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
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
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.
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
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.
Will there be a sacred band unit for Carthage?
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*
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
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
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.
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!
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.
Aah, awesome. What name will you use for the Roman Sun God temple?
Aah, I didn't realise it was still Apollo for the Romans.
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
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)
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)
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.
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)
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)
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.
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.
I'm spending lots of time today putting in the code to build the tech tree.
Constantine's Capital is too long of a word for the tech tree, so it will now be called simply "New Capital".
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.
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.
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
These screens are not final pictures, but merely beta pictures. They will change somewhat.
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Tech Tree under construction
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Enhance your Colosseum with the Gladiator School. Gladiator school requires the Colosseum to already exist, and requires "Entertainment III" from the Slavery branch.
Very nice 54 minute Youtube documentary on the Roman Empire http://www.youtube.com/watch?v=FOTjDpDay30
never mind...........
Last edited by Kruelgor; 11-24-2011 at 08:12 PM.
Temporary hold on development until Thursday, Nov. 24th. I've got some work-related matters to focus on.
Alright, back in bussiness working on this again.
Spending the day today getting icon images aligned.
I decided to go with this icon for SLAVERY instead.
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Snippet of the techtree under construction http://www.magogclan.com/spqr-techtree-beta.jpg (click link to enlarge)
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