JPHX
Chieftain
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.
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.