Work in Progress - ROME:280 BC

JPHX

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This Epic World!
I'm working on a modification starting in 280 BC with Rome's Battle of Heraclea, and the subsequent incorporation of Magna Graecia into the Roman Republic. Each turn will represents 3 months time.

The game will be historically accurate, but it won't include anything that doesn't add to the gameplay, or takes away from fun. All things must be weighed of course.

I was compelled to start this because I enjoyed the Rise of Rome scenario with the Conquest expansion--yet I felt like it could have been so much more--in all aspects.
Also, I really enjoy learning about history, and this will make it that much more enjoyable.

I would have never attempted this were it not for the comprehensive list of units created by Sandris. His list of units made the idea a reality.

THE MAP
The map will be a modification of the Rise of Rome map as far as geography/shape.
Rather than the use of settlers to build cities, most of the cities will already be on the map, and all factions will be able to create most of the various units. The concept will be similar to the Total War series with it's provinces.

'HUMAN RESOURCES'
Races (i.e. Germans, Gauls, Scythians, Dacians) will be a strategic resource located only in the starting city squares.

So in order to create a hoplite unit, one might need the iron resource, in addition to "Greeks" located in a city square--which might be acquired through trade or the taking of a city. This concept will extend to buildings, representing the migrations of peoples and the technological expertise they bring with them. So playing as the Gauls, it would be possible to build an amphitheatre by importing Roman engineers-which in turn could build Gallic Mercenaries.

I am researching every city on the map, in order to determine size, important buildings that existed in that time period, resources, etc. Also the tech tree will be re-worked. Of course you can still build settlers, but there should be little motivation to do so. Starting units will be diplomats, which are invisible except to other diplomats.

I think the human resources will create endless possibilities for gameplay. It's the perfect 'what if' scenario.

CIVILIZATIONS:
-Romans
-Gauls
-Britons
-Germans
-Ptolemies (Egypt)
-Seleucids (Persia)
-Dacians
-Iberians
-Illyrians
-Macedonians
-Greeks (City States)
-Carthaginians
-Numidians
-Sarmatians (Scythians)
-Rebels (cities near your starting civ designed to be captured and incorporated).

UNITS:

To give an idea of relative unit power/utilisation in the mod:

Romans:
Triarii - 2/4/1
Principes - 3/3/1
Hastati - 1/2/1 (1)
Velites - 1/1/2 (1) *zone of control

Archers/Slingers - 0/1/1 (2) *lethal land bombard, zone of control, Range:2

Cavalry:
Companion Cavalry - 5/4/3
War Elephants - 5/2/1 *requires ivory
Eques - 4/3/3
Gaulish/Germanic Horsemen - 3/2/3
Numidian Cavalry - 0/2/3 (1) *zone of control
Britons Chariots - 2/1/2 *transport swordsmen

Some Barbarian Units:
Berserkers - 4/2/1 *hit point bonus of 1, requires Shrine of Tyr
Rhomphai - 4/2/1 *free mvmt:hills, mountains
Falxmen - 3/2/1 *fee mvmt:hills, mountains
Gaulish Swordsmen- 3/2/1
German Ghost Warriors - 2/1/2 *stealth, invisibility, free mvmt:forrest
German Clubmen - 1/1/1

Defensive Units:
Macedonian Phalanx - 2/6/1
Spartan Hoplites - 3/5/1
Hoplites - 2/4/1
Triari - 2/4/1
German Phalanx - 2/3/1
Gaulish Spearmen - 1/2/1

*Archers/slingers will be artillery units with 2 range, lethal bombard, and a zone of control.

*Skirmishers will be have 1 range, standard bombard, 2 mvmt, and a zone of control.

*Cavalry, though powerful, will require double maintenance cost--reflecting the cost of feeding horse and rider.

*Most of the Roman units will be able to build forts and roads.

Each unit will have a very unique role strategically compared to the vanilla game-forcing you to utilise a good mix of troops.
Whether a unit is incorporated will depend upon it's value in gameplay as much as historicity.
 
Remember that all civs can build virtually all building provided the proper 'human resources' are imported/taken.

CITY IMPROVEMENTS:GERMANI

*all buildings require 'germans' strategic resource

Government/infrastructure:

Longhouses - +2 happy citizens
Thingstead - requires longhouses, reduces corruption, +1 culture
Mead Hall - requires Thingstead, barracks, reduces corruption, war,weariness

Religion:

*only one Shrine representing a particular Germanic cult may be built in each city-- that shrine replaces any other shrines. Deity names are tentative.

Sacred Oak - +1 happiness, culture, cheap, no maintenance,
Irminsul - req sacred Oak, +1 happiness,

Shrine of Freya - req sacred oak, Doubles city growth
Shrine of Wotan - req sacred oak, increases scientific research in city
Shrine of Donar - req sacred oak, +2 happy citizens
Shrine of Tyr - req sacred oak, produces the Berserker unit every 4 turns.

Military

Palisade - +50 defense
Earthworks - +50 defense, virtually indestructible
Harbour
 
CITY IMPROVEMENTS: GAULS

*all building require 'Gauls' strategic resource.

Government/Infrastructure:

Longhouses - +2 happiness

Religion/Culture:

Sacred Grove - increases research, +1 culture
Stone Temple - req.Sacred Grove, increases research, +1 culture
Sacrificial Alter - req. Sacred Grove, cattle, +1 happiness, causes citizen loss,
Wicker Man - req. Sacrificial Alter, +2 Happiness, causes citizen loss

Military:

Barracks
Harbour
Palisade
Earthworks

Economy/Production:

Marketplace
Treadwheel
 
CITY IMPROVEMENTS: ROMANS

Government/Infrastructure:

Forum - req.for all government improvements
Senate House - Palace, Centre of empire
Regia - small wonder, req. to build temples.

Curia - local government, -corruption, +culture
Basilica - courthouse, -corruption
Triumphal Arch - increases chance for armies, reduces war weariness,

HOUSING:

Insulae (apartments) - +2 happiness, +2 pollution
Domus (middle-class housing)- +1 happiness, inc luxury, req.Insulae
Latifundia (rich agriculture estates)- req.Domus,

RELIGION/HAPPINESS/CULTURE:

Pantheon - temple, +1happiness, +1culture
Circus - +1happiness, req.horses
Amphitheatre - +3happiness, +1culture
Public Baths - +2happiness, +2culture, req.aqueducts

Academy - increases research

MILITARY:

Barracks - req.Forum
Stone Wall
Palisade
Earthworks
Citadel

OTHER:

Harbour
Port - req.Harbour
Granary
Aqueduct
Sewers - req.aqueduct

Watermill - increases production, -1 pollution, req.Aqueduct
 
CITY IMPROVEMENTS: GREEKS

*all buildings require 'Greeks' stratregic resource

CULTURE/RESEARCH/HAPPINESS:

Theatre - +1 happiness, +2 culture

Palaestra - +1 happiness
Gymnasium - req.Palaestra, +1 happiness, +1 culture
Stadion - +2 happiness, +2 culture, req. Gymnasium
Hippodrome - +2 happiness, +1 culture, req.horses

Academy - increases research
Lyceum - increases research, req. Academy
 
UNITS:

GERMANS:

*all units require 'germans' strategic resource, names are tentative.

Clubman 1/1/1
German Phalanx 2/3/1 req.iron
Ghost Warriors 2/1/2 Stealth, invisibility, free mvmt:forest

Hunter 0/1/1 (2) rng:2, lethal bombard, zone of control
Skirmisher 1/1/2 (1) zone of control

Thane 4/3/1 req.iron
Berserk 4/2/1 hitpoint bonus:1, only built at Shrine of Tyr(1/4 turns)

Horseman 3/2/3 req.horses
Rock Hurler 0/2/3 (1) req.horses


ROMANS:

*all units require 'Romans' strategic resource, most Roman units can build forts and roads.

Hastatus 1/2/1 (1)
Princeps 3/3/1 req.iron

Triarius 2/4/1 req.iron

Veles 1/1/2 (1) zone of control
Slinger 0/1/1 (2) rng:2, lethal bombard, zone of control

Eques 4/3/3 req.horses, iron

Ballista

GREEKS, MACEDONIANS

*all units require 'Greeks or Macedonians' as strategic resources.

Peltast 1/1/2 (1) zone of control
Slinger 0/1/1 (2) rng:2, lethal bombard, zone of control

Hoplite 2/4/1 req.iron
Spartan Hoplite 3/5/1 req.Spartans, iron
Macedonian Phalanx 2/6/1 req. Macedonians, iron

Greek Cavalry 3/2/3 req.horses
Successor Cavalry 4/3/3 req.horses, iron
Companion Cavalry 5/4/3 req.horses, iron

GAULS:

Spearman 1/2/1
Swordsman 3/2/1 req.iron

Skirmisher 1/1/2 zone of control
Slinger 0/1/1 (2) rng:2, lethal bombard, zone of control

Horseman 3/2/3 req.horses

Fanatic 4/2/1 hit point bonus, req.iron
Noble 3/3/1 req.iron

BRITONS:

*all units require 'britons' strategic resource

Caledonian Phalanx 2/3/1
Priteni Swordsman 3/2/1 req.iron

Dart Throwers (flavour skirmisher) 1/1/2 zone of control
Slinger 0/1/1 (2) rng:2, lethal bombard, zone of control

Champion (two-handed sword) 4/3/1 req.iron
Painted Fanatic 4/2/1 hit point bonus, req.iron

Chariot 2/1/2 transport, req.horses
 
I played this with just the Romans, Gauls, and Magna Graecia in play and some entertaining things happened with the AI.

I played as the Greeks in Calabria and traded Greek Mercenaries to the Gauls via Jenuensis (Marseille). Well the Gauls put that to good use and proceeded to defend all their cities with the powerful Greek Phalanx, and built up a MASSIVE offensive army of Gaulish swordsmen. Then they used this massive army to wipe Rome completely off the map. :lol: Playing as the Greeks, I was in a good position to sit back and watch the destruction, as the Gaulish hordes swarmed over the Italian peninsula.

Now this is without the buildings and tech tree in place mind you.
Once that is finished, the Romans are set to be at a huge advantage, with many more buildings available that will boost their production tremendously, such as the watermill, hydraulic mining, etc. (unless you import those Roman engineers to your cities; in that case you can build what you want). Also, their workers will be far more efficient, and certain trade routes will already exist (Appian Way).
 
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