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Thread: SOMNIUM APOSTATAE IULIANI: MAINPAGE & INSTALLATION DOWNLOAD

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    Default SOMNIUM APOSTATAE IULIANI: MAINPAGE & INSTALLATION DOWNLOAD




    An old world. A new faith.

    It is a time of change and challenge for the once mighty and seemingly invincible Roman Empire. Not too long ago, countless devastating civil wars tore apart the realm of the Caesars, and left the Empire weak and divided. But a series of strong Emperors from the Illyrian provinces managed to stitch the troubled state back together. But the brave Aurelian, the wise Diocletian, and the great Constantine are all dead. Once again there is civil war. Once again brother stands against brother. Once again the die is cast - but can one man turn the tide?

    SOMNIVM APOSTATAE IVLIANI offers the player three campaigns to choose from, involving historical characters such as Julianus, Constantius II, Shapur II, Valentinian I, Valens and the usurper Procopius. The aim of this mod is to capture the events and changes, both militarily, socially and religious that were unfolding in the era of Julianus and his dream of a new Paganism.




    - Campaigns Version Download & Installation -


    This install is for the 3 Campaigns; 355AD, 361AD, 365AD

    MIRROR 1 (RapidShare): IB-SAI

    MIRROR 2 (Mod.db): IB-SAI

    MIRROR 3 (Gamefront): IB-SAI

    PLEASE NOTE: Download is a single install with previous Patch and Hotfix included

    Latest Revision Dated: 24th November 2012.

    PATCHES:

    ADD ONS:

    12 turns per year scripts:

    Mirror 1 (Gamefront): Here
    Mirror 2 (2shared): Here

    Unpack file into your campaign folder, destination path SAI\option\campaign.

    Minimal Recruitment Option:

    Mirror 1 (Gamefront): Here
    Mirror 2 (2shared): Here

    Unpack file into your campaign folder, destination path SAI\option.

    Ragimund's Horde Change Option:

    Mirror 1 (Gamefront): Here
    Mirror 2 (2shared): Here

    Unpack file into your campaign folder, destination path SAI\option. Download and install the file into your options folder within the SAI folder. Within the folder is contained three campaign folders for the 355AD, 361AD and 365AD campaigns. Select the folder for the campaign you are currently playing. Open the folder and select the descr_sm_factions.txt​ file. Copy and paste it into the data folder within the SAI folder.

    Thanks to Ragimund Von Wallat for his work on this.

    INSTRUCTIONS:

    1. Make sure you have a clean install of RTW:BI

    2. Make sure you upgrade BI to v1.6

    3. Install INVASIO BARBARORVM: SOMNIUM APOSTATAE IULIANI V1.0
    NOTE 1:

    -installer assumes the following path destination:
    C:\Program Files\Activision\Rome - Total War and will automatically install the proper folder so normally you shouldn't have to change anything.

    -no core files will be overwritten, you will come out with a CLEAN, UNMODDED RTW&BI.

    -a shortcut will be installed on your desktop, it will have the '-show_err' and a '-mod:SAI' switch

    -other versions of IBFD is not necessary to install and play the Mod

    -This mod is compatible with all mods that use a -mod switch

    NOTE 2:

    If your path destination is different from C:\Program Files\Activision\Rome - Total War, then please direct the installer to your Rome - Total War folder.

    TO CREATE SHORTCUT TO DESKTOP MANUALLY:

    This is for people who may be experiencing problems with SAI not loading the SAI shortcut.

    1. If the shortcut fails to materialise on your desktop or the path is incorrect in the "target" window, please try reloading the game first.

    If this fails to solve the problem please follow the following instructions.
    For those who have the SAI Icon on their desktop:

    - Right click on the SAI Icon
    - Select Properties
    - In the target box, copy and paste the following:

    -mod:SAI -show_err after RomeTW-BI.exe. Make sure you leave a space between .exe and -mod:SAI -show_err.

    2. If there is no Icon on your desktop then please follow these intructions:

    - Go the folder where SAI has been installed.
    - Right click on the BI.exe icon.
    - Select "Send to Desktop"
    - The BI.exe Icon should now be on your desktop.
    - Right click on the Icon.
    - Select Properties.
    - In the target box, copy and paste the following:

    -mod:SAI -show_err after RomeTW-BI.exe. Make sure you leave a space between .exe and -mod:SAI -show_err.



    - On Line Battles Version Download & Installation -


    This install is to for On Line Battles. It is NOT intended to campaign play.

    MIRROR 1 (Rapidshare): IB-SAI Online Battles

    MIRROR 2 (mod.db): IB-SAI Online Battles


    ADD ONS


    INSTRUCTIONS:

    1. Make sure you have a clean install of RTW:BI

    2. Make sure you upgrade BI to v1.6

    3. Install IB:SAI On Line Battles Version V1.0

    NOTE 1:

    -installer assumes the following path destination:
    C:\Program Files\Activision\Rome - Total War and will automatically install the proper folder so normally you shouldn't have to change anything.

    -no core files will be overwritten, you will come out with a CLEAN, UNMODDED RTW&BI.

    -a shortcut will be installed on your desktop, it will have the '-show_err' and a '-mod:SAI-OLB' switch

    -other versions of IBFD is not necessary to install and play the Mod

    -This mod is compatible with all mods that use a -mod switch

    NOTE 2:

    If your path destination is different from C:\Program Files\Activision\Rome - Total War, then please direct the installer to your Rome - Total War folder.

    TO CREATE SHORTCUT TO DESKTOP MANUALLY:

    This is for people who may be experiencing problems with SAI-OLB not loading the SAI-OLB shortcut.

    1. If the shortcut fails to materialise on your desktop or the path is incorrect in the "target" window, please try reloading the game first.

    If this fails to solve the problem please follow the following instructions.
    For those who have the SAI-OLB Icon on their desktop:

    - Right click on the SAI-OLB Icon
    - Select Properties
    - In the target box, copy and paste the following:

    -mod:SAI-OLB -show_err after RomeTW-BI.exe. Make sure you leave a space between .exe and -mod:SAI -show_err.

    2. If there is no Icon on your desktop then please follow these intructions:

    - Go the folder where SAI-OLB has been installed.
    - Right click on the BI.exe icon.
    - Select "Send to Desktop"
    - The BI.exe Icon should now be on your desktop.
    - Right click on the Icon.
    - Select Properties.
    - In the target box, copy and paste the following:

    -mod:SAI-OLB -show_err after RomeTW-BI.exe. Make sure you leave a space between .exe and -mod:SAI-OLB -show_err.




    - Battle CTD's -


    - The game crashes after a battle -

    And the more troublesome are the random CTD that sometimes appears after an especially long and soldier-filled battle, straight after clicking on the continue button. For those of you that are having "RAM related" CTDs that have 3 or 4 GB of RAM, you're correct, it's not your hardware, but, if you are running a 32 bit version of XP or earlier, there is a problem where applications can't address more than 2GB of RAM. This is what usually causes those crashes after a huge battle.

    Here is a link that may assist with this:

    http://www.twcenter.net/forums/showt...ost+battle+ctd

    It would seem that this is a hardware issue, since it only appears in resource straining situations, but our tests can't find anything wrong like overheating. If this happens to you several times, please report it with the maximal information possible in-game and outside (heat of hardware, usage of memory, CPU, GPU; the more, the merrier).

    It seems that waiting around 30 seconds before clicking on continue reduce this somewhat. This lets some of the RAM "clear out" so the campaign map can load. Another workaround solution is this: if your computer comes with an activity light, make sure that the light is no longer blinking rapidly before proceeding with what you are about to do after a battle. The rapid blinking light is simply telling you that Rome Total War is still calculating the aftermath of the battle, including troop loss, movement points, characters affected, population change, etc.

    - The game crashes while loading a battle -

    The cause here can be many. Sometimes these errors are random, not loading one time, but loading when you try again. This is usually a sprite problem. When the problem persists then it may be a cas file problem (the unit model). It is important to get a print of the army you were fighting with and against so that the error can be identified and fixed.

    Sometimes, the problem can be related to loading the battlefield vegetation. One solution is to go to your base folder and delete the map.rwm file, then restart the game. Sometimes this solves the problem. The destination path for the map.rwm file is: SAI/data/world/maps/base.

    - The game crashes while loading my savegame -

    Your savegame is corrupted for some unknown reason. The good thing is that it happens rarely, but that is not really a consolation for you right now. There is no way around this, except loading an earlier savegame or starting a new campaign. Another good thing is that you have those older savegames to revert to. Right? Right. Anything else would be foolish, of course, sorry for doubting you.

    - I saved my game right before a battle begins, and the game crashes after the battle -

    Yes, that's true. You need to always save on your turn, and never right before a battle, as that provokes CTDs. Reload an earlier savegame and you should be fine. Don't have an earlier savegame? Foolish. Make sure you retain them in your next campaign!

    - I have just taken an enemy settlement, and the game crashes when I select its fate -

    Are you sure you didn't save the game right before the battle where you won the city? If you did, see the above point. Otherwise, you may have some success using Lusted's trick with corrected_regions.tga. It may be quicker to just revert to an older savegame though, if it's not from very long ago.
    • Make a backup of RTW/SAI/data/world/maps/base/campaign/map_regions.tga.
    • Copy corrected_regions.tga from your RTW directory into the folder where you found map_regions.tga. Then rename the file to map_regions.tga (you may have to delete map_regions.tga first).
    • Start SAI but do not load your savegame. Delete RTW/SAI/data/world/maps/base/map.rwm.
    • Load your campaign. Play the battle and see if you get past the crash. If not, revert to an older save.

    - I've just played through a huge battle and it crashes as soon as I click to close the battle summary scroll to return to the campaign map -

    Again, this seems to relate to a computer memory issue. There is no certain way to fix this, but there are currently four ways that I know of that are reported to minimize or eliminate them.

    - The game crashes during battle -

    This is unlikely to be a problem with SAI, but rather something with your hardware. Yes, RTW vanilla works fine, but we're taxing your system more.
    • Download and run Memtest to ensure that your memory is doing alright. If not, you could have to change your memory speed in the BIOS, or replace one or more of your chips.
    • Try to upgrade your video drivers.
    • Try to DOWNgrade your video drivers. Some are more stable than others. There is a suggestion for a driver version for ATI cards in the validation thread, which is the one I was using at the time with no problems.
    • Run Scandisk on your hard drive. You find this by right-clicking the drive in question, then choose Properties and click the Tools tab. Finally click the "Check now" button on "Error checking".

    - Unit and Building Cards Appear White -

    Some unit cards and building cards may sometime appear white. While annoying, there currently exists no solution to this problem. It would seem that once more, there is just too much of them, and the aging engine can't cope with it.

    I have also added this connection to RSII as it explains alot of crashes that seem to be similiar in SAI.
    http://www.twcenter.net/forums/showthread.php?t=539172


    Many, many thanks to merlinuscdxx and Roma Surrectum II for this.





    - Julianus as Caesar in Gaul -



    Play Level:

    Julianus Flavius Faction – Hard
    Constantius Flavius II Faction - Moderate

    This campaign sees Julian, recently appointed Caesar in Vienne in Gaul. He's charged with the protection of the Rhine frontier from attacks by the Franks and Alemanni. This is to enable Constantius II to be able to deal with the Quadi and Iazyges Sarmatians and then the Sassanid Persians.

    This is an intense campaign, especially for Julianus who is attacked by hordes of Franks and Alemanni, and at the same time having to contend with a rapidly shrinking economy, rebellions by those who favour Constantius II, and the possibility of being invaded by Constantius II himself.

    Constantius II campaign is much easier as his financial position is better and he does not have to face too many enemies at once.

    Gameplay:

    At the start of the campaign, each roman faction has denarii to spend. The choice is how to best spend this as from the end of the first move onwards you will be in debt, and in debt for a while.

    You can either construct buildings that will pave the way for economic growth in the future; recruit additional troops, or retrain existing one’s, or of course a combination of all three. One option is to disband your armies, which is what a lot of players do, but the initial set up of roman troops is designed to represent the state of play of the roman army at the time. Running out of money quickly and for a while will force the player to use your troops wisely. It is better to play out each battle rather than auto-resolve and wear the enemy down. Over time, thru loss of troops and conquest (or reconquest of rebel cities) the economy will improve but it will be a struggle. But that is what the mod is designed for, tough and hard campaign.




    - Julianus as sole Emperor -



    Play Level:

    Julianus Flavius Faction – Hard

    This campaign now sees Julianus as the sole Emperor of Rome. He starts at Constantinople, preparing to march East and try to emulate the achievements of Alexander the Great, as so many Roman generals have tried to do before him. But in his way stands the might of the Persian Empire, under the rule of its formidable King of Kings, Shapur II.

    Although Julianus may have subdued the Franks and Alemanii, they are far from destroyed. The Iazyges Sarmatians and Quadi are poised to invade, and there is an uneasy truce with Shapur II. As if the situation wasn't dire enough, the greatest threat to a Roman Emperor have always come from within...

    This campaign gives the player the chance to control the whole Roman Empire, but it is a big task, yet hopefully a very rewarding one. Where else would you be able to take on the Sassanid Persians, the Quadi, or the Gaelic Tribes all in one game?

    This is the default campaign.

    Gameplay:

    Gameplay is similar to the 355AD campaign where the economy turns bad very quickly. The economic situation is made worse by the fact that you are in possession of the whole empire, which leaves little room for conquest and rich spoils, unless you go East, or rely on retaking rebellious cities and exterminating the populations, but you then run the risk of being known as Julianus the Murderer!




    - Procopius the Usurper -



    Play Level:

    Valentinian Flavius Faction – Hard
    Valens Flavius Faction – Moderate
    Procopius Faction - Moderate

    This campaign picks up 2 years after Julianus’ death in the East during his campaign against Shapur II. Since then Jovianus was raised to the throne by the generals as his immediate successor. His first move was to quickly make peace with the Sassanids, including seceding most of Mesopotamia including the cities of Nisibis, Singara and Bezabde. However, Jovianus' reign did not last long. Soon after the ignominious peace treaty he was found dead, perhaps due to illness, perhaps foul play.

    Valentinian was elected and a month later he named his brother Valens as co-Augustus. They divided the Empire in two, with Valentinian taking the West and Valens the East.

    Valentinian had to contend with the Alamenni, the Quadi, and the Iazyges, who were causing great trouble, as well as the Berbers and the Gaelic Tribes. Valens had to contend with the Sassanids, and, in 365 AD, Procopius, who usurped. Apparently, Julianus had told Procopius before he invaded Persia, that if anything should happen to him he should assume the throne. When Jovianus became Emperor Procopius went underground to avoid detection till his defection in 365 AD.

    Procopius quickly gained the Thracian Diocese and Asian Provinces. This gives him great economic resources which will be handy as he has Valentinian and Valens to contend with.

    Gameplay:

    This campaign sees the Alemanni, Quadi and Izyages causing problems for Valentinian, and the Sassanids causing problems for Valens. This gives Procopius a chance to expand as quickly as possible before the two Emperors have a chance to regroup.

    Finances are generally the worst for Valentinian in the less urbanized West, than for Valens or Procopius in the East.




    - The Optional Features -


    The options folder consists of a number of optional installations for this mod. These are:
    • Campaign Folder – 4, & 6 turns per year
    • Scripts Folder - 4, & 6 turns per year
    • Soundmod Folder
    • Vegetation Folder
    • Strat Map Models Folder
    • Forced Diplomacy
    • Main Intro Video Folder

    The destination path for the options folder is SAI\options.


    - Campaign Folder -

    Firstly is the Campaign Gameplay folder. This is where you find 3 campaigns. The campaigns now come with a choice of 4, or 6 turns per year. The 361AD 6tpy is the default campaign, but if you wish to play either the 355AD or 365AD campaigns, just use the install and follow the instructions.

    The destination path for the campaign folder is SAI\options\campaigns.

    Please ensure that you delete the existing map.rwm file before launching the new campaign. The file is found in the base folder, destination path SAI\data\world\maps\base. A new map.rwm file will then be automatically generated.

    - Scripts Folder -

    There are two types of scripts for each campaign. There is the basic 4/6tpy script without any of the add-ons and there is the full 4/6tpy script which includes things such as the foedus trigger, reinforcements, last man standing for barbarian factions, gaining settlements such as the Italian Peninsula for Julianus in the 355AD campaign and financial bonuses.

    It is important to use the appropriate script for each campaign. So if you have started with a 6tpy campaign but want to add the basic script, please ensure that you install the 6tpy basic script. The same goes if you are using the 4tpy campaign.

    The destination path for the campaign folder is SAI\options\scripts.


    - Soundmod Folder -

    Another option is the SoundMod folder. This contains both the Vanilla Music and Ihatemonday's Soundmod that he has developed for IB mods. The default is the Vanilla SoundMod. If you wish to install Ihatemonday's SoundMod (highly recommended), then you need to follow these steps.
    • Install the CA Vanilla Soundmod (Found in the Options Folder within the SAI folder) into your SAI folder.
    • Then uninstall it, using the uninstall.exe (you will see this within the SAI folder.
    • Then install the Ihatemonday Soundmod (Found in the Options Folder within the SAI folder) into your SAI folder.

    The destination path for the soundmod folder is SAI\options\soundmod.

    - Vegetation Folder -

    This folder contains both CA’s vanilla vegetation and RS II’s vegetation. The default is the RS II option.

    Here are some pictures of what the vegetation looks like.

    Spoiler Alert, click show to read: 








    As the RS II vegetation demands more from the computer’s graphics card and memory some people may experience lag in loading between battlefield and campaign map screens. If you find this too annoying I would suggest uninstalling the RS II vegetation option and installing CA’s version. Or you can try the following settings as outlined by the RS team:

    1) Make sure you have default or low-res vegetation set in the launcher

    2) Try setting video settings in game as follows:
    Antialiasing off
    Unit detail high
    Vegetation medium
    Unit shaders on

    3) If you have an ATI card try updating your graphics drivers to version 10.8 (10.7 appears to have been causing loads of crashes on some peoples' systems)

    If you still are getting CTDs, post your problem in this subforum.
    If this has fixed it, try increasing vegetation back to high in the video settings



    The destination path for the vegetation folder is SAI\options\vegetation.

    When you install either vegetation option it is important to delete the existing map.rwm file before loading a campaign or saved game. This file is found in the base folder.

    The destination path for this file is SAI\data\world\maps\base.


    - Strat Map Models Folder -

    This folder contains strat map city models and strat map character models.

    The IB:SAI strat map city models (default install) are larger files than the CA vanilla ones so some people may experience lag in loading between battlefield and campaign map screens. If you find this too annoying I would suggest uninstalling the IB:SAI strat map city option and installing CA’s version.

    The IB:SAI strat map character models are installed as part of the mod. Some people have experienced problems in the past when scrolling across the campaign map causing CTD’s to occur. The solution to this sometimes includes installing the original CA vanilla characters. So this is an option.

    The destination path for the Strat Map Models folders is SAI\options\strat map models.


    - Forced Diplomacy Folder -

    This folder contains the forced diplomacy and not forced diplomacy options. The forced diplomacy option gives the player the power to make other factions accept what ever diplomatic offer is given to the enemy faction. This is done by pressing the question mark on the top right had corner of the screen. This calls up the advisor in the top left hand corner. Press the small button to activate the forced diplomacy before offering your demands to the other faction.

    The default option for the mod is the not forced diplomacy.

    The destination path for the forced diplomacy folder is SAI\options\forced diplomacy.


    - Main Intro Video Folder -

    There is also a Main Intro Vid Folder which contains the Vanilla Intro Video and Pseudo Romanus'. The default is the Vanilla One. If you wish to install PR's version, please remember that it will become the default intro fall all BI and IB mods. This is because the file is located within the BI folder.

    The destination path for the main intro folder is SAI\options\main intro video.


    - ReadMe Folder -

    The readme folder contains documents about the late roman army; the administrative and military titles gained in the mod and the background to the mod including campaign descriptions, recruitment structures etc. It is really the Main Information Page included as a document.

    The destination path for the readme folder is SAI\readme.


    - Battlefield Interface -

    There are a number of different features to the battlefield interface. Firstly the banners that usually show above the unit have been turned off. This is to create more confusion on the battlefield as to whose units are whose.

    • Banners

    To reactivate the banners you need to edit the preference.txt file found in the preferences folder. Open the file, and then scroll down to the line:

    SHOW_BANNERS:FALSE

    Change it to:

    SHOW_BANNERS:TRUE

    Then save the file.

    The destination path for the preferences folder is SAI\preferences.

    • Green Arrow Markers

    The green arrow markers that appear in the vanilla game have also been turned off.

    To reactivate the green arrow markers you need to edit the preference.txt file found in the preferences folder. Open the file, and then scroll down to the line:

    DISABLE_ARROW_MARKERS:TRUE

    Change it to:

    DISABLE_ARROW_MARKERS:FALSE

    Then save the file.

    The destination path for the preferences folder is SAI\preferences.

    • Unlimited Men On Battlefield

    The default setting is the same as for Vanilla BI with limited men on the battlefield. To increase the effects of large battles on field I would strongly suggest altering the preference.txt file to allow unlimited men on the battlefield. This will allow any reinforcements to arrive. This increases the demands on the computer’s memory and graphics cards and so some people may experience wither lagging or possible CTD’s. If you continually experience these problems it may be advisable to change the settings back.

    To do this you need to edit the preference.txt file found in the preferences folder. Open the file, and then scroll down to the line:

    UNLIMITED_MEN_ON_BATTLEFIELD:FALSE

    Change it to:

    UNLIMITED_MEN_ON_BATTLEFIELD:TRUE

    Then save the file.

    The destination path for the preferences folder is SAI\preferences.

    • Battlefield Interface

    Spoiler Alert, click show to read: 




    MINIMAL_UI:TRUE - This changes the battle screen which allows more space for the battle and eliminates the vanilla style screen. You can control the battlemap on screen by pressing your F5 key on your keyboard. See Below:

    Spoiler Alert, click show to read: 




    You can also control the battle icons which appear at the top of the screen by using your F6 key on your keyboard. See Below:

    Spoiler Alert, click show to read: 




    To PAUSE the game, simply press P on your keyboard. To resume the game either press P again or Enter. To increase the movement speed, press Ctrl T. To slow the movement down again, press Crtl T again.

    If you want to revert back to the original battlescreen, then go to the preference.txt file and scroll down till you come to:

    MINIMAL_UI:TRUE

    Then change this to:

    MINIMAL_UI:FALSE

    Then save the file.

    The destination path is SAI/preferences.




    - The Factions -



    The playable Factions are:










    Here follows a presentation of the different looks of the cultures of IBSAI. You'll see some samples of units, portraits, event images & interfaces.






































































    - The Recruitment Structure -


    Recruitment for all factions is done through primarily one major recruitment building tree. This is:

    Barbarian Factions (including Alemanni, Berber Tribes, Burgundii, Gaelic Tribes , Quadi, Iazyges, Saxons, Thervingi Goths, Greuthungi Goths & Vandals) – Governors Building Tree – 5 levels.

    Eastern, Nomad and Hunnic Factions (including Sassanids, Armenians, Lahkmid Arabs, Gupta Indians, Kidirites and Huns) – Equestrian Building Tree – 4 levels.

    Eastern recruitment buildings are only available in eastern regions from the Roman Middle East to India. Peasant troops such as levy spearmen, foot archers and slingers will be recruited via the governors building tree.

    Roman Factions – Barracks Building Tree – 4 levels.

    Roman recruitment buildings are only available to provinces of the Roman Empire plus the disputed provinces between the Romans and the Sassanids. Roman indigenae numerii will also be recruited via the governors building tree. All auxilia troops will be recruited via the faction’s building tree that owns those troops. For example all eastern auxilia troops can only be recruited via their own recruitment buildings. The same goes for the roman auxilia troops.

    Additional recruitment can be made via the Smiths Building Tree (3 levels). This is where very heavily armed troops are recruited such as heavily armed war-bands, archers and axemen and lancer cavalry for barbarian factions, Arteshtâr-î Gęlânîg, Arteshtâr-î Daylamîg, Tabargân-î Daylamîg and Arteshtâr-î Khwârâsân infantry, Kamândâr-î Shahi, and JangAvaran-i Sassani infantry, heavily armed Savârân-î Grivpânvâr and Zhâyedân Grivpânvâr cavalry for the Sassanids and Kentronakan Gund, Netadzik Gund for the Armenians and Xionite Spearmen and Xionite Tarqhan cavalry for the Kidarites.

    Recruitment for the roman factions has been changed to reflect the situation as it was during the 4th century. Most recruitment occurs along the borders of the empire with very little recruitment within the empire. This mod attempts to replicate this with some exceptions for gameplay.

    The military structure of the army was also altered to suit changing demands and needs of the empire. This included a separation of the army into a border protection force (limitanei) and regional field armies (comitatensis). For a detailed breakdown of the army please go to this link: Here

    There are 4 levels of recruitment; Training Ground, Militia Barracks, Comites Barracks, Palatinae Barracks for infantry and cavalry.

    There are four recruitment types; limitanei, comitatensis, palatinae and foederati troops.

    The limitanei are border troops whose responsibilities are to police the frontiers and keep in check border raiding parties. Unit types include; milites, limitanei, and numerii for the infantry.

    In addition, limitanei units consist of old auxilia and legions cohortes. The legions cohorts have slightly better morale and training and also have armatus units to reflect their higher status. These troops are the ones you would want to include in a regional field army as psuedocomitatensis.

    For the cavalry units there are: equites sagittarii indigenae, equites armaturae, equites scutarii, equites mauri, dromedarii, and equites cataphractarii sarmatian. These units, apart from the catafractarii units are all unarmoured skirmisher types.

    Limitanei units can be recruited in the first three levels; Training Ground, Militia Barracks, and Comites Barracks except for limitanei legio units which can be recruited in Militia Barracks, Comites Barracks, and Palatinae Barracks. Limitanei and Numerii units can only be recruited in cities that have the hidden resources limitanei and numerii.

    The following locations allow for the building of numerii and hence their recruitment:









    • Britain: Isca Silurum
    • Gaul: Colonia Agrippina, Argentorum, Arleate
    • Raetia: Augusta Vindelicum
    • Noricum: Carnuntum
    • Syria: Callinicum
    • Mesopotamia: Nisibis, Edessa, Carrhae, Nineveh, Bezabde, Beroea
    • Palestine: Damascus, Palmyra
    • Arabia: Petra
    • Hispania: Toletum


    The following locations allow for the building of limitanei and hence their recruitment:









    • Britain: Isca Silurum, Eburacum
    • Gaul: Colonia Agrippina, Augusta Treverorum, Argentoratum
    • Aquileia: Aquileia
    • Raetia: Augusta Vindelicum
    • Noricum: Carnuntum
    • Pannonia: Aquincum
    • Valeria Ripensis: Sirmium
    • Thracia: Marcianopolis, Hadrianopolis, Constantinople, Thesalonicae
    • Moesia: Singidum
    • Cappadocia: Ancyra, Caesarea, Attalia
    • Pontus et Bithynia: Sinope
    • Hispania: Nova Carthago, Corduba, Toletum
    • Armenia: Amida, Trapezus, Van
    • Mesopotamia: Edessa, Nisibis, Bezabde, Beroea, Nineveh, Ctesiphon
    • Syria: Antioch, Callinicum
    • Phoenicia: Tyrus, Caesarea, Damascus, Palmyra
    • Palaestina: Aelia Capitolina
    • Arabia: Bostra, Petra
    • Aegypt: Alexandria, Memphis, Thebae
    • Cyrenaica: Ptolemais, Apollonia
    • Africa: Tingis, Cartenna, Hippo_Regius, Carthage


    Comitatensis Recruitment:

    The next group of units are the comitatensis (regional field armies). They started out as units that existed within Regional Field Armies but over time with transfers etc. found themselves also in Praesental Field Armies.

    The infantry units consist of legio units, most of which were vexillationes from parent legions stationed along the border. There three types of legio comitatensis: lanciarii (light skirmishers), heavy infantry, and sagitarii. Both the lanciarii and sagitarii act as support units for the main heavy infantry units.

    The cavalry units consist of: equites sagitarii, heavily armed equites scutarii, heavily armed equites dalmatae, equites armaturae, vexillationes mauri, equites dromedarii, equites catafractarii, and equites clibinarii parthi and equites clibinarii palmirenorum.

    The equites clibinarii unit’s recruitment is limited to eastern provinces.

    These units can be recruited in Comites Castra buildings only and need the hidden resource comitatensis. The following locations are where Comites Equites Castra either are built or can be built:









    • Britain: Londinium
    • Gaul: Augusta Treverorum, Argentoratum, Arleate
    • Valeria Ripensis: Sirmium
    • Italia: Mediolanium
    • Thracia: Constantinople
    • Moesia: Singidum
    • Cappadocia: Caesarea
    • Hispania: Nova Carthago
    • Armenia: Amida
    • Syria: Antioch, Damascus, Palmyra
    • Africa: Carthage
    • Aegypt: Alexandria
    • Mesopotamia: Bezabde, Ctesiphon


    Palatinae Recruitment:

    The next group are the palatinae armies (praesenti field armies). Much the same as comitatensis units they started out as units that existed within Praesental Field Armies but over time with transfers etc. found themselves also in Regional Field Armies.

    The infantry units consisted of Auxilia Palatinae as well as some Legio Palatinae (most of these seem to have belonged to the previous field armies under Diocletian and Constantine).

    Again, as with the comitatensis units there three: lanciarii (light skirmishers), heavy infantry, and sagitarii. Both the lanciarii and sagitarii act as support units for the main heavy infantry units.

    The cavalry units consist of: vexillationes sagittarii, equites parthii, heavily armed equites promoti, equites promoti clibinarii, equites persae clibinarii.

    These units can be recruited in Palatine Castra buildings only and need the hidden resource comitatensis. The following locations are where Palatine Equites Castra either are built or can be built:

    Auxilia Palatinae:

    Gaul: Augusta Treverorum
    Italia: Mediolanium
    Thracia: Constantinople

    Legio Palatinae:

    Gaul: Arelate
    Valeria Ripensis: Sirmium
    Syria: Antioch
    Mesopotamia: Ctesiphon

    Equites Palatinae:

    Gaul: Augusta Treverorum
    Italia: Mediolanium
    Thracia: Constantinople
    Gaul: Arelate
    Valeria Ripensis: Sirmium
    Syria: Antioch
    Mesopotamia: Ctesiphon

    Again, the recruitment of equites clibinarii and vexillationes sagittarii are restricted to eastern provinces.

    PLEASE NOTE: Not all troop types are available at in any one city. There are regional variations. Also you cannot recruit comitatensis and palatinae units in the same city.

    As you rise through the recruitment tech tree some units that were available previously will no longer be available. This is to ensure that the player doesn’t build Palatinae Barracks everywhere and produce Rolls Royce armies.

    The player starts with palatinae and comitatensis armies, but the game is fought really with limitanei units. Look after your field army troops as they cost a lot and take time to recruit. Use your border troops to delay and wear the enemy down.





    - The Foederati Recruitment -


    The last type is the foederati. At this stage these are still foreign troops under their own command. They have not yet evolved into the more “organised” foederati of the early 5th Century.

    Foederati were not really recruitable until the foedus signed between the Goths and the Romans in 382AD apart from the Franks who signed a treaty with Julian in 358AD. So all foedus, with the exception of the Ghassanids are recruitable via a scripted trigger. These are the following scripted triggers:

    358AD - Frankish Foedus

    Recruited in Augusta-Treverorum and Colonia-Agrippina

    380AD - Greuthungi Goths/Hunnic Foedus

    Recruited in Sirmium and Aquincum

    382AD - Thervingi Goths Foedus

    Recruited in Serdica, Marcianopolis and Hadrianopolis

    395AD – Gaelic Foedus

    Recruited in Eburacum

    410AD - Germannic Foedus

    Recruited in Argentoratum, Carnuntum and Hadrianopolis Augusta-Vindelicorum

    These triggers will allow the recruiting of foederati by allowing foederati buildings to be built. Of course barbarians can still be recruited as mercenaries.

    Ghassanid foederati already exist in the game from the start.

    Ghassanid foederati locations:

    Phoenicia: Damascus, Palmyra
    Arabia: Bostra, Petra






    - The Ethnic Traits -


    To improve the depth of characters in the game I have given the major factions ethnic traits. These traits influence what other types of traits a character may have, giving them a more regional flavour, so to speak. The following factions are the ones that have ethnic traits:

    • Romans:

      ItaloRoman, GalloRoman, IberoRoman, RomanoBritish, AfricanRoman, MauriRoman, IllyrianRoman, ThracoRoman, GrecoRoman, ArmenianRoman, IsaurianRoman, PalestinianRoman, SyrianRoman, GhassanidRoman, EgyptianRoman, LibiyanRoman, PersianRoman, GothicRoman, FrankishRoman, GermanicRoman.
    • Sassanids:

      SassanPahlavan, SurenPahlavan, KarenPahlavan, MihranPahlavan, SpandiyadhPahlavan, AspahbadPahlavan, GuiwPahlavan, ArmenianSassan, SakaSassan, KushanSassan, IndoSassan, LakhmidSassan, RomanoSassan.
    • Indian Guptas:

      GuptaRoyalHouse, NorthIndianGupta, SouthIndianGupta, IndianKushanYuezhi, GuptaKidarite, GuptaSassan.
    • Kidarites:

      KidaritesRoyalHouse, KushanKidarites, XionitaiKidarites, SakaKidarites, UarKidarites, IndoKidarites, SassanKidarites.
    • Armenians:

      ArsacidRoyalHouse, ArmenianArshakuni, ArmenianArtashesian, ArmenianPahlavuni, ArmenianRshtuni, ArmenianArtsruni, ArmenianKamsarakan, ArmenianIberia, ArmenianAravelians, ArmenianRopseans, ArmenianSassan.
    • Franks:

      SalianFrank, RipuarianFrank, RomanoFrank

    So, for example, an African Roman will probably be a Christian, Arian Christian or Manichaeist. Being from the desert regions, he will be less likely to be affected by desert conditions, but may be prone to being lazy due to hotter climate. A Gallo Roman will be more likely to be a good administrator, a wealthy estate holder, Pagan, but more likely to be disloyal. An Illyrian Roman is more likely to be a good soldier and ruler, but may also be a hard disciplinarian etc. Most Sassanid clans are likely to be good cavalry commanders but less likely to be good infantry commanders and so on.




    - The Religious Diversity & Conflicts -


    These times were full of religious diversity and conflict. The following religions will be in the game: Christian, Arian, Pagan, NeoPagan, MithrasWorshipper, Zoroastrian, Buddhist, Jewish, Manichaeist, Hindu, and Atheism.

    Again, different ethnic traits will have an influence on what type of religion a character has. Coupled with this is also the possibility that a character may convert from one religion to another or even become and atheist, if he becomes too disillusioned with his current religion.

    Also, the religion of your leader will also play a part in what religion a character gets. If your leader is a Pagan for example, then this increases the chances of your character also becoming a Pagan, depending of course on his ethnic background as well.




    - The Movement Penalties -


    In this mod movement has become more critical. There are movement restrictions for Winter and Summer campaigning, as well restrictions on armies who have become poorly supplied. This affects armies both in friendly and enemy territory. Of course there are movement enhancement traits such as being a disciplinarian, energetic, logistics skills, overconfident, being a nomad or desert warrior, and having ancillaries such as a drillmaster, geographer, imperial messenger, and some official titles.

    Forced marching will also have effects. Forced marching happens when a character moves the FULL distance he is allocated during a move. Resting will be required to reduce the effects.

    Age is another factor that affects movement. The older a character becomes the slower he moves. When a character gets really old it might be best to pension him off to some nice cushy governor’s position or in command of some border outpost.

    Ethnic factors influence movement as well. Those born in traditionally cold climates will be immune to winter campaign movements and those born in arid climates will be immune to summer campaign movement restrictions.

    For the roman factions, having a character who comes from Africa, Egypt or the East will be slower in Gaul than in Syria. Of course one of the downsides to having a man born in the heat is that he might be a bit slow and lethargic so watch out! So be wary where your characters and generals are and use them to your advantage.

    All of these factors will influence the overall movement of characters in the game.

    Supplies for armies also affect movement rates. Those armies that are fully supplied will not invoke extra movement penalties, but those that are not will be hit both in movement restrictions but also with troop morale. Soldiers don’t like fighting on empty stomachs. This applies to armies that invade and do not find fresh supplies soon will find themselves being hit with movement penalties and also with poorer morale. The same goes for sieges. The longer a siege goes on the worse it becomes for the besieged in terms of supplies and morale. This may encourage attackers to lay siege for longer to give them greater chances of success and it may also require defenders to go on the offensive.

    Of course victory in battle and sieges will help armies to resupply themselves. There’s nothing quite like raiding the enemies baggage train or sacking a city to the troops feeling good about themselves and well fed.

    The combination of movement restrictions and supplies adds an extra dimension to the game. This will enable the roman player to use skirmishing and delaying tactics to grind down his barbarian opponent. So use your limitanei units to full effect.




    - The Buildings -


    There's been several additions to the building tree in order to enhance the gameplay experience. Some of the additions are:

    Suburbs – These are designed to assist in the health of a city and to help control population.

    Road outposts – these enable imperial messengers to be recruited as ancillaries which will improve movement rates for all characters.

    Theatres – these help to improve happiness. These include the Theatres of Pompey and Marcellus.

    Hippodromes – these have now been separated out from the Equites recruiting barracks, and are designed to improve the happiness of the population.

    Healing centres – Healing centres became more prominent during the late roman period and there were even hospitals run by the Christian Church. These add to the health of the population.

    Markets – the great forums of Rome and Constantinople have been included.

    Villa Rusticas – these are tied in with farms and help to increase farming output. The Sassanids can recruit Asiwara troops from these estates reflecting the type of feudal system that they had.

    Gymnasiums – A gymnasium is where on can go to exercise and keep healthy. This is a place in combination with a Valetvdinarivm (Hospital) and a Scriptorium where a man can be sent to heal his body, mind and soul. The cities where all three of these buildings are available at the beginning of each campaign are: Arleate, Cordoba, Ancrya.

    The Academic Gymnasiums are available at the start of each campaign in the following cities: Athens, Antioch, Rome.

    The famed Sassanid savarann were not born with equestrian skills, and even natural talent would require perfection.

    The Zűrkhâneh (House of Strength) provided such facilities for improving equestrian skills but also to fulfil the function as a place to grow stronger through exercises, wrestling and fencing duels. The Zűrkhâneh provided such facilities for improving equestrian skills but also to fulfil the function as a place to grow stronger through exercises, wrestling and fencing duels. It is also a place in combination with Srây-î Dârmân (Medics Academy) where a man can be sent to heal his body, mind and soul.

    In order to better reflect the religious diversity, we've added several new temples and places of worship. For example, the Pagan pantheon of deities that you as a player can choose to erect shrines and temples to are:








    • Temples of Apollo
    • Temples of Bacchus
    • Temples of Ceres
    • Temples of Isis
    • Temples of Mars
    • Temples of Mercury
    • Temples of Mithras
    • Temples of Sol Invictus
    • Temples of the Transcendent One


    All the temple building levels come with their own unique images and historical descriptions. Below You can see just a few samples of the newly added buildings:







    - The Ancillaries -


    One of the many complete overhauls of IBSAI is the entirely new set of original ancillaries. Not a single vanilla image remains, and they have all been made to fit the ancillary character and the era. Below you can see some samples of some of the new historical ancillaries:





    - The Credits -


    *****

    Barbarian Units:

    Models have been adapted from Ramon y Garcia's and Attila Reloaded's designs.
    Helmets, shields and equipment by Razor.
    Skin textures by Ramon y Garcia; and Razor and leif_erikson as used in the Fall of Rome mod. Used with permission.
    Iazyges lancers textures - originals by Prometheus and Res Gestae revised by julianus heraclius.

    *****

    Eastern Units:

    Models have been adapted from Ramon y Garcia's and Attila Reloaded's designs by julianus heraclius.
    Helmets, shields and equipment by Razor.
    Skin textures by Gäiten.
    Revised Kidirite textures – julianus heraclius.
    Revised Lahkmid Arab texturess – julianus heraclius.
    Steppe Ponies courtesy of florin80 and "The Fall of Rome" team.

    *****

    Gupta Indians:

    Gupta Models and skin textures by Arbaces.
    Original India Gupta Armoured Elephant courtesy of Prometheus.

    *****

    Roman Units:

    Models have been adapted from Ramon y Garcia's and Attila Reloaded's designs by julianus heraclius.
    Helmets, shields and equipment by Razor.
    Skin textures use a combination of Ramon y Garcia, Razor and leif_erikson textures adapted by julianus heraclius.
    Base tunic and tunic patterns by leif_erikson with colours by julianus heraclius.
    Roman Scholae Palatinae Gentilum textures by Carajudo.

    The following shield designs are done by leif_erikson:
    • Domesticorum Pedites
    • Domesticorum Equites
    • Mauri Tonantes Seniores
    • Leones Iuniores
    • Petulantes Seniores
    • Mauri Tonantes Iuniores
    • Germaniciani Iuniores
    • Flavia Vitrix Constantina
    • Secunda Flavia Constantia Thebaeorum
    • Lanciarii Gallicani Honoriani
    • Equites Mauri
    • Equites Promoti East
    • Petulantes Seniores
    • Petulantes Seniores Lanciarii
    • Armenia Primae
    • Armenia Secundae
    • Aux Sassanian Legionary
    • Legio Plumbartii Unit for Roman Rebels
    • Comitatensis First Cohort Unit for Roman Rebels

    The other shield designs comes from Razor, Lusted and Atilla Reloaded.


    *****

    Cataphract horse models and textures by the Roma Surrectum II team. Used with permission.
    Eastern Clibinarii Horse courtesy of Europa Barbarborum with skin textures adapted from the Roma Surrectum II cataphract skin textures.
    Original Draco Standard courtesy of Europa Barbarborum.
    Helmet for Centauri Officers and Magister (Roman Imperial Family) adapted from model from Roma Surrectum II, used with permission.

    *****

    Strat Map figure models adapted from Ramon y Garcia's and Attila Reloaded's designs with skin textures using a combination of Ramon, Razor and leif_erikson textures.
    Strat Map City models courtesy of INVASIO BARBARORVM II, adpated to suit. Used with permission.
    Strat Map watchtowers courtesy of Europa Barbarborum. Used with permission.
    Strat Map blockade and seige icons by Rizcu74.
    Strat Map ships by Rizcu74.
    Strat Map cargo ships and wagons by Rizcu74.
    On map villages by Ihatemonday.
    New Custom Battle locations by Pseudo Romanus.

    *****

    Main Menu Video & Introduction Video by Pseudo Romanus.
    Music and sound effects by Ihatemonday.
    Main menu theme by Arn.
    Persian building descriptions by The Persian Cataphract.
    Persian names by The Persian Cataphract, persianfan247, kambiz.
    Revised Armenian names by Drtad.
    New Ancillary images & descriptions by Joar.
    New Roman, Eastern & Nomad Buildings 2D images by Joar.
    New Roman, Barbarian & Kidarite/Gupta Portraits by Joar.
    New Event images by Joar.
    New Roman Labarum battle standards by Joar.
    All 2D artwork, interfaces, loading screens & historical character portraits by Joar.
    Promotional artwork, avatars, banners, wallpapers etc. by Joar.

    *****

    Unit morale, attack/defence statistics rebalanced by beatoangelico.
    New traits by beatoangelico & julianus heraclius.
    Barbarian, Hunnic & Kidarite attack/defence statistics revised by justinius.
    New ancillaries by beatoangelico & julianus heraclius.
    Forced Diplomacy Options by The 10th Legion.
    Hunnic and Kidirite Ancillary titles supplied by Changati Khan.
    Map by Gäiten and Pompius Magnus.
    Armenian Cities revision by Drtad.

    *****

    Roma Surrectum II Strat map and battlefield vegetation:

    Tone....about 95% of everything.
    DVK901...rivers and a few textures here and there.

    *****

    Thanks to Gen.jamesWolfe for assistance with the Lahkmid Arabs.

    Thanks to SeniorBatvianHorse, Legio_XX, CIaagent11, Naughteous Maximus, charles the hammer, Reno Melitensis & Aaron for your help and assistance in play testing the Alpha BETA version.

    Thanks to pere_ubu for the information on historical characters and officials of this period.
    Many thanks to the INVASIO BARBARORVM team: Gäiten, Riothamus, Pseudo Romanus, Ihatemonday, Joar, and of course our supreme leader Ramon Gonzales y Garcia.

    And finally thanks to everyone else within the TWC community who have supported the IB team.



    Hotfixes:
    Last edited by julianus heraclius; July 24, 2015 at 05:55 PM. Reason: Horde Changes uploaded.

  2. #2
    julianus heraclius's Avatar The Philosopher King
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    - The Civil & Military Administration in the Late Roman Empire -


    - ROMAN ADMINISTRATIVE TITLES -


    During Diocletian’s long reign he was able to reform both the civil and military administrative functions which were completed by Constantine in the early 4th century. These changes included the division between military and civil functions.

    Civil Functions:

    The Empire was divided up into four Praefectures: the western prefecture of Gaul (dioceses of Gaul, Hispania and Britain), the central prefecture of Italy, Illyricum and Africa (dioceses of Italy, Africa, Pannonia, Dacia and Macedonia) and the prefecture of the East (dioceses of Thrace, Asia, Pontus, Oriens, and Egypt). The fourth prefecture, prefecture of Illyricum (dioceses of Pannonia, Dacia and Macedonia) was created in 356-357. The only major change was the removal of the diocese of Pannonia (renamed to "Diocese of Illyricum") from the prefecture of Illyricum and its incorporation into the prefecture of Italy in 379. Dioceses were governed by Vicarius, and were responsible for a number of provinces, each province with its own governor.

    Further to these titles were also those called Comes. This title was used for the military as well (Comes rei militaris). Civil Comes titles included:

    • Comes dispositonum - A deputy to the very powerful Magister officiorum ("Master of Offices"); responsible for organizing the imperial calendar and preparing the correspondence for distribution to the proper offices for transcription.

    • Comes domesticorum - A Vir illustris - Head of the Domestici, a corps of bodyguards of the emperor who were stationed in the imperial palace. There were two of these comital commanders, for the horse - viz. foot units.

    • Comes privatae largitionis - The keeper of the privy purse, answerable and subordinate to the comes rerum privatarum.

    • Comes rerum privatarum - A powerful imperial officer responsible for the private estates or holdings of the emperor and his family (res privata). He maintained the properties and collected all monies from rent, of which most went to the public funds and some to the privy purse administered by the comes privatae largitionis.

    • Comes sacrarum largitionum - A Vir illustris - Master of the 'Sacred Largess', who operated the imperial finances. He controlled all of the mints (each lead by a Procurator), was in chief of a long list of officials (more Procurators, rationales, Praepositi) who collected senatorial taxes, custom duties and some land taxes, was also responsible for the yields of the mines, provided budgets for the civil service and armies and supplied all uniforms. His competence also included several minor Comites:

    - Comes Auri - A 'gold count'
    - Comes sacrae vestis - Master of the wardrobe of the emperor. See also praepositus sacri cubiculi.
    - three regional Comites largitionum: for Italy, Africa, Illyricum
    - a comes commerciorum for Illyricum.

    In the western Empire these department heads included :

    - Comes sacrarum largitionum (as above).
    - Comes rerum privatarum.
    - Comes domesticorum Equitum.
    - Comes domesticorum Peditum.

    Exceptionally, a gubernatorial position was styled Comes:

    • Comes Orientis - Actually one of the Vicarii, this count had control over the large imperial diocese of the East, supervising the governors of this major group of provinces, but was himself under supervision of the Praefectus Praetorio Orientis.


    Furthermore, some less important section chiefs under the authority of otherwise styled, high-ranking territorial officials could be styled Comes, e.g. under the Praefectus Urbis of Rome (a vir illustris) were a Comes formarum, a Comes riparum et alvei Tiberis et cloacarum and a Comes portus.

    The title comes consistorianus indicated Comites who advised the Emperor in his council for official (mainly legal) matters, called consistorium, whether on an occasional basis, ex officio (as main court department heads) or in the case of his assessor ('chief counsel') as a distinct job.

    - ROMAN MILITARY TITLES -

    Military Functions:

    The military hierarchy of the late empire had the Magister Militum as the overall commander of a particular praefecture. Under him were Comes, usually associated with limitanei troops, then Duces in charge of legios, and Tribunes who were officers in charge of legio, auxilia, vexillationes and alae units.

    Magister Militum

    The title of Magister Militum was created in the 4th century, when Emperor Constantine the Great deprived the praetorian prefects of their military functions. Initially two posts were created, one as head of the foot troops, as the magister peditum ("Master of the Foot"), and one for the more prestigious horse troops, the magister equitum ("Master of the Horse"). The latter title had existed since Republican times, as the second-in-command to a Roman dictator.

    Under Constantine's successors, the title was also established at a territorial level: magistri peditum and magistri equitum were appointed for every praetorian prefecture (per Gallias, per Italiam, per Illyricum, per Orientem), and, in addition, for Thrace and, sometimes, Africa. On occasion, the offices would be combined under a single person, them styled magister equitum et peditum or magister utriusquae militiae ("master of both forces (foot and horse)"). As such they were directly in command of the local mobile field army of the comitatenses, composed mostly of cavalry, which acted as a rapid reaction force.

    Other magistri remained in the immediate disposal of the Emperors, and were termed in praesenti ("in the presence" of the Emperor). By the late 4th century, the regional commanders were termed simply magister militum.

    In the Western Empire, a "commander-in-chief" was sometimes appointed in the form of the magister utriusquae militiae. This powerful office was often the power behind the throne and was held by commanders like Stilicho, Ricimer and others.

    In the East, there were two senior generals, who were appointed to the office of magister militum praesentalis. During the reign of Emperor Justinian I, with the increasing military threats and the expansion of the Eastern Empire, three new posts were created: the magister militum per Armeniam in the Armenian provinces, formerly part of the jurisdiction of the magister militum per Orientem, the magister militum per Africam in the reconquered African provinces (534), with a subordinate magister peditum, and the magister militum Spaniae (ca. 562).

    In the course of the 6th century, internal and external crises in the provinces often necessitated the temporary union of the supreme regional civil authority with the office of the magister militum. In the establishment of the exarchates of Ravenna and Carthage in 584, this practice found its first permanent expression. Indeed, after the loss of the eastern provinces to the Muslim conquest in the 640s, the surviving field armies and their commanders formed the first themata.

    Comes rei militaris

    These comites held military appointments, higher than dux, but under Magister peditum/Magister equitum; they were the superiors of a series of military posts, each commanded by a praepositus limitis (border commander), and/or unit commanders, such as tribunes of cohorts, alae (auxiliary equivalent), numeri, in the eastern empire even legions.

    The Notitia Dignitatum (early fifth century) mentions six such positions, of the rank vir spectabilis, in the western empire (Comes Italiae, Comes Africae, Comes Tingitaniae, Comes Tractus Argentoratensis, Comes Britanniarum and Litoris Saxonici per Britannias) and two in the eastern empire: Comes (limitis) Aegypti, Comes Isauriae).

    • Comes Africae - Count in charge of the defence of Roman Africa.
    • Comes Argentoratensis - Count in charge of the defence of part of Gaul (Gallia).
    • Comes Avernorum - Count in charge of the defence of part of Gaul (Gallia).
    • Comes Britanniarum - Count in charge of defence of Roman Britain (Britannia). This post presumably expired circa AD 410, when the last Roman troops left the isles forever.
    • Comes Hispaniarum - Count in charge of the defence of Roman Iberia (Hispania).

    As the number of comites grew, the rank was devalued, which led to he introduction of the notion of classes of comites; first, second and third ordines.

    Dux

    In the Roman military, a Dux would be a general in charge of two or more legions. While the title of dux could refer to a Consul or Imperator, it usually refers to the Roman Governor of the provinces. As the governor, the dux was both the highest civil official as well as the commander-in-chief of the legions garrisoned within the province. However, during the time of the Dominate, the powers as a dux were split from the role of the governor and were given to a new office called "Dux". The dux was still the highest military office within the province and commanded the legions, but the governor had to authorize the use of the dux's powers. But once authorized, the dux could act independently from the governor and handled all military matters. An example would be the Dux per Gallia Belgica which was the Dux of the province of Gallia Belgica.

    Since Diocletian's Tetrarchy reform, the provinces were organized into dioceses each administered by a Vicarius. As with the Governors, the Vicarius was assisted by a Dux. This Dux was superior to all of other Duces within the dioceses and when the Vicarius called the legions of the dioceses into action, all of the legions were at the Dux's command. An example would be the Dux per Gallia which was the Dux of the Dioceses of Gaul. The office of Dux was, in turn, made subject to the Magister Militum of his respective Praetorian prefecture, and above him to the Emperor.

    In the Byzantine Empire, the position of dux survived (δούξ) as rank equivalent to a provincial general (strategos). The office of megas doux ("Grand Duke"), created in the 1090s, was the commander-in-chief of the Byzantine navy and survived until the final Fall of Constantinople in 1453.

    Tribunus

    Command of units of any kind was by now generally in the hands of a tribunus. He may have also been called a prefect or praepositus, and these titles may have been interchangeable. These offices either came from the equestrian order and noble birth or through the ranks. They were professional military officers who had often served as a protector at the imperial court. The tribuni vacantes were officers that were not directly attached to army formations and served in similar capacities as the earlier centuriones supernumerarii. The designation praepositus merely indicated the function of commander rather than an actual military rank. Centuriones were by this date more commonly referred to as ordinarii and centenarii.


    Last edited by Joar; March 28, 2011 at 07:17 AM.

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