Page 2 of 28 FirstFirst 123412 ... LastLast
Results 41 to 80 of 1092

Thread: SPQR - Rise of Rome

  1. #41
    UNIVERSAL tech tree branch

    Diplomacy
    Deer
    Furs
    Wheat
    Cattle
    Sheep
    Map Trading
    Horses
    Ivory
    Repair Buildings
    Camp
    Pasture
    Farm
    Granary
    Iron
    Mine
    Silver
    Gold
    Gems
    Reveal Map

  2. #42
    SPIRITUALITY tech tree branch (Roman and Civilized nations will be able to build a temple dedicated to the deity, while barbarian civs will build a shrine).

    Sun God
    War God
    Hunt Goddess
    Grain Goddess
    Beauty Goddess
    Forest God
    Fire God
    Sea God
    Trade God
    Wealth God
    Healing Goddess
    Festival Goddess
    Wisdom Goddess
    Happiness Goddess
    Queen of the Gods
    King of the Gods
    Polytheistic Wonder
    Monotheistic Shrine
    Monotheistic Temple
    Monotheistic Wonder
    Last edited by Kruelgor; 10-29-2011 at 05:31 PM.

  3. #43
    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

  4. #44
    Slavery Concept

    Only the barbarians can build workers. When a worker is captured by the Romans or by a civilized nation then the unit converts into a slave. However, the Romans and civilized nations can build a Slave Camp in any city owned. Once the slave camp is completed, it will instantly award the city with 1 slave. There is no limit to the number of cities you can build a slave camp in. This means if you want more slaves then you'll have to capture barbarian workers, or acquire more cities so you can build more slave camps.

    Slaves produce unhappiness.
    Last edited by Kruelgor; 10-30-2011 at 10:09 AM.

  5. #45
    Will there be a sacred band unit for Carthage?

  6. #46
    Quote Originally Posted by dlmt3 View Post
    Will there be a sacred band unit for Carthage?
    sure.........

  7. #47
    SLAVERY tech tree branch

    Asterisk indicates a "building" becomes available of the same name.

    Decree of Slavery
    Slave Detention
    Slave Camp* - instantly provides 1 free slave outside of city
    Slave Office
    Slave Transport
    Slave Traders
    Slave Masters
    Slave Market* - required to build state slaves, personal slaves, entertainment slaves, or freedmen.
    State Slaves I* - increases city production
    Personal Slaves I* - increases city wealth
    Entertainment Slaves I* - increases city happiness*
    Freedmen I* - increases city growth rate
    State Slaves II*
    Personal Slaves II*
    Entertainment Slaves II*
    Freedmen II*
    State Slaves III*
    Personal Slaves III*
    Entertainment Slaves III* - Required for colosseum
    Freedmen III*

  8. #48
    Join Date
    Oct 2010
    Location
    Australia
    Posts
    52
    hmmmm, why 3 lots of spearmen etc ?

    I'd like to see units based on Cultural policy

    (1) monarchy (smallish army) - Aristocratic cavalry, 1st class hoplites, spearmen, skirmisher
    (2) Republic (medium sized army) - Eques, Triarii, Princeps, hastati, velites
    (3) Imperal (large army) - cavalry, cohorts, aux

    BTW, you don't want to make it too big, probably run into problems

    All the best

  9. #49
    Quote Originally Posted by ArchaicWarrior View Post
    Eques, Triarii, Princeps, hastati, velites
    The only problem with that is those are individual components within a legion, and wouldn't make sense when a single hexagon represents 50 miles or so. For me, a single unit needs to represent an entire legion.

  10. #50
    FINAL POLICIES

    Primitive Age
    1. Nomadic
    2. Tribalism

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

    Roman Age (available to Romans only)
    6. Republic
    7. Ambition (contains Sulla, 1st Triumvirate, Caesar, 2nd Triumvirate, Emperor)
    8. Pax Romana (contains Augustus, Claudius, Vespasian, Trajan, Hadrian)
    9. Reform

    Christianity Age (available to Romans only)
    10. Christianity

  11. #51
    ROMAN WORKS tech tree branch

    The Senate
    Provincial Governor
    Road Building
    Aqueduct
    Sewer System
    Mint
    Bath House
    Marian Reforms (allows Barracks & Forge)
    Armory
    Workshop
    Census Office
    Courthouse
    Bridge Building
    Tax Collection
    Water Mill
    Grammaticus
    Forum Romanum
    Nero's Palace
    Colosseum
    Gladiator School
    Arch of Titus
    Flavian Palace
    Circus Maximus
    Trajan's Baths
    Trajan's Column
    Trajan's Market
    Hadrian's Wall
    Diocletian's Baths
    Constantine's Arch
    Constantine's Capital
    Last edited by Kruelgor; 11-06-2011 at 06:24 PM.

  12. #52
    The Palace concept is pretty cool. You can only build Nero's Palace and the Flavian Palace in the city of Rome. The Flavian Palace requires Nero's Palace. The Flavian Palace cancels the effects of Nero's Palace.

    Finally, there's Constantine's Capital which makes the effects of the Flavian Palace obsolete. Constantine's Capital obviously cannot be built in Rome, and of course creates a new capital city for your empire. It will award a tremendous amount of bonuses (which I haven't decided upon yet).

    The good news is I've tested the concept with some XML code and all of the above works!

  13. #53
    Join Date
    Apr 2011
    Location
    The Republic of New Zealand
    Posts
    1,039
    One question, would it be possible for the temples allowed by the techs in the Spirituality branch to be civilization-specific? For example, with the War God tech could the Roman building be Temple to Mars while the Greek building Temple to Ares? And will the different temples have different affects? Like the War God boosts XP or something, while the Hunting god boosts deer yield?

  14. #54
    Quote Originally Posted by Pouakai View Post
    One question, would it be possible for the temples allowed by the techs in the Spirituality branch to be civilization-specific? For example, with the War God tech could the Roman building be Temple to Mars while the Greek building Temple to Ares? And will the different temples have different affects? Like the War God boosts XP or something, while the Hunting god boosts deer yield?
    Yeah. The actual Tech Tree technology will say "War God" while the temple itself will be called "Temple of Mars" for the Romans. The Roman specific temples will be in Version 1, but depending on the amount of work involved, I may or may not add the Greek ones in Version 1.

  15. #55
    Join Date
    Apr 2011
    Location
    The Republic of New Zealand
    Posts
    1,039
    Aah, awesome. What name will you use for the Roman Sun God temple?

  16. #56
    Quote Originally Posted by Pouakai View Post
    Aah, awesome. What name will you use for the Roman Sun God temple?
    Apollo was used by both the Greco and Roman civs for the sun god.

  17. #57
    Join Date
    Apr 2011
    Location
    The Republic of New Zealand
    Posts
    1,039
    Aah, I didn't realise it was still Apollo for the Romans.

  18. #58
    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

  19. #59
    Naval Ships

    The 1st number is movement, 2nd number is combat strength, 3rd number is ranged strength

    Light Warship I (4,1,1)
    Light Warship II (4,2,1)
    Light Warship III (4,2,2)
    Light Warship IV (4,3,2)
    Warship I (3,3,3)
    Warship II (3,4,3)
    Warship III (3,4,4)
    Warship IV (3,5,4)
    Heavy Warship I (2,5,5)
    Heavy Warship II (2,6,5)
    Heavy Warship III (2,6,6)

    Barbarian Pirate Ship (4,3,2)

  20. #60
    Roman Units - 1st number is movement, 2nd number is combat strength.

    Roman Phalanx I (1,2)
    Roman Phalanx II (1,3)
    Roman Phalanx III (1,4)
    Manipular Legion I (2,5)
    Manipular Legion II (2,6)
    Manipular Legion III (2,7)
    Manipular Legion IV (2,8)
    Manipular Legion V (2,9)
    Marian Legion I (2,10)
    Marian Legion II (2,11)
    Marian Legion III (2,12)
    Marian Legion IV (2,13)
    Marian Legion V (2,14)
    Imperial Legion I (2,15)
    Imperial Legion II (2,16)
    Imperial Legion III (2,17)
    Imperial Legion IV (2,18)
    Imperial Legion V (2,19)
    Praetorian Guard I (1,22)
    Praetorian Guard II (1,24)

  21. #61
    Auxilia (available to Romans only)
    1st number is movement, 2nd number is combat strength, 3rd number is ranged combat

    Sentry I (2,2)
    Equites I (4,2)
    Sagittarii I (2,1,2)
    Foederati I (foot) (2,3)
    Foederati I (horse) (5,1)
    Sentry II (2,4)
    Equites II (4,4)
    Sagittarii II (2,2,4)
    Foederati II (foot) (2,5)
    Foederati II (horse) (5,3)
    Sentry III (2,6)
    Equites III (4,8)
    Sagittarii III(2,3,6)
    Foederati III (foot) (2,8)
    Foederati III (horse) (5,6)
    Catapult I (1, 5, 20)
    Catapult II (1, 5, 30)
    Ballista I (2, 5, 15)
    Ballista II (2, 5, 20)
    Foederati IV (foot) (2,12)
    Foederati IV (horse) (5,10)
    Foederati V (foot) (2, 15)
    Foederati V (horse) (5,13)
    Foederati VI (foot) (2, 20) - produces great unhappiness for Romans
    Foederati VI (horse) (5,18) - produces great unhappiness for Romans
    Foederati VII (foot) (2, 25) - produces great unhappiness for Romans
    Foederati VII (horse) (5, 22) - produces great unhappiness for Romans
    Last edited by Kruelgor; 11-09-2011 at 05:23 PM.

  22. #62
    Civilized Units - 1st number is movement, 2nd is combat strength, 3rd is ranged strength

    Warrior I (2,2)
    Warrior II (2,3)
    Warrior III (2,4)
    Cavalry I (4,2)
    Archers I (2,1,2)
    Spearmen I (2,5) (phalanx version 1,7)
    Spearmen II (2,6) (phalanx version 1,8)
    Spearmen III (2,7) (phalanx version 1,9)
    Cavalry II (4,4)
    Archers II (2,2,4)
    Sword I (2,8)
    Sword II (2,9)
    Sword III (2,10)
    Cavalry III (4,8)
    Archers III (2,3,6)
    Catapult I (1,20)
    Catapult II (1,30)
    Heavy Phalanx I (1,11)
    Heavy Phalanx II (1,12)
    Heavy Phalanx III (1,13)

  23. #63
    Barbarian Units - 1st number is movement, 2nd is strength

    Savage I (2,1)
    Savage II (2,2)
    Savage III (2,3)
    Savage IV (2,4)
    Savage V (2,5)
    Horsemen I (5,2)
    Horsemen II (5,3)
    Brute I (2,6)
    Brute II (2,7)
    Brute III (2,8)
    Brute IV (2,9)
    Brute V (2,10)
    Horsemen III (5,6)
    Horsemen IV (5,10)
    Slayer I (2,15)
    Slayer II (2,17)
    Slayer III (2,19)
    Slayer IV (2,21)
    Slayer V (2,26)
    Horsemen V (5,23)

  24. #64
    Surely you can see the brilliance here.

    Foederati VI (foot) (2, 20) - produces great unhappiness for Romans
    Foederati VI (horse) (5,18) - produces great unhappiness for Romans
    Foederati VII (foot) (2, 25) - produces great unhappiness for Romans
    Foederati VII (horse) (5, 22) - produces great unhappiness for Romans

    Those are mercenary units which only the Romans can deploy. These late game units are more powerful than any standard Roman unit, and are also the only units that can stand up against the late Barbarian units. You can see the problem the Romans will face. Hopefully, a smart Roman player will have built a strong foundation of happiness to support a large Foederati army. What's cool here is I can clearly see where there will be times when the Roman AI's empire will begin to crumble near the end game due to a high level of unhappiness. Creating a realistic depiction of what really happened to the Romans.

  25. #65
    Constantine's Capital is a "palace building" that will relocate the Roman capital, cannot be built in Rome and will dramatically increase the happiness throughout the empire, but will take a very long time to build. This will be one method to help counter the great unhappiness created by the Foederati army.

  26. #66
    I'm spending lots of time today putting in the code to build the tech tree.

  27. #67
    Constantine's Capital is too long of a word for the tech tree, so it will now be called simply "New Capital".

  28. #68
    Nice little propaganda video to get you pumped up. http://www.youtube.com/watch?v=oA4Pn...eature=related

    I like to watch these videos to get me in the mood to start working on the mod.

  29. #69
    I'm using some of the unit animations and artwork from the DLCs. To be on the safe side, you may want to download ALL of the Steam DLC.

  30. #70
    Techtree construction update - 70 of 210 technologies have been placed on the tech tree. (skeleton version)

    1. Roman Works branch
    2. Roman Military branch
    3. Roman Auxilia branch

  31. #71
    These screens are not final pictures, but merely beta pictures. They will change somewhat.




  32. #72
    Tech Tree under construction


  33. #73
    Enhance your Colosseum with the Gladiator School. Gladiator school requires the Colosseum to already exist, and requires "Entertainment III" from the Slavery branch.

  34. #74
    Very nice 54 minute Youtube documentary on the Roman Empire http://www.youtube.com/watch?v=FOTjDpDay30

  35. #75
    never mind...........
    Last edited by Kruelgor; 11-24-2011 at 08:12 PM.

  36. #76
    Temporary hold on development until Thursday, Nov. 24th. I've got some work-related matters to focus on.

  37. #77
    Alright, back in bussiness working on this again.

  38. #78
    Spending the day today getting icon images aligned.

  39. #79
    I decided to go with this icon for SLAVERY instead.


  40. #80
    Snippet of the techtree under construction http://www.magogclan.com/spqr-techtree-beta.jpg (click link to enlarge)


Page 2 of 28 FirstFirst 123412 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •