I have City State minor civs on those islands you mentioned.
The AI flavor for Carthage is cranked up for Navy, so yes they will definitely have more than average naval units.
This just keeps appearing better and better, so looking forward to trying it out - keep up the excellent work
The 5th Type Policy Branch.
SOCIAL POLICY: Democracy
Citizenship: Unhappiness from occupied cities decreased by 50%
Allotment: Reduces cost of policies by 35%
Elections: +1 Happiness for every 5 citizens in a city.
Assembly : +2 culture per city
Mob Rule: +100% city strength, Reduces great people appearance by 25%
Final Completion of Democracy Branch : 50% of excess happiness converts to science.
Last edited by Kruelgor; 03-31-2012 at 01:54 PM.
The 6th Type Policy Branch.
SOCIAL POLICY: Republic
Senate: Senate building produces additional +10 happy faces
Assemblies: Each Proconsul (provincial governor) produces additional +2 culture, +2 gold
Executive Magistrates: Each city you found will increase cost of policies 20% less than normal.
Citizen Army: +5 base supply for units. (allows for larger army)
Dictator: +5 base supply for units AND receive 5 Manipular V units.
Final Completion of Republic Branch : Unhappiness reduced by 25%.
Historical footnote on dictators: Sometimes dictators were at the head of the Roman Republic. Between 501-202 B.C. there were 85 such appointments. Normally, dictators served for 6 months and acted with the consent of the Senate. They were appointed by the consul or a military tribune with consular powers. The occasions of their appointment included war, sedition, pestilence, and sometimes for religious reasons. (source)
Last edited by Kruelgor; 04-01-2012 at 06:17 PM.
The 7th Type Policy Branch.
SOCIAL POLICY: Ambition
Scipio: +1 General + 1 embarked extra moves
Sulla: +1 General + cultural bonus to court houses.
Pompey: 50% production rate bonus with naval units + 5 base supply for military units.
Caesar: +1 General + 15 experience for new units + 20% increase in unit maintenance + great unhappiness.
Triumvirate: +1 General + 25% military production bonus + 25% gold production + great unhappiness.
Final Completion of Ambition Branch : +10 base supply for military units.
The point here is that you are risking great unhappiness and revolts with Caesar and the Triumvirate. Better have a nice stockpile of happiness beforehand.
Last edited by Kruelgor; 04-07-2012 at 01:39 PM.
This time I'm saving all my files online as a backup just in case my computer crashes like it did a year ago and I lost all my files.
The player should experience quite a challenge since anything over Chieftain skill level severely limits the size of your army. You have a base supply of 4 units + 10% of your population size. I've removed the supply from number of cities. Th AI at the default chieftain level will have a much larger army than yours. Minor civs AI has been lowered to Chieftain.
Try external hard drive. Mine is 2 Terabytes. Like $80.
Originally Posted by Kruelgor
not a bad idea at all.
Originally Posted by Putmalk
I'm going to create a Sparta minor civ, and place them down on the scenario. I will give them some very high level hoplites to begin with. This is because Sparta was one of the few city states that weren't allied with Aratus of Sicyon and the Achaean League. Aratus is the leader of Greek City States in this mod.
The Greek City States player is going to want to capture Sparta just because living space is limited on the Greek peninsula. It will require a somewhat bloody battle to capture it because I will buff up Sparta substantially.
Turn 1 - Greek City States
Sparta is one minor civ you don't wan't to mess with, trust me. Those are crack veteran Phalanx III's loaded with promotions there for Sparta (about 8 discoveries ahead of the Romans militarily), while the Greeks start with green Phalanx I's. You'll notice Athens is not on the map as Corinth was the Capital during the Roman Wars. You'll have to build a settler to build Athens.
Greek City States do start with a couple of other colonies which gives them an edge - Tarentum on the Italian Peninsula and Syracuse on the island of Sicily. It is the only civilization to begin with more than 1 city on the scenario map. The purpose is to force the Roman player to eventually wage war aginst the Greeks.
Congrats on your work, Cant wait to play it.
Im only not so happy about having to buy the dlc´s to play your mod (if thats the case i doubt ill have the chance to play it).
Its ok to support 2k games but I think the 50-60 initial Euros I payed for the game is more than enough. Videogame industry is extremely profitable, and dont forget the expansions! Its an enormous amount of money we are investing, and in times like this money doesent come easy!
Again really gj on your work, im a fan of the roman empire and an avid history reader.
PS: about the carthage UA maby you can think of something economic. At the time of Hanibal Carthague was really rich, actually Hanibal gets really pissed off with his "senate" when he lost his invasion of the italic peninsula and had to return to Carthague only to see the fat senators had just kept and hoarded the much needed money and resources that he could have used to win the long war on Rome. This was due to the animosity many in the Carthage senate had towards the Barca family. There are some historians that describe how he even threatened the senate after discovering this. Just an idea.
PS: Sorry for my english and spelling it is not my native language
Last edited by Sol.Invictus; 04-02-2012 at 03:22 PM.
Thanks for the info Sol.Invictus. The main reason I'm using DLC content is because I need the art to enhance the experience and to give it more of a Roman-esque feel. It would be better if Firaxis/2k Games offered a low cost graphic pack consisting of era-specific units and buildings but they ignored my advice.
For example, an Ancient Mediterranean pack could consist of a diversity of units and buildings.
They could have WW2 packs, and Napoelonic packs as well. Surely modders would utilize these packs which in turn would cause the player base to purchase the packs - could be as low as $5 american dollars and they would sell a crap load. Imagine it as a bag of plastic army men.
P.S. Your English is impressive for a non-native speaker.
Haha. Okay, Great General giving 100% bonus is too much. My 7 year old son just conquered the Romans as the Carthaginians. Of course, it took him 300 turns to do it. Going to bump it down to 50% bonus.
Lots of delicious city states for Rome to conquer.
Adding a twist to the scenario to add a realistic feel and challenge.
Rome will be at permanent war with:
Macedonians and Greek City States will be at permanent war.
Huns and Goths will be at permanent war.
Carthaginians and the city states Saguntum, Panormus, Caralis, and Aleria will be at permanent war.
Only one thought how do you take account that the Gauls, Goths, Franks, Huns and Alamanni at various times provided mercenary soldiers and fought for Rome, some later Roman generals even had gothic and other 'barabarian' parentage.
Originally Posted by nigelr1812
Right, in the Auxilia branch there are Foederati units that become available to the Romans - these act as barbarian mercenaries. They can be created instantly, but have a high maintenance cost and disperse after attacking. They're not going to conquer the world for you, but definitely can assist.
I wouldn't have to set 'permanent war' if it were not for the fact that wars and peace treaties only last for 10 to 20 turns in many cases, which is stupid. I've tried adjusting what XML settings I can find to extend those periods but to no avail. It's obvious the programmers for the vanilla game never intended for total annihilation of any civ.
In the scenario map, the Samnite city state of Beneventum south of Rome will be unique in that it will be the only non-Roman state to have access to the manipular Legion. As a matter of fact, it will begin the scenario with the manipular legion long before the Romans even have it. This is to represent the fact that the Romans adopted the manipular legion from the Samnites.
Just another added challenge for the Roman player.
Numidia begins the scenario with 5 crack horsemen II units loaded with promotions. They also have embarkment and are permanently at peace with Carthaginians and at war with the Romans.
Well, I have been following the development of this quietly, and I cannot wait. It looks beautiful, and not being restricted to Rome will be amazing.
I hope that you end up releasing a version on April 14th, I know it's hard to stick with dates.
I am definitely releasing a "work in progress" version on April 14th with periodic updates as I progress through creating it. No matter what state the mod is in, I will release it on the 14th.
Originally Posted by dlmt3
I have to admit to really looking forward to this mod, as it seems to cover everything Roman you would want in a Civ V game
It'll be interesting when the Kings and Gods expansion is released. I look forward to seeing what additional features I can modify.
Originally Posted by nigelr1812
Lucius Cornelius Sulla (or just Sulla) doesn't get enough hollywood or media attention. The man was truly remarkable. Julius Caesar idolized him. Sulla greatly expanded Rome's borders and never lost a single battle. He temporarily seized dictatorship, cleaned house of corrupt evil doers, enhanced the Roman constitution, and then stepped down as dictator and gave power back to the republic.
Sulla Policy: +1 General + cultural bonus to court houses.
Last edited by Kruelgor; 04-07-2012 at 12:17 PM.
For the Ambition policy branch - replacing Antony with Triumvirate.
Triumvirate: +1 General + 25% military production bonus + 25% gold production + great unhappiness.
Info: First and Second Roman Triumvirates
The Ambition Policy Branch is full of great unhappiness making revolution a strong liklihood. Such a strong liklihood I'll probably steer the Roman AI player away from it, and leave it to the human Roman player only.
In addition to being a great general and a "destroyer" of the Republic, Julius Caesar had severe monetary debt issues. His debt problem is one reason he conquered Gaul for its vast gold supply. There are two primary ways to offset this debt problem: a) expand the empire and/or b) enact the Triumvirate policy. Caesar did both! The great wealth of Pompey and Crassus helped to finance Caesar through the first triumvirate.
Caesar Policy: +1 General + 15 experience for new units + 20% increase in unit maintenance + great unhappiness.
The 8th Type Policy Branch.
SOCIAL POLICY BRANCH: Pax Romana
Augustus: -50% unhappiness. +10 happiness in capital.
Claudius: Increased food production from harbors, and all tiles cost less.
Trajan: Increased happiness from colosseums, and +15% experience for new units.
Vespasian: Gold generated from tax collectors doubled.
Hadrian: 25% defensive bonus and +3 production for every city.
Final Completion of Pax Romana Branch: Worker speed increased by 50%, +4 unit supply base, +4 slaves.
SPECIAL CIV BONUSES
Romans - Masters of battle in the open field, but vulnerable in forests. Manipular Legion units receive Shock I promotion, Marian Legion units receive Shock I and II, Imperial Legion units receive Shock I, II, and III. (20% to 65% bonus vs units in open field). All Roman legionary units receive 25% defense penalty in forest.
Carthaginians - Naval masters and terror of the Roman peninsula. Begins game with Great General. Naval units receive Targeting I promotion. Embarked units receive +2 movement. Land units receive Survivalism I and II (50% defense bonus and + 1 heal outside friendly territory), and fight just as well damaged as if they were fully healed.
Egyptians - Golden ages last 40 turns instead of the default 20 turns.
Macedonians - Begins game with Great General. Great General points generated twice as normal (100% faster).
Parthians - All archer units receive Accuracy I and II (50% bonus vs units in open field).
Greek City States - Great Scientist points generated twice as normal (100% faster). Begins with most technologies already discovered.
Huns - Foot Archers and Horse Archers receive the following promotions: Accuracy I, Barrage I, Logistics, Mobility, and Range. Slayer and Archer units can embark.
Gauls - 300% greater income from plundering and pillaging. Slayer units receive 300% bonus attacking cities. Slayer units can embark.
Alamanni - Fight just as well damaged as if they were fully healed. Slayer units receive 300% bonus attacking cities. Slayer units can embark.
Goths - All units receive Survivalism I and II. (+ 50% defense, and heal +1 outside friendly territory). Slayer units receive 300% bonus attacking cities. Slayer units can embark.
Franks - Terror of the forest and master ambushers. All melee units receive Drill I, II, and III (65% combat bonus in forest and hills). Slayer units receive 300% bonus attacking cities. Slayer units can embark.
Sorry Romans, the 300% city attack bonus for the late era Slayer units could spell the end of your once glorious empire. All barbarian civs except for Huns will possess this. The standard embarkment technology is not available to barbarian civs on the tech tree, but Slayer units will possess the ability to embark which will allow them to cross the River Rhine and sea tiles.
What? You think you can simply make peace with the barbarians? Haha! Good luck with that one. There is a state of permanent war between the barbarians and Romans.
Last edited by Kruelgor; 04-10-2012 at 09:50 PM.
The River Rhine provides a natural boundary and protection against Germanic barbarians (until their discovery of the slayer unit!).
The Rhine is looking beautiful, as long as the rest of the map.
Keep up the great work! I know me and a lot of people are looking forward to this mod.
Thanks, yeah, releasing a half-way completed version this Saturday. This way you can at least see the progression firsthand, and play it a bit.
Originally Posted by dlmt3
When I upload the work in progress version, it'll most likely be called SPQR Rise of Rome (beta). I will consistently upload updates until it's 100% complete (which could be months away). That's when I will remove the beta version entirely and upload a new version simply called SPQR Rise of Rome.
Ugh, I broke it. Currently unplayable. Now I got to figure out what I did to break it. Can sometimes be like searching for a needle in a haystack. The log files are usually useless.
Originally Posted by Maucat
True. I changed it to where it's not technically "permanent" but there is a very strong relationship between Numidia and Carthage. With enough Gold, Numida can be bought over to the side of the Romans. There's also the concept of Foederati Horse units for the Romans that act as mercenaries.
Reminder, Foederati cost almost nothing initially and can be produced in 1 turn, but have a very high maintenance cost, and they disperse after an attack. They do not disperse after a defensive stand.
Hmmm. Seems like the worst forest penalty I can give Roman legionary units is 25% (equivalent to the standard defense bonus), because if I go any higher than 25% the game crashes. So, it looks like their penalty will be 25% for defense only. Originally, I wanted there to be a 50% penalty for both offense and defense, oh well.
Well, at least the Franks will have that forest bonus for both the attack and defense.
Such a sad sad day for the Romans - The Battle of the Teutoburg Forest.
Cool, I managed to successfully apply the 50% attack and defense penalty for Roman legionary units in forest.