to other players: http://forums.2kgames.com/showthread...QR-War-Diaries

    Steam Group: http://steamcommunity.com/groups/RiseofRome

    Shortcut link to this forum thread: www.magogclan.com/spqr

    Manual Soundtracks. Simply disable music in the game, click a link below, and adjust YouTube volume. Play the game!
    Click Here to listen to Benhur
    Click Here to listen to HBO Rome
    Click Here to listen to Rome: Total War
    Click Here to listen to Europa Univeralis: Rome
    Click Here to listen to Real Roman Musical Instruments
    Click Here to listen to Alexander
    Click Here to listen to Troy

    15 Playable Civilizations
    -----------------------------------
    Romans
    Carthaginians
    Egyptians
    Macedonians
    Parthians
    Kingdom of Pontus
    Greek City States
    Seleucids
    Huns
    Gauls
    Goths
    Alemanni
    Franks
    Celtiberians
    Lusitanians



    Last edited by Kruelgor; 08-03-2012 at 06:30 PM.

  2. #2
    ROMAN WORKS tech tree branch


    The Republic - (provides The Senate and Provincial Governor)
    Craftsmanship - (provides Forge & Workshop)
    Roads
    Aqueduct
    Sewer System
    Mint
    Baths - (provides Bath House & Diocletian's Baths)
    Roman Law - (provides Courthouse)
    Bridge Building
    Tax Collection (allows Census Office & Tax Collection structure. Tax Collection structure requires Census Office).
    Water Mill
    Grammaticus
    Forum Romanum
    Palaces - (provides Domus Aurea & Flavian Palace)
    Colosseum (also provides Gladiator School)
    Arch of Titus
    Circus Maximus
    Trajan - (provides Trajan's Baths, Trajan's Column, & Trajan's Market)
    Hadrian's Wall
    Constantine - (provides Constantine's Arch, Basilica, and New Capital)




    ROMAN ARMY tech tree branch
    Roman Army units cannot be hurried by purchasing. They must be produced.


    Roman Phalanx I
    Roman Phalanx II
    Roman Phalanx III
    Manipular I (Manipular Legion becomes available)
    Manipular II
    Manipular III
    Manipular IV
    Manipular V
    Marian Reforms (allows Barracks)
    Marian I (Marian Legion becomes available)
    Marian II
    Marian III
    Marian IV
    Marian V
    Imperial I (Imperial Legion becomes available)
    Imperial II
    Imperial III
    Imperial IV
    Imperial V
    Praetorian Guard - this highly expensive unit can only move 1 and produces some unhappiness.




    ROMAN AUXILIA tech tree branch
    Roman Auxilia units can be hurried by purchasing.


    Sentry I
    Equites I
    Sagittarii I
    Foederati I - foederati are barbarian mercenaries that disperse after an attack.
    Sentry II
    Equites II
    Sagittarii II
    Foederati II
    Sentry III
    Equites III
    Sagittarii III
    Foederati III
    Catapult I
    Ballista I
    Foederati IV
    Catapult II
    Ballista II
    Foederati V
    Foederati VI - it is at this point that the foederati become more powerful than Roman legion units, but create great unhappiness.
    Foederati VII




    Slavery Concept


    Only the barbarian civs can produce the Worker unit. Roman and Civilized nations can research Slave Camp. Once a Slave Camp is constructed it will award a Slave Unit outside the city.

    There is also the concept of slaves living internally in the city (see below).

    SLAVERY tech tree branch

    Asterisk indicates a new "building" becomes available.

    Decree of Slavery
    Slave Capturing
    Slave Camp* - this building instantly provides 1 free slave outside of city.
    Slave Magistrate* - this building requires slave camp and increases the worker speed of slaves.
    Slave Transport
    Slave Branding
    Slave Trade
    Slave Market* - this building Requires slave magistrate. Required for Production, Wealth, Entertainment, and Freedmen.
    Production I* - increases city production
    Wealth I* - increases city wealth
    Entertainment I* - increases city happiness
    Freedmen I* - increases city growth rate
    Production II*
    Wealth II*
    Entertainment II*
    Freedmen II*
    Production III*
    Wealth III*
    Entertainment III* - the Gladiator School requires this.
    Freedmen III*




    DIVINITY tech tree branch (Each deity will give a special unique bonus. Roman and Civilized nations will be able to build a temple dedicated to each deity, while barbarian civs will build a shrine).


    Sun Deity
    War Deity
    Hunt Deity
    Grain Deity
    Beauty Deity
    Forest Deity
    Fire Deity
    Sea Deity
    Wealth Deity
    Wisdom Deity
    Healing Deity
    Festival Deity
    Trade Deity
    Happiness Deity
    Queen Deity
    King Deity
    Deity Wonder (Pantheon for Romans)
    Persecution
    Martydom
    Monotheism (Holy Temple becomes available)
    Last edited by Kruelgor; 03-22-2012 at 08:03 PM.

  3. #3
    UNIVERSAL tech tree branch


    Diplomacy
    Stone Working (allows Quarry and Repair)
    Deer
    Furs
    Horses
    Pasture
    Sheep
    Cattle
    Knowledge Sharing
    Ivory
    Worker Tools (Increases worker speed, and allows barbarians to acquire Worker Unit)
    Wheat
    Farm
    Granary
    Iron
    Mine
    Silver
    Gold
    Gems
    Reveal Map




    MARITIME tech tree branch


    Fishing
    Docks
    Scout Ship
    Light Warship I
    Light Warship II
    Light Warship III
    Light Warship IV
    Pier
    Embarkment
    Warship I
    Warship II
    Warship III
    Warship IV
    Harbor
    Lighthouse
    Pearls
    Heavy Warship I
    Heavy Warship II
    Heavy Warship III
    Great Lighthouse




    CIVILIZED WORKS tech tree branch


    Monument
    Garden
    Hanging Gardens
    Wood Working
    Cotton
    Burial Tomb
    Oracle
    Stable
    Wine (plantation)
    Dyes
    Incense
    Trading Post
    Market
    Library
    Walls
    Theatre
    Marble (quarry)
    Colossus
    Great Library
    Fort




    CIVILIZED ARMY tech tree branch (only available to non-Roman Civilized states.)


    Warrior I
    Warrior II
    Warrior III
    Cavalry I
    Archers I
    Spearmen I - (for Greco armies this will unlock the Phalanx unit.)
    Spearmen II
    Spearmen III
    Cavalry II
    Archers II
    Sword I
    Sword II
    Sword III
    Cavalry III
    Archers III
    Catapult I
    Heavy I (for Greco armies this will unlock the Heavy Phalanx, for Middle-Eastern will unlock Heavy Infantry)
    Heavy II
    Heavy III
    Catapult II




    BARBARIAN ARMY tech tree branch


    Savage I
    Savage II
    Savage III
    Savage IV
    Horsemen I
    Archers I
    Brute I
    Brute II
    Horsemen II
    Brute III
    Brute IV
    Horsemen III
    Archers II - (pirate ship and embarkment becomes available)
    Slayer I - It is at this point where the Barbarians become militarily more powerful than the Romans.
    Slayer II
    Horsemen IV
    Slayer III
    Slayer IV
    Horsemen V
    Archers III
    Last edited by Kruelgor; 02-19-2012 at 01:33 PM.

  4. #4
    Join Date
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    Pity CIV doesn't allow different population groups (classes) within a nation, ie Rome actually encompassed Etruscan Patricians ruling over Sabine / latini plebs, as well as slaves etc

    All the best Kruelgor .. again.

    .

  5. #5
    Quote Originally Posted by ArchaicWarrior View Post
    All the best Kruelgor .. again.
    Thanks buddy. This will be fun to create, time consuming, but fun.

  6. #6
    The idea behind the mod is Rome will have access to far more technologies, buildings, and units than anyone else. The challenge in the game will be for the Romans to conquer the world before the "barbarian" civilizations develop powerful units that can crush Rome near the end game. The Roman AI will be specifically designed to hold a war mongering personality. The challenge for all other civs will be if they can survive Rome's thirst for conquest.

  7. #7
    Spent the last couple of days preparing the template to mass create civilizations. There will be 22 playable civilizations of the time period + a maximum number of city states.

  8. #8
    Also spent some time figuring out .PNG to .DDS conversion. The image size has to be multiples of 4 in order to convert. I've tried both Gimp and Paint.net and I like Paint.net far better.

  9. #9
    My idea for social policies will be:

    - Limit the Barbarian civs to 2 primitive policies
    - Civilized Nations will be limited to the 2 primitive + 3 Civilized Policies
    - Romans will have exclusive access to an additional 5 Roman-Specific Policies

    Something along these lines.

    Primitive Age
    1. Nomadic
    2. Tribalism

    Civilized Age
    3. Monarchy
    4. Class System
    5. Democracy

    Roman Age
    6. Republic (well balanced)
    7. Caesar (military)
    8. Vespasian (financial)
    9. Hadrian (construction)

    Christianity Age
    10. Constantine (religion)
    Last edited by Kruelgor; 10-30-2011 at 10:44 AM.

  10. #10
    I like the social policies idea, will there be a Carthaginian specific social tree too?

  11. #11
    Quote Originally Posted by dlmt3 View Post
    I like the social policies idea, will there be a Carthaginian specific social tree too?
    Well, there is only one screen for social policies and its the same screen for all civs. There's 10 policies total. I will use Eras to limit and restrict access to certain social policies for certain civs. The carthaginians will have access to the primitive and civilized policies.

    Maximum 1 policy can be utilized at a time.

  12. #12
    I mistakenly had November 4th as the estimated release date; I meant for that to be December 4th.

  13. #13
    The military units for the barbarian civs will be very cheap but not as powerful as the Roman units. This will keep the Romans busy with hordes of barbarians to fend off.

  14. #14
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    Also like the social ideas.

    Being allowed to add a new city (colony), at least one, near an existing one, to keep allies in line would be nice and historically corect.

    Doesn't matter how long it take to do, early next yeat fine, just make sure it's stable.

    Thanks

  15. #15
    It will be very much like traditional Civilization in the sense that you can build as many new cities as you're able.

    This will make the game different every time you play.

  16. #16
    I just thought of a FANTASTIC idea for somewhat duplicating the Roman Civil War.

    The social policy CAESAR will give you an enormous boost in military power, but with only one catch, you'll also receive an enormous amount of unhappiness of such magnitude that it should spark revolts within your empire.

  17. #17
    Quote Originally Posted by Kruelgor View Post
    I just thought of a FANTASTIC idea for somewhat duplicating the Roman Civil War.

    The social policy CAESAR will give you an enormous boost in military power, but with only one catch, you'll also receive an enormous amount of unhappiness of such magnitude that it should spark revolts within your empire.
    Why exactly would a player choose this? Seeing as unhappiness presents a combat penalty, not to mention the constant revolts would cripple an empire. It wouldn't grow, would revolt, would be unhappy, and couldn't expand.

    Not to mention - if you get an enormous amount of unhappiness from the policy, how would you navigate yourself out of it to rid yourself of the unhappiness? If an AI chooses that policy, they're doomed. Even if you had a direct sequel that grants you +30 happiness, the AI doesn't know that, they -might- choose it, but they're a computer. They don't have thoughts or think logically. They'd probably go a different route, and their empire will collapse.

    I think that is a bad idea. But, it's your scenario...good luck with it.

  18. #18
    Quote Originally Posted by Putmalk View Post
    Why exactly would a player choose this? Seeing as unhappiness presents a combat penalty, not to mention the constant revolts would cripple an empire. It wouldn't grow, would revolt, would be unhappy, and couldn't expand.

    Not to mention - if you get an enormous amount of unhappiness from the policy, how would you navigate yourself out of it to rid yourself of the unhappiness? If an AI chooses that policy, they're doomed. Even if you had a direct sequel that grants you +30 happiness, the AI doesn't know that, they -might- choose it, but they're a computer. They don't have thoughts or think logically. They'd probably go a different route, and their empire will collapse.

    I think that is a bad idea. But, it's your scenario...good luck with it.
    I'll have to play around with it and see how it goes. In theory, I'm thinking once you gain access to the CAESAR policy you'll also get access to a certain type of building or something which will give you a boost in happiness, so the civil war would be temporary. The Military advantages you gain from CAESAR would be worth the revolt....or perhaps I'll make a sub-policy under CAESAR that will increase happiness again to make the revolt go away.

  19. #19
    Working on the blueprint for the tech tree right now.

    There will be many more discoveries in this SPQR version than in the original "kruelgor version".
    Last edited by Kruelgor; 10-23-2011 at 12:34 PM.

  20. #20
    The tech tree is going to be MASSIVE!

    Lots of different units too.

  21. #21
    I'm basically writing out 95% of the mod on a blueprint before I start coding it.

  22. #22
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    smart! ....

  23. #23
    I want to play it...!!! Do you need a tester...?

    Regarding the Roman Civil War have you analized the possibility of a Revolt due directly to the number of military leaders in play and due to taxation level (the real reasons of that war...)?

  24. #24
    Quote Originally Posted by Maucat View Post
    I want to play it...!!! Do you need a tester...?

    Regarding the Roman Civil War have you analized the possibility of a Revolt due directly to the number of military leaders in play and due to taxation level (the real reasons of that war...)?
    I've barely started coding anything yet. It's still in its blueprint phase. I'll do it much like I did on the original Kruelgor version. I'll release version 1 to the public, will take in feedback, and create subsequent versions thereafter.

  25. #25
    Quote Originally Posted by Kruelgor View Post
    My idea for social policies will be:

    - Limit the Barbarian civs to 2 primitive policies
    - Civilized Nations will be limited to the 2 primitive + 3 Civilized Policies
    - Romans will have exclusive access to an additional 5 Roman-Specific Policies

    Something along these lines.

    Primitive Age
    1. Nomadic
    2. Tribalism

    Civilized Age
    3. Monarchy
    4. Class System
    5. Democracy

    Roman Age
    6. Republic (well balanced)
    7. Caesar (military)
    8. Vespasian (financial)
    9. Hadrian (construction)
    10. Constantine (religion)
    Another possible setup for Policies is something like this:

    1. Primitive
    2. Civilized
    3. Republic
    4. Julius Caesar - Extreme Military.
    5. Augustus Caesar - Well balanced.
    6. Marcus Aurelius - Culture and Science.
    7. Vespasian - Financial.
    8. Trajan - Happiness and Military.
    9. Hadrian - Construction.
    10. Constantine - Religion

  26. #26
    There is a unit attribute called ExtraMaintenanceCost. I'm going to see if I can create special mercenary units that are very cheap to build but have a very high cost of maintenance. Of course, they won't fight very well when compared to the professional units.

  27. #27
    Another thing you could do is require you to build a Mercenary Camp or something that has a high maintenance, but allows you to build cheap, weak units with the normal maintenance (in case that doesn't work).

    My question is: If you make scenarios, will they be that "epic scale" of Rise of Rome or something shorter like Standard or Epic?

  28. #28
    I'm not going to touch the game speeds.

    My goal this time around is to make it completely compatible with any game speed and any map, so you don't have to actually load up the scenario or map to play. All civilizations I put into the game will be playable. Settlers will be possible too.

    I want to make it as clean and bug-free as possible.

    It is possible, however, that I will replace 'years' with turns so that it doesn't even say years.

  29. #29
    Hey Kruelgor, this is just an off-topic post, but your return has inspired me to return to my own personal mod myself. So, thanks, and good luck with the project.

  30. #30
    Quote Originally Posted by Putmalk View Post
    Hey Kruelgor, this is just an off-topic post, but your return has inspired me to return to my own personal mod myself. So, thanks, and good luck with the project.
    Cool. Thank you. Well, supposedly the new patches they've released has really improved the game. So a return is a good idea.

  31. #31
    These will be the different types of Roman Units and is also the same name as the technology that unlocks them.

    For example, a Marian Legion III unit is more powerful than a Marian Legion I unit.

    So 20 technologies, 20 unit types for the Roman army.

    ROMAN BRANCH of the Tech Tree

    Roman Phalanx I
    Roman Phalanx II
    Roman Phalanx III
    Manipular Legion I
    Manipular Legion II
    Manipular Legion III
    Manipular Legion IV
    Manipular Legion V
    Marian Legion I
    Marian Legion II
    Marian Legion III
    Marian Legion IV
    Marian Legion V
    Imperial Legion I
    Imperial Legion II
    Imperial Legion III
    Imperial Legion IV
    Imperial Legion V
    Praetorian Guard I - these units can only move 1 and produce some unhappiness.
    Praetorian Guard II


    AUXILIA BRANCH of the Tech Tree (only available to the Romans)

    Sentry I
    Equites I
    Sagittarii I
    Foederati I - foederati are barbarian mercenaries.
    Sentry II
    Equites II
    Sagittarii II
    Foederati II
    Sentry III
    Equites III
    Sagittarii III
    Foederati III
    Catapult I
    Catapult II
    Ballista I
    Ballista II
    Foederati IV
    Foederati V
    Foederati VI - it is at this point that the foederati become more powerful than Roman legion units, but create great unhappiness.
    Foederati VII
    Last edited by Kruelgor; 10-29-2011 at 10:15 AM.

  32. #32
    Here the 20 technologies and units for the Civilized military branch.

    Warrior I
    Warrior II
    Warrior III
    Cavalry I
    Archers I
    Spearmen I
    Spearmen II
    Spearmen III
    Cavalry II
    Archers II
    Sword I
    Sword II
    Sword III
    Cavalry III
    Archers III
    Catapult I
    Catapult II
    Heavy I (for Greco armies this will unlock the Heavy Phalanx, for Middle-Eastern will unlock Heavy Infantry)
    Heavy II
    Heavy III
    Last edited by Kruelgor; 10-29-2011 at 10:10 AM.

  33. #33
    The Foederati within the Auxilia Branch is a bit interesting. They were essentially barbarian mercenaries. Towards the end of the Roman Empire the Romans came to heavily rely on the Foederati more and more.

    To replicate the deterioration of the Roman empire and the reliance on barbarians the Foederati VI and VII types will actually be more powerful than any Roman legion, but with one catch - they will produce great unhappiness in the empire. They will be the only units the Romans can effectively compete against the late barbarian civs with.

    Each discovery of a Foederati level unlocks a foederati infantry and foederati cavalry.
    Last edited by Kruelgor; 10-30-2011 at 09:27 AM.

  34. #34
    So it looks like there's going to be close to 200 technologies total. Of course not all of those are accessible. There are 3 Main Branches - Roman, Civilized, and Barbarian.

  35. #35
    Here is the Barbarian Military Branch.

    Savage I
    Savage II
    Savage III
    Savage IV
    Savage V
    Horsemen I
    Horsemen II
    Brute I
    Brute II
    Brute III
    Brute IV
    Brute V
    Horsemen III
    Horsemen IV
    Slayer I - It is at this point where the Barbarians become militarily more powerful than the Romans.
    Slayer II
    Slayer III
    Slayer IV
    Slayer V
    Horsemen V

  36. #36
    Since the AI is absolutely terrible with using units, wouldn't someone - in theory - be able to build up massive, super-charged Imperial Legion IV's stacked with every promotion and then use those units to fight the AI? With ranged units to back them up and put a hurting on the barbarians? Or how strong exactly are we talking with Slayer I's?

  37. #37
    Not sure until it is playable and then we can see.

  38. #38
    There will be 200 discoveries on the tech tree. There will be 10 branches. Each branch has 20 discoveries.


    1. Universal - (accessed by any civilization)
    2. Spirituality - (accessed by any civilization)
    3. Barbarian Military - (accessed by barbarian civs only)
    4. Civilized Military - (accessed by any non-Roman civilized nation)
    5. Civilized Works - (accessed by Romans or any civilized nation)
    6. Naval - (accessed by Romans or any civilized nation)
    7. Slavery - (accessed by Romans or any civilized nation)
    8. Roman Military - (accessed by Romans only)
    9. Roman Works - (accessed by Romans only)
    10. Auxilia Military - (accessed by Romans only)
    Last edited by Kruelgor; 10-29-2011 at 12:39 PM.

  39. #39
    Sounds fun. How long will each tech take to research?

  40. #40
    Quote Originally Posted by Putmalk View Post
    Sounds fun. How long will each tech take to research?
    Not very long. About the same as the vanilla game.

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