Rise of Rome Mod

What do you think of my Idea?

  • Nice Idea, Waiting for you to finish!

    Votes: 14 70.0%
  • We don't need anymore Roman MODS!!!!

    Votes: 3 15.0%
  • I already hate you, I don't want to see your work!

    Votes: 3 15.0%
  • I don't care

    Votes: 0 0.0%

  • Total voters
    20
  • Poll closed .
I made some tweaks to the C3C version, stuff I added:

a Military academy with Imperialism to build armies

Added the Gauls (split the Celts and made them more centered in Britain)

Made A SLAVE specialist for cities that adds shields but reduces taxes (havent tested yet)

Add some of the units around like different graphics for the legions, the germanic units, etc.

Add a mercenary unit that requires gold, cheap to build very weak defense, hidden nationality, swordsman graphics

More naval units and made all as roads

Used different city graphics for rome and egypt (the caesar and cleopatra ones out there)
 
I disagree that the Romans had decent cavalry of their own. The Roman footsoldier was the elite of the Roman war machine. The Roman Cavalry attached to a Legion was only 120 man strong. To few to make much of a difference in a large scale battle and this is why the Romans made good use of Auxillary Cavalry. The actual Roman Cavalry was poor and was mauled in many battles, most notably at Cannae. The Auxillary Cavalry were good, especially when Gaul was conquered and they had access to the famous Gallic Cavalry. Julius Caesar used German Mercenary Cavalry against the Gauls themselves. The "Roman" cavalry did become a very good force later in the Empire years.

Perhaps a German Mercenary Cavalry unit could be made.

An Auxillary Footsoldier is a must! Why have good Romans die when you can get a non-Roman(citizen) to do it for you.

I would like to see a new Iberian mercenary made - Foot and Horse. The Carthaginians relied heavily on mercenaries.

Just some thoughts, will think of some more and post as they pop in my head...
 
Corn Shucker, I saw you posting in BeBros Napoleon mod thread. So you saw the frame he made for the advisor screens (his post #2). Well, I suggested something like it in a pillar style. However, it is not really important and don't put to many thoughts into that. It was just an idea and when you asked me for some pics ... :) :)
Do you think you will implement some of Ekmeks units etc.? Might be nice. :)

@Ekmek: I would like to try your mod. Did you post it here at CivFanatics? If yes, could you provide a link? Thanks :)

CellKu
 
Ekmek, I too would like to see your mod. and CellKu, so THATS what you ment :) Yes BeBro did an awsome job on that... but i dont really know how to do that. I may learn how to do that, but if i dont, i will need someone else to do that for me.
 
Perhaps you could incorporate the Corvus into the mod. It was the invention that helped the Romans defeat the Carthaginians at sea, making a sea battle into a land battle.

How to do this I am not sure, perhaps give the Roman Galleys an extra hit point or extra attack and defense which would become available with a later sea research, Navigation maybe? Or it could be a new naval vessel made available with a researched tech for the Romans. Just some brain storming...
 
Alright, thanks for your feedback augustusam l'll see what i can do
 
One of the most annoying things with the Firaxian RoR Conquest from a gameplay perspective is a naval combat, which doesn't reach even vaguely near the quite restrictive limits of the CivIII engine. It's basically build the biggest stack of ships and slug it out.

So, any fan-made RoR scen that tries to improve on Firaxis work should definitively try and make naval fighting more interesting.
 
Is your aim to chronicle the rise of Rome exclusively? If you are then a big challenge will be to make the other computer controlled powers behave historically. One of the unique advantages that allowed the Roman empire to mushroom to one of the largest empires of ALL time was their gift for civil administration in other words BUREAUCRACY. Make sure and either tone down corruption for them or crank it up for everyone else. It made their military efficient, gave them a finacial edge over other civ's and was driving force behind absorbing conquered peoples. I even suggested it as a civ trait to Conquest developers. Also, give Rome an edge on cultural conversions. This will give players the ability to focus on things other than building military units.
 
how would you suggest adding the naval stratagy? It seems I dont know quite what to do to enhance that lol. Let me know and I'll work on it.

Davbenbak, thanks for the feedback i'll see what I can do.

I'm so glad so many people are putting in they're thoughts! Many of these I would have never thought of, Thanks, all of you! lol.
 
Ok. I love the new cities! Now is the choice between the versions though. Vote and let me know! 1, or 2. (I vote for 2, because it seems like the Circus Maximus is just setting on the outskirts of the city :) lol.) let me know.

I took a look at your mod :) did you use any new files, such as units or resources? just wondering. thx.
 

Attachments

Corn Shucker, in City 1 the Circus Maximus is at least included. :) Wouldn't it be nice to have it? Or do you want to reserve that graphic for Rome itself (is there a way to use different city styles for one civ?).

CellKu
 
I like the Circus Maximus in 1 but like the Triumpal Arch in the 2nd. I am torn!

On other matters, The leaders need to be revamped. It is unhistorical to have Trajan and Hadrian as your first two leaders coming out! This is not a comprehensive list of Roman Generals but here is some suggestions in order(I think)...

Pre-Punic Wars
Cincinnatus
Marcus Valerius Corvus

Punic Wars-Caesar
Scipio Africanus
C. Claudius Nero(defeated Hasdrubul with co-consul Livius)
Titus Quinctius Flaminius - Defeated Macedon (first war)
Aemilius Paullus -Defeated Macedon(2nd war)
Scipio Aemilianus(sacked Carthage, 3rd Punic war)
Marius
Sulla

The time of Caesar
Pompey
Caesar
Antony
Agrippa
Octavian(Augustus)

I could provide leaders for other civ's if needed. What time frame are you starting with? A historic inaccuracy with Civ's Rise of Rome is the inclusion of Persia. Alexander the Great destroyed Persia and with his death his Empire was broken into 3 parts, Macedon, Ptolemaic Egypt, and Seleucid Empire which we would associate with Persian Lands. The Seleucid Empire would be more historical then including Persia. Of course this is minor but I am just throwing it out there.

A question(though probably impossible) would be awesome to victorious generals the possibility of revolting...
 
Corn Shucker, how far are you with modding? I saw the units are being developed. Quite an interesting discussion there! :D
Have you already checked the graphics forum for additional building graphics, e.g. the Senate, Roman hospitals etc.? (Haven't seen too many posts of you there as compared to the other forums. ;) )

Looking forward to the release! :)

CellKu
 
Another thing you might concider is the part that Roman roads played. In my mod I created a Roman UU that could build roman roads (I renamed railroads) to represent the incredable edge the Roman army had in the way of military and civil engineering.
 
Suggestions for making naval combat more interesting:

i) Differentiate between warships and transports. Warships could still be allowed to carry a single Foot unit.

ii) Have a few generations for each type of ship, forcing players to keep their floating material up-to-date.

iii) Have attack factors higher than defense ones, to reward initiative and manoeuvre.
 
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