Kruelgor's Roman Empire

Kruelgor

Emperor
Joined
May 12, 2010
Messages
1,165
Location
The United States
kruelgorsromanempire.png


Here is the exact map outline I will be drawing. The map is somewhat rotated counter-clockwise in order to fit in the area I want.

RomanEmpireCopyMap2.png


roman_minimap.png

Romans will be the only playable civilization, but here is a partial list some of the civs you will encounter:

22 MAJOR CIVILIZATIONS
Romans - Romans are the only playable civilization in version 1 (this may change in later versions).
Carthaginians - Hannibal
Arverni - Vercingetorix
Huns - Attila
Macedonians - Philip V
Cimbri - Boiorix
Achaean League - Critolaus
Pontus - Mithridates VI
Belgae - King Galba
Nervii - Boduognatus
Egyptians - Cleopatra
Armenians - King Tiridates
Parthians - Artabanus IV
Seleucids - Antiochus III
Marcomanni - Ballomar
Thracians - Rhescuporis II
Illyrians - Gentius
Alamanni - Chnodomarius
Visigoths - Alaric
Vandals - Geiseric
Ostrogoths - Totila
Franks - Butilinus

MINOR CIVILIZATIONS (city states) *Many more to be added to this list.
Athens - Aristion
Aetolian League - Agelaus
Epirus - Pyrrhus
Sparta - Cleombrotus
Helvetii - Divico
Iceni - Boudica
Numidians - Jugurtha
Cherusci - Arminius
Catuvellauni - Caratacus
Suebi - Ariovistus
Dacians - Decebalus
Quadi - Areogaesus
Teutones - Teutobod
Ambrones - Cromdor



and more....

TIME PERIOD
Each turn will represent 1 year. Game begins in 650bc with the player only starting with just one city, Rome! All cities will already be pre-established on the map for conquering. Cities cannot be razed and settler creation will not be possible.

The Roman monarchy was overthrown in 508bc and a Republic was established. I think I will start the game in 650bc during the monarchy period. The Romans will start the game with the following techs (see tech tree): Civilized, Tribalism, Tribal Army, and Monarchy. So the Romans will be roughly 100 to 150 turns away from discovering The Republic. The scenario is of epic proportion and will be designed for a typical game to last about 1150 turns (to end around 500 AD).

SCREENSHOTS OF MAP TERRAIN
Roman Peninsula http://www.magogclan.com/roman_peninsula.png
Carthage region http://www.magogclan.com/roman_carthage.png
Gaul http://www.magogclan.com/roman_gaul.png
Germania http://www.magogclan.com/roman_germania.png
The Nile http://www.magogclan.com/roman_nile.png
The Alps http://www.magogclan.com/roman_alps.png
Asia Minor (Turkey) http://www.magogclan.com/roman_asiaminor.png
Greece http://www.magogclan.com/roman_greece.png
Hispania http://www.magogclan.com/roman_hispania.png
Britannia http://www.magogclan.com/roman_britannia.png

- The Romans will be the only playable civilization (due to poor AI and a current bug which displays custom made civilizations on the scenario menu screen as a random question mark.).

- The scenario will represent a broad spectrum of eras to include many civilizations and tribes such as Carthaginians, Gauls, Jews, Greeks, Germanic barbarians, and many more

- There will be a unique tech tree and possibly unique buildings and units.

- The map will be large with many cities already established.
 
Will there be any wars that are automatically going at the start such as Romans vs. Carthage, or do we write our own version of history?
 
Erm... why wouldn't Greece be playable? That doesn't make any sense, as they aren't modular, all their UUs are relevant, I just don't see it. France, England and Germany could be UU/UBless Gauls, Albions, and Germanic Tribes, respectfully.
 
Maybe because, like he said in his first post, there's a bug?

I'd imagine that once that bug is resolved, he'll have many more playable civilizations.

Although, to be fair, I'm not Kruelgor, and don't know his plans.
 
That makes sense (d'oh @ myself), the Greeks being in the same boat as the Romans as far as custom civs go.
 
Yeah, after thinking about it further, I definitely want to make Rome the only playable civilization. I'm told the AI is not very smart, so this will allow me to make the non-playable civilizations as strong as I need in order to make up for lack of AI. I want it to be a challenging and fun scenario.
 
I think its a good idea to keep them as the only playable. Like you said, its basically because the AI, just not smart enough to provide a challenge on level footing, even with sick handicap bonuses... I think I'm gonna have to resort to similar measures for some of my scenarios.
 
I think its a good idea to keep them as the only playable. Like you said, its basically because the AI, just not smart enough to provide a challenge on level footing, even with sick handicap bonuses... I think I'm gonna have to resort to similar measures for some of my scenarios.

You could actually make different versions of the same scenario, for example a WW2 scenario from the Germans point of view, one from the Allies point of view, and one from the Russians.....all on the same map. Likewise with the American Civil War, one from the CSA's and one from the USA's point of view.
 
Yeah, after thinking about it further, I definitely want to make Rome the only playable civilization. I'm told the AI is not very smart, so this will allow me to make the non-playable civilizations as strong as I need in order to make up for lack of AI. I want it to be a challenging and fun scenario.

You could always recommend users to use the Battle AI modcomp but a Rome-centric scenario?

It's been a month, that's three weeks too long to wait for the glory of Rome! :lol:
 
I'm going to port RFRE to civV (which it's self is ported from civIII). Is similar in idea, though the play will be different. Perhaps it's best to just work on the same thing? I'm always looking for modders who know Roman history very well. RFRE is very historical. For details see the FAQ in the 1st post of the Warlords thread. I've got maps for 275BC, 200/400/500AD, so once the civs, buildings, and units are available those will import very nicely ;) At this point I've removed the civs that don't belong, and have added some of the city states (Judea, East+West Numidia, Bithnyia, Pergamum, Aetolian League, Tuetons, Western Greeks...), but that is all so far. The text XMLs can be copied over, and there is lots of text!

For Warlords it ended up with 6000+ lines of Python. I don't know Lua yet, but it will go much quicker this time. Still, nothing close to 2 weeks! 6 months is more likely, though less detailed versions can be produced earlier. For example, writing the code to get Hannibal's army to smash through Italia might take considerably longer than simply spawning the army... though I don't know how to do that yet either.
 
I think its a good idea to keep them as the only playable. Like you said, its basically because the AI, just not smart enough to provide a challenge on level footing, even with sick handicap bonuses... I think I'm gonna have to resort to similar measures for some of my scenarios.

David will never attack Goliath.

In civIII and civIV the AI compares total combat strength, with no consideration of where the armies are located. In civIII we spawned 99 str units with 0 moves to make the AI feel like it was powerful enough for war without actually having a super-crushing army that would end the game once the war began.

In civIV though I just had a function that looked at local strength. Just pick 1 or 2 plots on that frontier and sum the Roman strength in that area (radius) and compare vs the other civs total combat strength. It'll take some play testing or logging to find an acceptable ratio. Also needed is a "cool down counter" variable that gates the war declaration to guarantee some recovery time between wars. This works very well :mischief:
 
Do you really plan to make it on such a big map? Look at the land mass in russia... I personally think, some more mediterranean would fit more. Why not cut off northern (and eastern) Europe for this?
 
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