Quick foreword:
First of all I would like to thank the RSII team again for making this beautiful game and bringing RTW back to my life and being part of the team now really has something magical.
The Five Good Emperors, were a series of excellent emperors who ruled in Rome from 96-180 AD. Following the Flavian Dynasty. They were so called because they succeeded in winning the support and cooperation of the senate, which is something their predecessors and successors had failed to accomplish. Nerva (reigned ad 96–98), Trajan (98–117), Hadrian (117–138), Antoninus Pius (138–161), and Marcus Aurelius (161–180), who presided over the most majestic days of the Roman Empire.
I used this title mainly to determine the additional game time not because of any era specific content.
Whats this about:
This expansion is dedicated to veteran players who want and need more challenge and has only one goal:
Reinforcing the strategy and thinking part, making it considerably harder for the player to expand and to hold ground, without touching anything essential of RSII. Players have to be a lot smarter in this Campaign as they will have to overcome various problems like being outnumbered, unexpected setbacks, economic inability to fight in more than one theatre at a time and maybe entirely lost invasion forces who need to be replaced.
Features:
Timeframe
Extedend Timeframe now including the time of the 5 good emperors 96ad.- 180ad.
Game will end 933 A.U.C = 180 ad Thats another 160 turns of 1 Turn fun for slow play making the gamea total of 798 turns. IMPORTANT: THE GAME WILL BE LONGER AND NOT LIMITED TO THAT TIMEFRAME
Victory Conditions
Unique victory conditions. Holding 140 settelments including the Trajan conquest.
(Palmyra, Dura Europus, Arbela, Opis, Armavir, Van ,Cabalaca,Babylon and Olbia)
Romes tactical starting position will be slightly more challenging as Capua will be the only City able to provide allied units from the beginning because of its Client State status...In all other Roman citys the Player has to built "Oppidum lvl 2" first before he will be able to built "ClientState". On the other hand Rome will have the "Large Foundry" from the beginning which enables the capital to provide better troops right from the start.
Hannibal
Hannibals Army will be considerably more powerful at the start as It now carrys a unit of Towered Forest Elephants , Iberian Elite Scutarii and African Assault Infantry. As well It has more chevrons, armour and weapon upgrades. Remember that with the Elephants Hannibal will be able to siege and attack the same turn and we will make use of it.
Loyalty
PREVIEW
FIVE GOOD EMPERORS 2.0
Upcoming awesomeness !!!
Build a 1_turn empire never has been more challenging.
Successful high Star/Influence Triumph awarded Generals may strive for Power and joining the Rebels taking entire Legions with them when their loyalty runs low...so you have to watch your military leaders closely!!!
(This feature is on hold as Iam not working on the mod right now)
I will do a final version sometime later on though and try to include the loyalty
[/QUOTE]
Interactive Campaign Messages
These messages will appear occasionally and warn, inform or guide the player
.
Legion Administration
1. Right Click Legion Recruitment Info on Campaign map. By right mouse clicking on the campaign map the info box will show what Legions can be recruited in that particular area. Everything after a / is a Segmentata Legion. If there Doubled Numbered Legions one will have letters after its numbers. Example IIII.FF (Flavia Fenix) 2. Legion ID Cards for Unit Slots on Campaign Map. Showing Legion Number and Shortname. In this case its Legio IX Hispania. Attachment 127229Attachment 127228
Shieldwall
Shieldwall for Roman Numbered Legions,Triaii and Praetorians. You will need it !
An especially for the Roman Campaign designed Garrison Script simulating the part of a settelments male population who is of military age or a soldier but not actually in military service. Once a Players character ( General of Family ) goes 2 tiles near any City which does not belong to him these men will be called to arms to defend their City, regardless if the player is at war with that faction or if attacks the city or not. So be careful because everytime you go near another City you give the enemy an army for free. Diplomats,Spys and Assasins are not affected. Special Feature: Garrisons will be faction and area specific for each City. SEE POST 2
Capitals will have elite Garrisons. Example: If Independent Cities & States owns Massalia the Garrison will consist of Massalian Hoplites and others. If the Spartan Capital is owned still of the Spartan faction its Garrison will consist of the best troops the spartan faction has to offer: Promachoi,Elite Phalanx etc ( bring 2 Legions to the siege at least!)
Thi setting requieres more strategic planning because together with spawning levy armys any Invasion with just 1 or 2 Legions is doomed to fail.
Counterattacks
Once the player captures a capital there will be an immediate counterattack to recover the city. For this purpose I created a new counterattack scenario which triggers once the Player takes a capital.
These counterattacks are independent from the spawning levy armys and they occur just once but will consist of very annoyed and very experienced warriors . I suggest players reconsider their strategys as Blitzing is most likely going to fail from now on.
I really would love to be more specific but that would crash the surprise. Just one thing...bring reinforcements to cover your back or some real upset nail eating locals will get your Legions 6 feet under...
Tip: If the player looses the city and has to conquer it again after a game reload the counterattack will trigger again.
Little Preview: SEE POST 2
Insurrections Uprisings Invasions
By taking certain provinces occupied by certain factions the player can seriously disgruntle the local population and cause huge insurrections or invasions by real upset barabarian tribes or eastern nomads...
Cant be more specific on this either as this would break the surprise effect...after all the romans did not knew about these insurrections either before they happend,did they ?...so prepare and be sure to have a good infrastructure and developed citys to back your economy and your troops because when you take on of these key provinces to cause an uprising and at the same time the 2nd rebellion would take place...well...no need of explaining this further I think... I add this to create a bit of uncertainty to what will happen and to provoke one or the other struggle among the empire...exactly like things have been way back then and if in one of these insurrections the Player looses a Legion or 2 or 3 or a Settelment or 2...well... happens ...
more info: SEE POST 2
Spartacus Insurrection
Still beta but if I get him to work there will be a Spartacus Uprising.
Not sure to which condtions I will tie it but it will come out of the nothing
YES, he is a named Character and NO, almost sure he will not cause a clone Character CTD.
Only little downside is that he can not appear as a Brigand Army because the slave faction has been used for the Free People.
Spartacus won various battles against Roman Legions before he got beaten. Most likely this is to be happen again
These Ancillarys give him loads of +troop morale and recovering losses after battle...
"]
Roman Recruitment depends on Romanization
Redesigned Roman Oppidum and Goverment Determination Tree to avoid complete Roman troop recruitment with just 1 Building (Client State) and to give back a purpose to the early levels of the Oppidum as a structure. To built client State, Annex or Citizenships the player has to Romanize ( built corresponding level Oppidums ) first. To grant Citizenship your Province must have an Oppidum lvl 3 simulating a certain level of Romanization.
1. No Oppidum available before building Goverment Determination
2. Building initial Oppidum Organization will make the Oppidum Colonization available and
4. after building the 2 first Oppidum Levels the Client State or Annex becomes available. Attachment 127239
Goverment Determination-----2
Oppidum Organization---------4
Oppidum Colonization---------6
allows
Client State--------------------2----or----Annex----------------2
Oppidum Provincial-----------8---allows----Citizenship-------4 allows
Field Mars---------------------4
Roman Fortress---------------4
Curia Hostilia-----------------12
Thats 14 turns before the Player can recruit any valuable troops in conquested areas
presenting the tactic and strategic question how to defend the new lands until this moment.
Building Times and Costs
Amended building times and prices of big and/or important structures.
Generic Legionaries
Generic Legionaries have been removed to make the transition form pre- to post- Marian more a tactical challenge and simulate the struggle of a military reform.
AI Recruitment
The AI will recruit smarter troops ( 1 and 2 silver chevron ) quite early so prepare for more resistance and more casualties in battle.
Coding:
Victory Condition, New Starting Conditions , Campaign Messages,
Shieldwall, Recruitment Conditions, Building Times and Costs,
AI Recruitment, AI Build Bonuses, EDU stats, Faction Capitals Bonuses
Chris10
Scripting
Counterattacks, Uprises, Insurrections,
Campaign Messages, Spartacus Uprise, Bandits, Judean Revolt,
AI Emergency Armys, Parthian Roman War
Chris10
Garrison Script:
Chris10 ,Bardo
Art: Reworked Legionary Unit Cards, SPQR Banner,
New Battle Interface
Chris10
Merchant Ship, Roman Watchtower, Roman Quinquireme
Davide. Cool
Legion Ancillarys:
Shared by SPQR Mod
Ported to RSII by Drecie14
Re: ANNOUNCEMENT/PREVIEW: Play Rome 1Turn Expansion "Five Good Emperors" RSII 2.1a
ENDORSEMENTS
Thank you very much guys. Iam glad you had so much fun with FGE
Originally Posted by rometotal
Jan2011
here in Vietnam we have a group of 6 people who are watching every progress of this great mod , please be quick
Originally Posted by DeWitt8
Jan2011
can't wait for the release...!
Originally Posted by Ballacraine
Jan2011
I can appreciate what you are trying to do & I approve of that.
Originally Posted by Aleyx
Jan2011
This looks REALLY GOOD, when is this out???? I NEED TO PLAY THIS NOW!!!!!!!!!!!!!!!!!
Originally Posted by Strategos Lykos
Jan2011
I Must say I'm impressed with this, and will try that ASAP
Originally Posted by Aristotle's Folly
Jan 2011
I, too, am very impressed. Well done, Chris10. I look forward to playing this mod ... a lot.
Originally Posted by MikeyH
Jan2011
Great Mod Chris. I'm really enjoying it. I'm about 20 years into it and love all that you've done to make it difficult.
Originally Posted by NerZhulen
Jan2011
I cannot believe how many things which were ruining proper gameplay got fixed by this mode, it basicly made the roman campaign worth of playing, in "vanilla" RS2 roman campaign was more like a childsplay.
Very good job on this!
Originally Posted by Centaurion
Jan2011
Damn chris, this mod is a real challenge. I played on H/H on large unit setting and I got my first defeat EVER. I usually rape Hannibal in the opening battle, but this time he violated me . And the worst thing is, I like it!
Originally Posted by drecie14
Jan2011
@chris............
Can't rep you enough for this
Originally Posted by Tilorius Coilean Hibernus
Feb2011
Holy crap this submod is f-ing hard. Partly because I'm just not used to 1-turn (having always played 0-turn), but even so there have been some seriously harrowing moments.
Originally Posted by bigmilt16
Feb2011
First off, AMAZING JOB CHRIS!
................
Hats off again for such a great sub-mod!
Originally Posted by Arctic Tyr
Feb2011
Boy is this a challenge!
..............
War on two fronts and a dying economy. Oh yes!
Originally Posted by bigmilt16
Feb2011
Just had to quit my Roman campaign. I was getting KILLED! My problem was not that I expanded to quickly, but instead, I exposed myself on too many fronts and it drained me like crazy. It felt like the walls were closing in on me, man....
And I loved it!
Originally Posted by cablefoxley
Feb2011
Great piece of work chris....Just hit 556w and first impressions of 5GE is that its harder than vanilla RS2. Battles are tough and iv lost a couple that id normally win, due to enemy silver exp.
Originally Posted by Salahedin
Feb2011
I've tried this submod, quite impressive changes I would say!
Originally Posted by NightEye
Feb2011
I was a bundle of nerves until I got Arretium cranking out Allied troops.
................
And yeah it's pretty satisfying not to mention hard earned.
Originally Posted by LEGIO ROMANI
Feb2011
Hi Chris, I like your 5 Good Emperors mod alot.....
keep up with all the good things you have done to make your mod alot of fun to play. A big thanks to you.
Originally Posted by Salahedin
March2011
Oh my...
Things are turning bad in my campaign..........
..................
- Til now not a single CTD! Wow!
Originally Posted by Salahedin
March2011
wow... I can't believe this happened.
I am actually losing my campaign, and I'm gonna start a new one of course. ..........
.....................
Hell, that's the 1st time I actually lose a RTW game! Great!
Originally Posted by wardyuc
March2011
I dont know if i want to kiss you or punch you ........
............Your scripting is just marvelous...........
Looks like i am in for a hell of a ride
Originally Posted by Bureaucrat Stalin
March2011...after triggering th Spartacus Uprise...
never again will i say the words "im spartacus" in a happy joking manor. instead i will spit the words with all the venom of an empire brought to its knees by a bunch of slaves.
Originally Posted by DeWitt8
March2011
Just some feedback:
This bandit event came just in time, it really got me by surprise. While having no possibility to retrain, my armys shrink and the Boii are invading North Italy. Great! I mean really, it's fun to have some difficulties!
Originally Posted by A_B
March2011
.........otherwise, having a blast. Rome Total War the way it was meant to be from the start.
Originally Posted by Joongen
March2011
Yeah it s really challenge..................
yes i enjoy it
thanks chris
Originally Posted by Pinkamena Diane Pie
March2011
Starting playing today.....Start was very hairy. After a lot of loss of settlements I can build up and recruit some armies for a major offensive.
Nice work
Originally Posted by I3enjaIvIin
March2011 with Update 1.5..... first 20 turns have been way more challenging than before so my compliments to you chris - your hard work to make our campaigns more challenging -and rememerable!- has certainly paid off!
Originally Posted by NightEye
March2011
I don't know if it's my luck or something, but I haven't lost in my FGE campaign (the campaign as a whole I mean). And actually having fun.
I think.
Gah... I never thought taking southern Greece from the FGC would be so infuriating, even if I was fighting on familiar ground and counter-phalanx tactics.
After so much procrastinating, I finally brought myself to make my move to Spain. The legions I got available for the invasion are pretty much my veteran army. I'm still in pre-marian maniples by the way and somehow I feel like I'm biting more than I can chew.
This kinda reminds me of Jagged Alliance 2, it's not just a game, it's a test of character.
Originally Posted by BLIP99
March2011.........
.............
Thanks again for a great mod
Originally Posted by Beans
March2011
I'm playing Good Emp 1.5 and I love how much pressure the game puts on you. It really highlights how in normal rome TW the AI just kind of exists until you come stomp it and never really takes initiative. I just assumed I would take Syracuse no problem without noticing its amazing overlord king and crazy walls and the garrison called up tons of their nasty cav and those royal hoplites and they took all of Sicily when the greeks landed even more troops off boats...........
Originally Posted by mgabor27
April2011
Hello Chris10!At first the mod is fantastic .........
Originally Posted by LEGIO ROMANI
April2011
Ive played 5GE since the beginning. Im enjoying it immensely.Mine you, your mod is excellent. Its ashame that you were not with the RS2 team from the start. With your talents to create, could anyone imagine how RS2 couldbe even greater than it is? Thats my 2 cents. Keep up the good work. +rep Thanks!
Originally Posted by LEGXXIIPRPF
April2011
Hi,a veteran of many RTW mods i installed your submod about a week ago. i it sooooooooooooo good i cannot tell..........
....my wife and the 3 boys are already missing me as i spend to much time in the Senate and on the front.
...........many thanks again!
Originally Posted by kirinji
May2011
Well, I really like this submode, is addictive .....
Originally Posted by ezopus2
May2011
Hey, chris10, very nice mod you've made here, again! You guys are awesome .. Thanks for that.
..... That's the challenge I was looking for ......
.........well, thanks again for the great work, now its your fault that I will stay at home all summer +rep
Originally Posted by mgabor27
May2011
I realy love this mod ... This has been my first mod that I can expand slower than the Roman Empire in raelity did. Thanks!
Originally Posted by donions
June2011
Installed this Mod yesterday, started the campaign last night on H/H as always.............
......................
This is about as good a review I can write for a RTW mod, ive had far too easy a time in previous mods and campaigns. This is a real challenge.
Originally Posted by Legatus Legionarii
June2011
@Chris10,
First of all, congratulations to this extraordinary mod... I think, the players' "RS2 experience" has become richer and overall much more challenging with the FGE. RS2 was already excellent, but now, FGE takes the player on a journey whose paths are not anymore easy to predict. Of course, I am glad that you are part of the dev team now…
.........................
Now, that post has become kind of AAR… but it shows that I really enjoyed playing the mod…
Originally Posted by donions
June2011
Loving this MOD.
Originally Posted by Quintus Hortensius Hortalus
June2011
At first, great mod!
I played it a few (or a few more^^) hours this weekend. This is the First campaign in RTW, EB or RS II wirft was really hard. My campaign ist the 4th or 5th start. I had to change my hole strategy for Rome (get two or three very experienced armys and than kill them all) so the beginning was very difficult
Originally Posted by Yeepeep
June2011
Awesome mod btw
Originally Posted by juvenus
July2011
thanks a lot.... +rep 4 this interesting mod!
Originally Posted by freakkriek
July2011
.................
Thanx for making this submod. I read somewhere you put over 300hours in this... wel respect =D
It completely removes the "let's take 5 cities in one turn"-strategy and makes you think again...
Originally Posted by BunnyPoopCereal
July2011
Hey good job on the 5 emperors! if there's anything that's stopped me from playing any total war games is the lack of difficulty
Originally Posted by rikibitta
Aug2011
hi chris and all,
...............
thanks and again congrats for this"Real Hardcore RSII SPQR"!
Originally Posted by Spartan 666
Aug2011
Been playing your FGE sub mod for some days, and must say it's damn good! I haven't been enjoying such an hard and satisfying roman campaign in years, great job!
I especially liked the garrisons and uprisings that happen when you besiege certain citie
Cheers, Spartan
Originally Posted by Mr Kami
Sept2011
Having played this campaign for a couple of days now i just gotta say brilliant!
Coming from being used to 0-turn to this was a giant leap and well worth it.
..................
You really do get the feeling that your armies are highly valuable and taking heavy losses or loosing an entire stack actually hurts and might cripple your expansion efforts for quite some time.
Anyway well done have not enjoyed a TW campaign this much for a long time.
Originally Posted by gringoesteban
Sept2011
Hi Chris.
I am really enjoying your mod. I survived the Civil War and now I am up to 100 cities. Only 40 more to go before victory....
..........Great mod. I am looking forward to continuing my game!
Originally Posted by Corrino
Sept2011
I installed RSII and tried a few submods and 0 turn and 1 turn recruitment, but your submod is the best.
I really enjoy this challenging way of gaming, thanks for that and go on with your mod
greetings
Originally Posted by patrickimhof01
Nove2011
Hi Chris10 - a monster great mod!!! definitely the best I ever played. My wife is not so happy :-) .......
................ Thanks for the great work and great mod!!!!
Originally Posted by camper-futter
Decemer2011
.......thank you for this great mod ! it's just a masterpiece
.................
and that brings me to my main objetive
90% of the twcenter forum users will never even consider to play it not because they'r not interested but because they just dont know about it. I for example found your mod when i made a couple of misclicks.
and thats a real bammer !
You and the guys from rs2 team ( actually everybody who plays and loves this mods) should consider to start some advertising in this forum.
I'm sure it would get the attention it deserves.
Originally Posted by AgentGB
December2011
Love this mod, shieldwall is brilliant, been playing to the house rules, had to quick siege a couple of battles to get me out of a pickle, but quite nervous about expanding any further with all those nasty surprises A very tough mod! Thank you!
Originally Posted by Taelok
Jan2012
chris10 - fantastic work!
All the best luck with your mod.
Originally Posted by czePowerslave
Jan2012
Oh well,........ I like challenge though and this mod gives me finally some ...... cannot complain.
Originally Posted by primuspilum
Jan2012
Hello Chris 10, congratulations for Fge, since I installed it I can't stop playing it!
Originally Posted by isaaclambo
Jan2012
Hi Chris,
Love your submod, it makes roma surrectum 2 even better!
Originally Posted by ElementUK
Jan2012
FGE still the most fun had in RTW
I just had a real nasty shock when taking a town in Iberia. The script kicked in a rebellion when ...CENSORED. Nice suprise and shock - good stuff Chris!
Originally Posted by Yeepeep
Jan2012
A giant tip of my hat to you good sir for the amazing job you've done with this mod!
Originally Posted by czePowerslave
Jan2012
Especially the 1 turn recruitment is making this completely priceless experience. Losing legion in field is fine, but in defense, thats a disaster. GO mercs go!
Originally Posted by AgentGB
May2012
Chris, dude you should work with the RS2 team, and include your counterattack script, stiff resistance, insurrection and shieldwall and all the other neat stuff........
Originally Posted by austerlitz
September 2013
Been playing this for over a year.I only play this mod for rome total war now,others seem too easy after this.Epic as always.
Last edited by chris10; December 10, 2013 at 05:43 AM.
Re: ANNOUNCEMENT/PREVIEW: Play Rome 1Turn Expansion "Five Good Emperors" RSII 2.1a
I use this post to forward some continous news on how things going and what things are tweaked and changed due to my experience with the Beta Campaign.
12.01.2011 1.
Half way through the campaign I introduced a few changes because I observe strong superfaction forming. Objective is to help AI factions to survive longer and to stop them from becoming to big and steamroll their neighbours.
Certain factions get now severe penaltys if they become to big...
Alarm Amys will spawn every once in a while and help certain factions once they have less than certain amount of Settlements and the game is older than 100 turns. I hope this will prevent early destruction.
2.
I removed the money cap for Rome as in certain situations, especially towards the Marian Reform the player has to put huge amount of money into Numbered Legion training in short time as the are no Generic Legionarys to fill the gap between Polybians and Numbered. So its ok to save a bit of money for those times when the Player needs it.
On the other hand I removed the money help script for Rome,too....so dont expect any money gifts anymore..
If players develope their citys properly they will not need this and if they would need it they could not win this scenario anyway...so either way it was useless.
13.01.2011
1.
Raised the amount of requied provinces for the Civil War to 95. As rory o'kane pointd out correctly: This mirrors more accurate the territory owned by the Roman Republic at the time of Caesar's Civil War
14.01.2011
1.
Reworked again certain Building trees to assure that higher level buildings are more expensive to avoid that the player can convert all Settlements into MegaCitys with ALL facilitys for relative low money.
This will help to create a more realistic feeling as Prestigious Building Projects where expensive in ancient times too.
2.
Assured that the AI will NOT recruit Levy Clubmen Armys.
UPDATE NEW FEATURE 15.01.2011
Half way thru the campaign I noticed the need for a bit more content and implemented another surprise for Players...sorry when Iam not more specific but it would hurt a bit the surprise-fun factor knowing about the event before. I just can say that I successfully tested it with save of the actual beta campaign and that I now start asap coding the rest of the event...it wont cause any delay in relation with the public beta release which is going to happen soon ... 16.01.2011 I will release this as PUBLIC BETA on Friday 21.01.2011 and swap over to dynamic update as 99,9 % of all issues are script related and therefore not savegame related.
As well I have a few more ideas for adding a bit more content which can implemented thru dynamic update too but in the meantime you guys can start the campaign and I will only have to post a new backgroundscript from time to time which is replaced then with the old one ..
17.01.2011
1.
Reduced the Construction Price Bonus from Fortified and Merged Fortified & Economic Region.
Buildings become far to cheap and once Rome has Spain, Greece and North Africa it makes far to much money.
1a. Raised Construction Price/Time Bonuses for all AI Factions so they built a bit faster and a bit cheaper...hope this helps the AI to develope citys more properly.
2.
"Empire Infrastructure and Amenities Maintenance". For every new city obtained by the empire a certain amount of money will be deducted per turn from the public treasury to simulate the ordinary maintenance costs for all sorts of public services, buildings and losses due to corruption not reflected in -% tax or squalor.
This goes from 1000 denari for ordinary citys, 2000 for Italian Settlements 5000 and 10000 for former capitals and up to 20000 denarii for a few very important citys like Rome or Alexandria.
In fact that means the bigger the empire becomes the more money is lost due to all sort of reasons which reflects the reality of this kind of empire structure quite well.
3.
Removed money caps for AI factions as in 1Turn this matter is not to important and on the other hand they get penalized once they become to big.
Tweaking the income for Rome is so damn difficult in 1Turn as the border between bancruptcy and swimming in money is so thin and the original setting (maybe tweaked for 0Turn ) delivers way to much income when the player developes citys properly....
18.01.2011
A minor issue
Circus Maximus will now cost 60.000 denari and takes 10 turns to built
Will give happiness +20% , law +10% and tax -25%.
This stadium was 500 ! meters and by the time of emperor Hadrian could house up to 350.000 people (35% of the entire population of Rome by that time).
The entry was free and all expenses for games and maintenance where paid from the public treasury. That gave a conisderable happines and law bonus but the costs where quite high.
With that in mind the bonuses and penaltys are self-explainig I think
Last edited by chris10; January 19, 2011 at 05:17 AM.
Re: ANNOUNCEMENT/PREVIEW/DISCUSSION: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a
Firstly, good idea and best of luck.
Secondly, concerning this request:
Originally Posted by chris10
I still need complete units lists for the following factions: [B]Macedonia, Averni, Belgae, Ptolemaic Empire, Gallaeci, Seleucid, Pontus, Dacia, Scythia, Parthia.
I am afraid that, apart from the three later, none of those factions were alive by the time period you want to place your project.
Of course, you could consider some Barbaric tribes like the Marcomanni or the Picts.
Exact Location: South East Asia, The Philippines, Manila
Posts
511
Re: ANNOUNCEMENT/PREVIEW/DISCUSSION: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a
first of all
I think It's going to be great...
I'll be looking forward to this chris...
I think this doesn't move the timeframe forwards but instead extends the campaign...
And I quote "Extedend Timeframe now inclding the time of the 5 good emperors 96ad.- 180ad.
Game will end 933 A.U.C = 180 ad
Thats another 160 turns of 1 Turn fun for slow play making the game 798 turns."
It adds more turns to the campaign...
so this means no altered start positions and yes those factions will exist at the beginning of the submod...
Re: ANNOUNCEMENT/PREVIEW/DISCUSSION: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a
Originally Posted by Medkirtys
Will starting positions be altered?
Nope...
Originally Posted by Salvor Hardin
1. Firstly, good idea and best of luck.
Secondly, concerning this request:
2. I am afraid that, apart from the three later, none of those factions were alive by the time period you want to place your project.
Of course, you could consider some Barbaric tribes like the Marcomanni or the Picts.
1. Thnx....
2. Think you misunderstood something....I need the actual units of RSII for determine which one to place in the Garrisons......At the moment its a bit of a hassle as I play into each campaign until I can recruit all units to see what they really have available.
And the timeframe will only be enhanced not limited...game runs longer
Originally Posted by drecie14
first of all
I think It's going to be great...
I'll be looking forward to this chris...
I think this doesn't move the timeframe forwards but instead extends the campaign...
And I quote "Extedend Timeframe now inclding the time of the 5 good emperors 96ad.- 180ad.
Game will end 933 A.U.C = 180 ad
Thats another 160 turns of 1 Turn fun for slow play making the game 798 turns."
It adds more turns to the campaign...
so this means no altered start positions and yes those factions will exist at the beginning of the submod...
Thnx...and...yes....you got it right !!!!!...The game will be longer but harder, too...so a few additonal turns will not be bad
Last edited by chris10; December 13, 2010 at 08:48 AM.
Re: ANNOUNCEMENT/PREVIEW/DISCUSSION: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a
Originally Posted by Lazy O
So how long should a beta tester play this? I have a whole week free in which i can play maybe 50-100 turns
well...the truth is I dont care to much about making big empires but rather would like to know if the garrisons pop up correctly or if there are citys who dont get them (for whatever reason) and very important is to find out how the elite garrisons for capitals perform...also Iam interested to see if the legion ancillaires work as intended...so a campaign until marian reforms would be necessary...
as well shipping a few units to the east to besiege a few citys there (check the garrisons) and run away to besiege another city...
most changes will not have an effect but the ancillaries and the garrisons have me worried...
anyway everything depends if I can get all the untis into the garrison script by the end of the week...dont know yet...its a lot of work as I want them to be faction and sometimes area specific.
Last edited by chris10; December 13, 2010 at 10:56 AM.
Re: ANNOUNCEMENT/PREVIEW/DISCUSSION: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a
Excellent idea for an expansion.
After the 17th of December (my last law exam) I will have several weeks with nothing to do, so I would like to offer my services as a beta-tester if you need it.
PS: I play RS with Steam, and have RTW, BI and ALEX.