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Thread: A historically-accurate Roman conquest timeline

  1. #1

    Default A historically-accurate Roman conquest timeline

    This is another exercise related to my Guide, ensuring people are taking settlements when they should be. I'd appreciate input and critique on dates, I've primarily used UNRV for specific dates, along with backing some of them up with The Fall of Carthage and Roman Warfare by Adrian Goldsworthy. I've only really gone as far as the Augustan Reforms.

    A real question which could become a set of instructions all of it's own is how to deal with "independent, but allied" settlements, for example Massilia, Arse, Emporion, Syrakousai and Iuvovoaeta. Some were later conquered, but how could they best be represented? Taken and given a long string of type IV governments? The bigger question is whether each settlement needs a consideration of how they were historically Romanised. Some were immediately made provinces, others took much longer.

    Here's the list in chronological order:

    272: Taras
    270: Rhegion, Bononia
    264: Messana
    258: Alalia
    240: Lilibeo (by treaty)
    237: Karali
    230sBC: Raid Segesta, hold until Polybian reforms
    229/8: Segestica, Dalmanion
    224: Patavium
    222: Mediolanium
    221: Arse?
    219: Lose Arse to Qarthadast
    218: Segesta
    217-203/191: Lose then regain Segesta, Mediolanium, Patavium
    217-203/191: Lose then regain Mediolanium, Patavium
    216-211: Lose then regain Capua
    212-209: Lose then regain Tarentum
    215: Regain Arse, Emporion?
    211: Syrakousai
    209: Mastia
    206: Gader
    204-202: Raid Kirtan, invade Africa
    200: Bocchoris (by treaty)
    200: Raid Pella
    197-179: Baikor
    188: Asia Minor ceded by Seleukids to Pergamum
    181-179: Raid Numantia
    167: Ambrakia, Epidamnos; Raid Pella; Makedonia made protectorate
    157-5: Raid Vindobona
    154: Segesta
    147: Pella, Demetrius
    146: Qart-Hadast (expel), Adrumento, Atiqa, Lepki; Raid Ippone and any other Qartadastim holdings
    146: Korinthos (expel), Thermon, Chalkis, Athenai, Sparte
    138: Sucum-Murgi
    133: Numantia (siege), Pergamon, Sardis, Mytilene, Ipsos, Side (bequest)
    129: Hallikarnassos
    121: Tolosa
    105: Ippone, Siga, Lixus (all client kingdoms)
    101: Tarsos
    96: Kyrene (bequest)
    91-88: Social War; possibly allow Italian settlements to rebel and re-take.
    91-88: Lose Asia Province (Pergamaon, Sardis, Hallikarnassos, Mytilene, Ipsos, Side) and Greece (Athenai, Sparte, Korinthos) to Pontos
    86: Regain Asia Province (but not Tarsos, Halikarnassos client kingdom) and Greece;
    80: Mytilene revolts
    75: Raid Singidunum, Serdike, Naissos
    74 Bithynia-Pontus created and lost
    71: Heraclea?
    70: Amaseia, Sinope, Trapezous
    68-63: Krete
    67: Regain Tarsos
    66: Antiocheia, Damaskos, Sidon (Syria province created)
    64: Ankyra (client state), Hierosolymia (client state)
    63: Trapezous, Mazaka (client state)
    62: Nikaia regained
    58: Salamis
    51: Loss of Syria to Pahlava? Or just raided?
    58-51: Gergovia, Viennos, Burgidala, Lemonum, Avaricum, Bibracte, Cenabum, Darioritum, Bratoporios, Vesontio, Bagacos
    55-54: Raid Camulosadae
    49: Massilia
    30: Egypt annexed (Paraitonion, Alexandria, Memphis, Dispolis-Megale, Pselkis)
    29-6AD: Singidunum, Serdike, Naissos, Tylis
    25: Ankyra (province)
    16: Iuvovoaeta
    15: Veldideno
    9: Vindobona
    8: Vindelicoppolis, Mrog Arctegone, Gawjam-Heruskoz, Gawjam-Habukoz

    9AD: Lose Vindelicoppolis, Mrog Arctegone, Gawjam-Heruskoz, Gawjam-Habukoz to Sweboz

    There are question marks, because I'm not sure whether some settlements fall under the areas concerned. Furthermore, I may have made some mistakes or omissions along the way.

    A completely ancillary issue is the Marian reforms as they're coded in the game, namely that I think the province requisite is too high if you're playing historically. You might have about 48 provinces in 110BC. I know it's been dropped from 50 to 45, but I still think that's a little high. The automatic one strikes me as a little pointless; at 90 provinces you're well beyond the scope of the historical empire and long after victory conditions. My own preference would be to raise the trigger to about 130BC, drop the province limit to around 35 and make it automatic at 90BC or something like that. But that really is a separate issue to this timeline, just something made clear by doing this.

    Comments welcome.
    Last edited by QuintusSertorius; April 20, 2008 at 07:00 AM.

  2. #2

    Default Re: A historically-accurate Roman conquest timeline

    Does anyone have any thoughts on the allied communities situation? Should I be taking them and putting in a type IV government? When should I take them?

  3. #3
    MarcusAureliusAntoninus's Avatar Domesticus
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    Default Re: A historically-accurate Roman conquest timeline

    Italian "allies" would be TypeI governments, but allies like Mauretania pre-Claudius would be a TypeIV.

  4. #4

    Default Re: A historically-accurate Roman conquest timeline

    Quote Originally Posted by MarcusAureliusAntoninus View Post
    Italian "allies" would be TypeI governments, but allies like Mauretania pre-Claudius would be a TypeIV.
    I mean specifically those like Massilia, Emporion and Arse/Saguntum who were allied but definitely not ruled by Rome for a long time. If I take them and put in a type IV government, presumably I'd need to keep replacing that client ruler for a while until they were properly absorbed.

  5. #5

    Default Re: A historically-accurate Roman conquest timeline

    Nice thread QuintusSertorius, I finally decided to play a Romani campaign yesterday with EBv1.1, and wondering how will I play it that will make me play long enough and may be will finished the campaign. The longest campaign I've play was the carthagians conquering the whole ptolemaioi empire. Your timeline will help people like me to play EB more interesting.

    And the other thread too you posted regarding the Roman army. I was thinking a simulating of Constantine reform concept, A frontier garrison legion and a mobile legion with this Roman era. Don't know if it will work.

    Why did I think of using a late empire reform with the republic reform, funny? I just want to try something different.

  6. #6

    Default Re: A historically-accurate Roman conquest timeline

    Re-reading more of The Fall of Carthage, Goldsworthy is suggesting that while there were Latin communities in Spain (primarily traders), there were no formal links or alliances before the Second Punic War. On the other hand, Massilia was a long-time ally.

  7. #7

    Default Re: A historically-accurate Roman conquest timeline

    Did anyone manage to complete the Roman campaign using this timeline? or till what date did you manage?

    I am currently at this stage and have only around 100k and problems with Epiros/Swebos/Cartha.

    217-203/191: Lose then regain Segesta, Mediolanium, Patavium
    217-203/191: Lose then regain Mediolanium, Patavium
    216-211: Lose then regain Capua
    212-209: Lose then regain Tarentum

    Regards
    Etienne

  8. #8
    Antonov's Avatar Civis
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    Default Re: A historically-accurate Roman conquest timeline

    Quintus, you write about regaining Nikaia but it's never mentioned when should the player first take the province. Also, I think Rhodes should be conquered around the mid 60-ies BC.

  9. #9
    k_raso's Avatar Biarchus
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    Default Re: A historically-accurate Roman conquest timeline


  10. #10

    Default Re: A historically-accurate Roman conquest timeline

    I find it hard to make it past the 190s following a historical timeline. I commend QS for his efforts, and his very informative posts, but the engine works against long-term play despite the mod team's excellent efforts.

    The AI seems hellbent on wiping out any opposition even with extensive use of Force Diplomacy to keep the balance of power in check. There are also whole decades where nothing much happens.

    What I would love is an EB mod that starts around 100 BC (allowing for Pompey, Crassus, Caesar, etc) and extends through the 100s AD. Unfortunately something on this scale is beyond my meager skills.

  11. #11
    Antonov's Avatar Civis
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    Default Re: A historically-accurate Roman conquest timeline

    Quote Originally Posted by mw1776 View Post
    I find it hard to make it past the 190s following a historical timeline. I commend QS for his efforts, and his very informative posts, but the engine works against long-term play despite the mod team's excellent efforts.

    The AI seems hellbent on wiping out any opposition even with extensive use of Force Diplomacy to keep the balance of power in check. There are also whole decades where nothing much happens.

    What I would love is an EB mod that starts around 100 BC (allowing for Pompey, Crassus, Caesar, etc) and extends through the 100s AD. Unfortunately something on this scale is beyond my meager skills.
    When some factions starts getting too big, use add_money [faction name], -100000. That weakens them and in a few turns, their enemies usually get an advantage. You can balance them this way. I'm in 107 BC right now in my EB campaign, playing Rome.

  12. #12

    Default Re: A historically-accurate Roman conquest timeline

    Quote Originally Posted by Antonov View Post
    When some factions starts getting too big, use add_money [faction name], -100000.
    Where does one do this?

  13. #13

    Default Re: A historically-accurate Roman conquest timeline

    In the console, where else? Haven't you ever used cheats?

  14. #14

    Default Re: A historically-accurate Roman conquest timeline

    Quote Originally Posted by talknight2 View Post
    In the console, where else? Haven't you ever used cheats?
    No.... Where would be the challange in that?

    But the event of the 'super faction' is quite rediculous, and does spoil the feel of the game. I'd go as far as to say, double the cost of all buildings, or make all General's body guard upkeep cost 500-1000 D/M each. This seems to work well, as it is proportional to a factions growth.
    Last edited by Donten; October 07, 2009 at 03:19 AM.

  15. #15

    Default Re: A historically-accurate Roman conquest timeline

    This should be a sticky. It's important.

    Anyway, what names do I use when trying to balance out the finances of other factions? It doesn't seem to work with the EB faction names.

  16. #16

    Default Re: A historically-accurate Roman conquest timeline

    you need to use the faction's internal name, however if you are adding money to your faction, there is no need to write the name.

    armenia = Sauromatae
    saba = Saba
    britons = Casse

    scythia = Arveni
    carthage = Pontos
    seleucid = Romani
    dacia = Getai
    spain = Lusotannan
    egypt = Qarthadastim
    slave = Eleutheroi
    gauls = Aedui
    thrace = Epeiros
    germans = Sweboz

    romans_brutii = Baktria
    greek_cities = Koinon Hellenon
    romans_julii = Arche Seleukeia
    macedon = Makedonia
    romans_scipii = Hayasdan
    numidia = Ptolemaio
    Last edited by sinner; October 17, 2009 at 07:10 AM.

    KINGS AND PAWNS, EMPERORS AND FOOLS...

  17. #17

    Default Re: A historically-accurate Roman conquest timeline

    Thanks again.

  18. #18

    Default Re: A historically-accurate Roman conquest timeline

    yeah like this time line I always try and play to it, yet have not found quite the right balance. It is a slow expansion, and by the time you start invading Cisalpine Gaul, the Germans and Macadon have been knocking at your door for 10yrs.

    So, I doubled the cost of all buildings, removed Sap ability from all, used the restricted city mod, and reduced the health point value of all siege equipment (by 75%). This kinda seemed to work. You are still able to have big armys if you want/need them, and still able to have something on the build in most towns all the time.

    However, what I think is yet needed is to make all the rebel units, more numerous, and maybe a tad stronger at the start.

    Question is: How does one increase the strength of the Rebel faction at the start..???

  19. #19
    littlestuif's Avatar Foederatus
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    Default Re: A historically-accurate Roman conquest timeline

    Quote Originally Posted by sinner View Post

    carthage = Pontos

    Lol, lol, lol! Because I didn't want the Carthaginians out of Spain before the second Punic war, I was giving them money using this cheat...... I think the Pontic kings are in control of Turkey now .
    I thought it did work, because the Carthaginians conquered their settlements back in Spain, but I also transported some troops from the Egyptian border to Spain. That might have done the trick
    The first requisite of civilization is that of justice. - S. Freud

  20. #20

    Default Re: A historically-accurate Roman conquest timeline

    Quote Originally Posted by Donten View Post
    yeah like this time line I always try and play to it, yet have not found quite the right balance. It is a slow expansion, and by the time you start invading Cisalpine Gaul, the Germans and Macadon have been knocking at your door for 10yrs.

    So, I doubled the cost of all buildings, removed Sap ability from all, used the restricted city mod, and reduced the health point value of all siege equipment (by 75%). This kinda seemed to work. You are still able to have big armys if you want/need them, and still able to have something on the build in most towns all the time.
    The simplest way to maintain balance is to use cheats to keep all factions' finances below zero. That way they stay where they are until you decide it's time for them to start expanding.
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