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Thread: The Fall of Eagles Mk. II - 476 IH

  1. #1
    Barry Goldwater's Avatar Mr. Conservative
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    Default The Fall of Eagles Mk. II - 476 IH

    The year is 476, and the Age of Antiquity has just ended.

    In the west, the Western Roman Empire has fallen at last. For the longest time a chronically poor and unstable state threatened by barbarian incursions and internal coups, the empire had still managed to totter on until recently, when the boy-emperor Romulus Augustulus was overthrown by the mutinous Germanic warlord Odoacer and the regalia of the West sent eastward, to Constantinople; Romulus Augustulus's predecessor, Julius Nepos, still lives in Dalmatia, and has staked his own claim to the Western Roman crown with Byzantine support. Western Europe has finished its slide into a most dark and unpleasant age, with only a handful of Roman or quasi-Roman states (Soissons and Dalmatia chief among them) desperately clinging to memories of glory and power long lost in a sea of hostile barbarians, and where the breakdown of Roman society and order has given rise to a period of warlordism and general instability.

    In the north, Roman Britain has fragmented into a number of feuding minor kingdoms constantly threatened by the Picts, Irish and each other. Further compounding their problems are the Germanic Angles, Jutes and Saxons, who were originally invited into Britannia by local Brythonic princes but have since turned against their masters and are now in the process of carving out fiefdoms of their own. No aid from the continent can be expected in these dark times, not even from the Gallo-Roman Domain of Soissons (itself under threat from Frankish and Gothic barbarians), and so the British kings and princes must stand on their own feet - too bad they waste almost as many resources and soldiers fighting each other as they do the barbarians.

    In the east, Roman civilization still flourishes in the form of the Eastern Roman Empire. This extremely wealthy and powerful bastion of civilization still upholds all the old Roman laws and many of their traditions as well, though Roman paganism had long been supplanted by Christianity in both east and the now-fallen west. However, they are under threat from every direction; from the east by the Sassanids, their equals in strength and riches, from the south by the Vandals who leveled Rome in 455 and who now rule most of Roman Africa, from the west by the Ostrogoths who control most of southern Pannonia, and from the north by the Gepids and the remnants of the Hunnic Confederation that had come so close to destroying Rome once and for all.

    Can you lead a country to glory out of these Dark Ages, or will your empire crumble to dust like the old Roman Empire and be forgotten in the mists of history forever?

    The team:
    Spoiler Alert, click show to read: 
    Host - Barry Goldwater
    Battle Mod #1 - Comrade Chernov
    Battle Mod #2 - Majonga
    Econ Mod - Majonga
    Diplomatic RP Mods - Thunderhooves, Eugene
    Map:
    Spoiler Alert, click show to read: 
    Econ map:
    Spoiler Alert, click show to read: 
    Factions:
    Spoiler Alert, click show to read: 
    Eastern Europe:
    Dark purple - Eastern Roman Empire - Chalcedonian Christianity - Roman Culture - Kaitsar
    Red - 'Western Roman Empire' (Julius Nepos) - Chalcedonian Christianity - Roman Culture
    Green - Ostrogoths - Arian Christianity - Barbarian Culture
    Light aqua - Gepids - Arian Christianity - Barbarian Culture
    Dark olive - Lombards - Pagan - Barbarian Culture
    Gray - Huns - Pagan - Nomad Culture
    Aqua green - West Slavs - Pagan - Barbarian Culture
    Dark green - East Slavs - Pagan - Barbarian Culture
    Yellow-green - Balts - Pagan - Barbarian Culture
    Purple - Pomeranians - Pagan - Barbarian Culture

    Western Europe, continental:
    Dark blue - Kingdom of Odoacer - Chalcedonian Christianity - Pseudo-Roman Culture
    Navy blue - Visigoths - Arian Christianity - Barbarian Culture - The Stig
    Burgundy - Burgundians - Arian Christianity - Barbarian Culture
    Purplish-blue - Suebi - Arian Christianity - Barbarian Culture - Batman
    Brown, Iberia - Vasconians - Arian Christianity - Barbarian Culture
    Light salmon - Domain of Soissons - Chalcedonian Christianity - Roman Culture - Kip
    Blue - Salian Franks - Pagan - Barbarian Culture
    Mint green - Armorica - Chalcedonian Christianity - Pseudo-Roman Culture
    Brown, Germany - Alemanni - Pagan - Barbarian Culture
    Cyan - Ripuarian Franks - Pagan - Barbarian Culture
    Pinkish-red - Thuringians - Pagan - Barbarian Culture
    Lime - Frisians - Pagan - Barbarian Culture
    Hot pink - Boii - Pagan - Barbarian Culture
    Pale yellow - Rugians - Pagan - Barbarian Culture
    Gold - Saxons - Pagan - Barbarian Culture (also possess British holdings) - Watercress
    Royal blue - Angles - Pagan - Barbarian Culture (also possess British holdings)
    Pale blue - Jutes - Pagan - Barbarian Culture (also possess British holdings)

    Britannia, Romano-Britons:
    Periwinkle - Dyfneint - Chalcedonian Christianity - Pseudo-Roman Culture - Agamemnon
    Hot pink - Gwent - Chalcedonian Christianity - Pseudo-Roman Culture
    Cyan - Glamorgan - Celtic Christianity - Pseudo-Roman Culture
    Orange - Deheubarth - Celtic Christianity - Pseudo-Roman Culture
    Green - Powys - Chalcedonian Christianity - Pseudo-Roman Culture - Eugene
    Purple - Rheged - Chalcedonian Christianity - Pseudo-Roman Culture
    Royal blue - Alcluyd - Celtic Christianity - Pseudo-Roman Culture
    Aqua green - Goddodin - Celtic Christianity - Pseudo-Roman Culture
    Teal - Ebrauc - Chalcedonian Christianity - Pseudo-Roman Culture
    Light pink - Elmet - Chalcedonian Christianity - Pseudo-Roman Culture
    White - Ynys Manau - Celtic Christianity - Pseudo-Roman Culture

    Britannia, Germanic peoples:
    Gold - Saxons - Pagan - Barbarian Culture - Watercress
    Royal blue - Angles - Pagan - Barbarian Culture
    Pale blue - Jutes - Pagan - Barbarian Culture

    Gaels:
    Purple - Picts - Pagan - Barbarian Culture - Thunderhooves Priomh
    Gold - Dal Riata - Pagan - Barbarian Culture
    Light pink - Ailech - Pagan - Barbarian Culture
    Mint green - Tara - Celtic Christianity - Barbarian Culture
    Cyan - Connachta - Pagan - Barbarian Culture
    Green - Laigin - Celtic Christianity - Barbarian Culture
    Blue - Mumain - Celtic Christianity - Barbarian Culture

    Asia:
    Light purple - Sassanid Empire - Zoroastrian - Eastern Culture - rathertallhat
    Light blue - Armenia - Miaphysite Christianity - Eastern Culture
    Light yellow - Lazica - Chalcedonian Christianity - Pseudo-Roman Culture
    Light green - Iberia - Chalcedonian Christianity - Pseudo-Roman Culture
    Light pink - Albania - Miaphysite Christianity - Eastern Culture
    Olive - Ghassanids - Miaphysite Christianity - Nomad Culture - Dan the Man
    Salmon - Lakhmids - Miaphysite Christianity - Nomad Culture
    White - Hephthalites - Buddhist - Nomad Culture

    Africa:
    Forest green - Vandals - Arian Christianity - Barbarian Culture - Majonga
    Dark olive - Berbers - Chalcedonian Christianity - Nomad Culture
    Cultures & religions:
    Spoiler Alert, click show to read: 
    Cultures:
    Barbarian - These people are only barely touched by Roman influences, or are not Romanized at all. Their societies are rather simple in comparison to the glory that was Rome, and their armies tend to be numerous but lightly equipped, with a more heavily armed elite cadre, and poorly organized.
    Pseudo-Roman - These people are either partially Romanized barbarians whose leaders can speak and write Latin, Romans who have become 'barbarized' over time, or are of mixed Roman and barbarian descent who simultaneously belong to and are distinct from both worlds. Their armies tend to be mixed, with Roman and barbarian influences.
    Roman - These people are as close as one will ever get to the 'classic' Romans, speaking and writing fluent Latin, following Roman laws, (usually) well-educated, and keeping many of the Roman traditions alive. Their armies tend to be relatively small and expensive but of a very high quality.
    Eastern - These people are not Romans or even descendants of Romans, but their culture is nevertheless ancient and complex in its own way. Their armies tend to field light infantry and archers, offset by heavy and ultra-heavy cavalry.
    Nomad - These people are nomadic or semi-nomadic in nature, and are often organized into tribal or clan-based confederacies who may or may not have even an elected monarch. Their armies revolve around masses of horse archers, with limited infantry support of rather low quality.

    Religions:
    Chalcedonian Christianity
    - These churches accept the Councils of Nicaea, 325 and Chalcedon, 351. They are most commonly found among the Romans and Pseudo-Romans.
    Arian Christianity - These churches reject the Council of Nicaea 325, maintaining that Christ is separate from God the Father and did not always exist. They are most popular among the recently Christianized barbarians.
    Miaphysite Christianity - These churches accept the Council of Nicaea, 325 but reject the Council of Chalcedon, 351. They are mostly found among the Eastern Christian states.
    Celtic Christianity - These churches are actually nominally Chalcedonian, but have been isolated from the rest of the Church and have a number of different traditions & practices, most notably a different way of calculating the date of Easter and a strong monastic tradition. As one can tell from the name, they are found exclusively among the Celtic peoples of Britain.
    Pagan - This is a general term for all the non-Christian, often polytheistic traditional religions still followed by many barbarians.
    Zoroastrianism - This is the exotic religion practiced by the Iranians, holding Ahura Mazda as the benevolent God and creator of the world and rejecting monasticism in favor of active participation in life to ensure happiness and keep evil at bay.
    Buddhism - This exotic religion originated in India, having been founded by the Buddha sometime between the 6th and 4th centuries BC. Ironically, while the religion stresses peace as an important way to achieve salvation, its only major follower on the map are the nomadic and decidedly warlike Hephthalites.
    Last edited by Barry Goldwater; December 25, 2011 at 07:47 PM.

  2. #2
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    Military rules:
    Spoiler Alert, click show to read: 
    Each culture has their own troop tree.

    Barbarian:
    Spoiler Alert, click show to read: 
    Infantry:

    Warband
    - 8,000 men - 4000 denarii - 1 day - A large but poorly-organized gathering of barbarian warriors attracted by the lure of glory and plunder, fighting with whatever they can afford. They aren't the most reliable or disciplined, but are doubtlessly brave (to the point of recklessness) and ferocious warriors in their own right.

    Spear Warband - 8,000 men - 4000 denarii - 1 day - A large but poorly organized gathering of barbarian warriors attracted by the lure of glory and plunder, fighting primarily with spears. They aren't the most reliable or disciplined of soldiers, but perform a vital role in deterring enemy cavalry charges.

    Chosen Warband - 6,000 men - 7500 denarii - 3 days - Better armed and organized than ordinary warbands, these bands are composed of veterans who have proven their worth to their lord and/or tribe. They are noticeably more capable of restraining themselves than the ordinary Warband, but are no less brave and willing to fight and plunder.

    Warlord's Retinue - 2,500 men - 12000 denarii - 5 days - These elite fighters are the handpicked guards of major warlords and nobles, equipped with the finest armor and weapons available to the barbarians. They know that the safety of their leader and an overall victory on the field is more important than personal glory and loot, and thus they are much more disciplined than ordinary warbands. They have a negative effect on the morale of nearby enemy units.

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    Cavalry:

    Barbarian Cavalry
    - 4,000 men - 9000 denarii - 2 days - Light horsemen drawn from the middle classes, outfitted with leather armor (or no armor at all), javelins, and light hand weapons ranging from axes to hammers and swords. They are quite fast and make good skirmishers or scouts, but their lack of armor means they will drop like flies in a prolonged melee engagement.

    Barbarian Horse Archers - 4,000 men - 9000 denarii - 2 days - These horsemen have sacrificed armor for speed, they go into battle unarmored or wearing only helmets, but happen to be very highly skilled with the powerful composite bow. They are extremely fast and extremely annoying for the enemy to fight, being able to outrun even Roman horse archers, but can still be caught (and massacred) by light cavalry - or shot to death by foot archers, whose bows tend to be stronger and have greater range. Like other barbarian units, they are less disciplined but more numerous than their Romanized counterparts.

    Noble Cavalry - 2,000 men - 14000 denarii - 4 days - Heavier cavalry drawn from the ranks of barbarian nobility, equipped with heavier armor (usually scale or chainmail) and thrusting spears in addition to well-crafted hand weapons, such as axes and swords. These purely melee horsemen are a good choice for flanking actions or routing light infantry, but are not sufficiently heavy to smash through prepared heavy infantry formations, at least not from the front. They have a negative effect on the morale of nearby enemy units.

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    Missiles:

    Archer Warband
    - 7,000 men - 4500 denarii - 1 day - Unarmored archers attracted by the promise of glory and riches, many of them at least somewhat experienced with a bow from their hunting experiences or time as mercenaries for local warlords. While they can provide adequate ranged support (especially given their numbers), they are as undisciplined and unreliable as melee Warbands.

    Chosen Archer Warband - 3,500 men - 7500 denarii - 3 days - More experienced than the ordinary Archer Warbands, these Chosen Archers wear quality light armor and fight with better-crafted bows. Their fire is more accurate than that of the ordinary warband, and furthermore they are much more disciplined and willing to fight in close quarters than the lowly Archer Warbands.
    Pseudo-Roman:
    Spoiler Alert, click show to read: 
    Infantry:

    Foederati
    - 6,000 men - 5000 denarii - 1 day - These barbarian mercenaries have agreed to fight under the banner of the Pseudo-Roman states in exchange for gold and the right to settle on government land. They are more numerous than the Romanized units, but less disciplined and armed only with whatever hand weapons they can scrounge up.

    Pedites - 4,000 men - 9000 denarii - 3 days - These soldiers make up most of the non-mercenary element of pseudo-Roman armies. They are outfitted with quality medium armor (usually scale or chainmail), carry hand weapons such as swords and short spears, and are led by Roman officers; needless to say, they are solid and well-disciplined medium infantry who will pose a problem to their barbarian neighbors, and though they may not be as well-trained or armed as 'proper' Roman units, they are not to be underestimated.

    Auxilia - 4,000 men - 9000 denarii - 3 days - These spear-armed soldiers make up the anti-cavalry force of the pseudo-Roman armies. They are outfitted with medium armor (usually scale or chain mail) and, as one can tell from the name, spears with which they can turn enemy horsemen into kebabs. The difficulty of fighting with long spears in close quarters, once an enemy has gotten past the sharp points, means they should avoid heavier infantry, though.

    Pseudocomitatenses - 2,000 men - 14000 denarii - 6 days - These are the elite soldiers of the pseudo-Roman armies, outfitted with high-quality chainmail and armed with a number of heavy darts ('plumbatae') in addition to well-made hand weapons, most notably the spatha longsword. They are often deployed as an elite reserve force held back until a critical junction in the battle, or used to guard important officers. They have a positive effect on the morale of nearby friendly units.

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    Cavalry:

    Equites - 3,000 men - 12000 denarii - 4 days - Medium cavalrymen equipped with scale or chain mail, the hasta thrusting spear and the spatha longsword. They are highly suited to flanking actions and can also serve as heavy scouts if needed, but they should not be permitted to get tied down in a prolonged melee - though their equipment will allow them to survive most such encounters, it robs them of their greatest strength (their mobility) and leaves them vulnerable to enemy counterattacks.

    Equites Sagitarii - 3,000 men - 12000 denarii - 4 days - Wars with the Persians and the barbarian tribes have taught the Romans the value of horse archers. These men fight with composite bows, peppering the enemy with repeated volleys from the saddle while rapidly moving from place to place to avoid a grisly death at the hands of their annoyed opponents. While they can move quickly enough to avoid all but light enemy cavalry, they are vulnerable to the stronger bows and greater range of enemy foot archers, and needless to say they should avoid melee engagements like the plague.

    Candidati - 1,000 men - 7 days - These white-clad soldiers are the elite of a pseudo-Roman army's elite, drawn from the ranks of veteran cavalrymen or pseudo-comitatenses. Given the best equipment and horses, they are fiercely loyal to their overlord and barring apocalyptic circumstances, will fight with him to the bitter end. They can make for nearly unbreakable bodyguard units, or elite heavy cavalry who actually can afford a frontal charge into organized infantry formations. They have a positive effect on the morale of nearby friendly units.

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    Missiles:

    Sagitarii - 4,000 men - 9000 denarii - 3 days - These archers were trained and led by Roman captains, and thus are superior to their barbarian rivals in terms of organization and training. They execute a vital support role in most armies, showering the enemies of the pseudo-Roman states with arrows to weaken them and break up formations before the cavalry and infantry engage them. Needless to say however, they should be kept far away from the front lines and above all from enemy cavalry.

    Sagitarii Promoti - 1,500 men - 14000 denarii - 5 days - Elite archers, drawn from the ranks of more experienced Sagitarii and outfitted with quality scale mail and powerful flatbows. Unlike the ordinary Sagitarii, they can hold their own in a fight with light and even medium infantry, though they should still steer well clear of heavy infantry and cavalry.
    Roman:
    Spoiler Alert, click show to read: 
    Infantry:

    Foederati
    - 6,000 men - 5000 denarii - 1 day - These barbarian mercenaries have agreed to fight under the banner of the Roman states in exchange for gold and the right to settle on government land. They are more numerous than the Romanized units, but less disciplined and armed only with whatever hand weapons they can scrounge up.

    Limitanei - 3,500 men - 10000 denarii - 3 days - These frontier troops are drawn from the lower stratae of society and outfitted with scale or chain mail, hasta spears with which to repel cavalry, and an extra hand weapon (usually the spatha) to fend off opponents who manage to get past their spears. They are typically deployed on the borders of the empire, to alert the central government of incoming attacks and to hold them off until the better-equipped Comitatenses can arrive to save the day.

    Comitatenses - 2,000 men - 12000 denarii - 5 days - Forming the core of Roman field armies, these seasoned soldiers make up the mobile field force of the Empires, often hanging back in their urban quarters until a threat that requires their presence has manifested itself, or otherwise launching aggressive campaigns into enemy territory while the Limitanei remain on the defensive. They are well-equipped and highly trained heavy infantry, carrying a number of plumbatae darts in addition to other quality melee weapons, and are as close as anyone will come to the traditional Roman legion today.

    Palatini - 1,000 men - 15000 denarii - 9 days - These elite soldiers are extremely heavily armed and highly trained infantry, drawn only from the ranks of chosen recruits and long-time veterans and charged with protecting the lives of their Emperor. They are a cut above even the Comitatenses and will fight to the death to protect whoever or whatever it is they're supposed to be protecting - though the enemy is far more likely to die than they are. Their mere presence has a positive effect on the morale of nearby friendly units, while cutting into the morale of nearby enemies.

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    Cavalry:

    Equites Promoti
    - 3,000 men - 12000 denarii - 5 days - Medium cavalrymen equipped with scale or chain mail, the hasta thrusting spear and the spatha longsword. They are highly suited to flanking actions and can also serve as heavy scouts if needed, but they should not be permitted to get tied down in a prolonged melee - though their equipment will allow them to survive most such encounters, it robs them of their greatest strength (their mobility) and leaves them vulnerable to enemy counterattacks.

    Equites Sagitarii - 3,000 men - 12000 denarii - 5 days - Wars with the Persians and the barbarian tribes have taught the Romans the value of horse archers. These men fight with composite bows, peppering the enemy with repeated volleys from the saddle while rapidly moving from place to place to avoid a grisly death at the hands of their annoyed opponents. While they can move quickly enough to avoid all but light enemy cavalry, they are vulnerable to the stronger bows and greater range of enemy foot archers, and needless to say they should avoid melee engagements like the plague.

    Clibanarii - 600 men - 18000 denarii - 9 days - The Roman answer to the Persian cataphracts, clibanarii are clad from head to toe in imposing heavy armor - even their horses are armored - and fight with a contus lance, in addition to other heavy melee weapons (usually a mace or sword). These elite ultra-heavy horsemen can shatter even organized infantry lines with a single devastating frontal charge, or otherwise serve as impressive bodyguards, though the weight of their armor and the fact that they heat up much faster than other horsemen due to a lack of ventilation means they get exhausted more easily, as well.

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    Missiles:

    Sagitarii - 3,000 men - 10000 denarii - 4 days - These Roman archers are far superior to their barbarian rivals in terms of organization and training. They execute a vital support role in most armies, showering the enemies of the Roman states with arrows to weaken them and break up formations before the cavalry and infantry engage them. Needless to say however, they should be kept far away from the front lines and above all from enemy cavalry.

    Sagitarii Palatinae - 1,500 men - 14000 denarii - 6 days - Elite archers, drawn from the ranks of more experienced Sagitarii and outfitted with quality scale mail and powerful flatbows. Unlike the ordinary Sagitarii, they can hold their own in a fight with light and even medium infantry, though they should still steer well clear of heavy infantry and cavalry.
    Eastern:
    Spoiler Alert, click show to read: 
    Infantry:

    Paighan
    - 6,500 men - 6000 denarii - 1 day - Light infantry conscripted from the poorest strata of society, armed only with a sword and wooden shield. They are unmotivated and ill-trained, with a tendency to break and run or surrender in unfavorable situations, but relatively cheap and numerous in contrast to their Roman counterparts.

    Spear Paighan - 6,500 men - 6000 denarii - 1 day - Light infantry conscripted from the poorest strata of society, armed only with a spear and wooden shield. They are unmotivated and ill-trained, with a tendency to break and run or surrender in unfavorable situations, but are still a fairly cheap and numerous - if not always effective - counter to enemy cavalry.

    Daylamite Mercenaries - 3,000 men - 12000 denarii - 4 days - The Daylamites are rightly renowned as the best infantry in the Mideast, as these soldiers of fortune have proved time and time again. These heavy infantrymen wear quality scale and chain mail, and fight with splendidly made swords and axes. Their reputation precedes them, and they demoralize enemies with their mere presence.

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    Cavalry:

    Asawira
    - 3,000 men - 12000 denarii - 4 days - Drawn from the minor nobility, these men are heavy horse archers who ride into battle in fine quilted and chain armor and fight with composite bows. They are at least capable of surviving a melee engagement with light and medium cavalry, though obviously there's still no way they're walking out of an engagement with, let's say the Clibanarii.

    Savaran
    - 1,000 men - 15000 denarii - 6 days - The 'knights' of the Sassanid Empire, these noble heavy horsemen are covered almost entirely in steel, as are their horses. They wield extremely long, two-handed lances for the charge (which can break up infantry formations in one go) and maces or swords for the melee that follows. Furthermore, they possess an extremely high morale - after all, they have a reputation to maintain - and are difficult to break with anything short of a pike wall.

    Zhayedan - 500 men - 18000 denarii - 9 days - Better knows as 'Immortals' in the west, these ultra-heavy horsemen are given the finest equipment the Persians are able to afford or craft, and uniformly ride on powerful Nisean war horses. The mere presence of these steel-clad, masked warriors demoralizes the enemy while reinforcing the fighting spirit of their own side.

    Elephants - 20 elephants - 24000 denarii - 12 days - The Sassanids regularly fielded war elephants in large numbers, and 476 is no different. These armored, towering beasts of war can crush or gore infantry formations, terrify both horse and horseman, and further carry a complement of archers to rain death on their inevitably-panicked enemies. However, if frightened, the elephants can turn against their own side, causing confusion, mass disorder and of course, a high number of friendly casualties.

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    Missiles:

    Eastern Archers
    - 3,000 men - 10000 denarii - 3 days - These Eastern archers are every bit the equal of their Roman rivals in terms of organization and training. They execute a vital support role in most armies, showering the enemies of the Eastern states with arrows to weaken them and break up formations before the cavalry and infantry engage them. Needless to say however, they should be kept far away from the front lines and above all from enemy cavalry.

    Immortal Archers - 1,000 men - 15000 denarii - 6 days - These elite archers wear ornate gilded armor and bright red hats to signify their status, and are equipped with the best bows Eastern hands can craft. They are extremely deadly archers who can decimate and break up infantry formations before their own horsemen and infantry can engage in close combat, and can even hold their own in a melee with other infantry with their bright swords.
    Nomad:
    Spoiler Alert, click show to read: 
    Infantry:

    Nomad Warband
    - 6,500 men - 5000 denarii - 1 day - Light infantry conscripted from the poorest strata of the nomadic tribes, armed only with a light hand weapon and wooden shield. They are unmotivated and ill-trained, with a tendency to break and run or surrender in unfavorable situations, but relatively cheap and numerous in contrast to their counterparts.

    Nomad Spear Warband - 6,500 men - 5000 denarii - 1 day - Light infantry conscripted from the poorest strata of the nomadic tribes, armed only with a light hand weapon and wooden shield. They are unmotivated and ill-trained, with a tendency to break and run or surrender in unfavorable situations, but relatively cheap and numerous in contrast to their counterparts.

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    Cavalry:

    Nomadic Light Archers
    - 6,000 men - 5000 denarii - 2 days - These unarmored horsemen fight with composite bows, peppering the enemy with repeated volleys from the saddle while rapidly moving from place to place to avoid a grisly death at the hands of their annoyed opponents. While they can move quickly enough to avoid all but light enemy cavalry, they are vulnerable to the stronger bows and greater range of enemy foot archers, and needless to say they should avoid melee engagements like the plague.

    Nomadic Medium Archers - 4,000 men - 9000 denarii - 4 days - In addition to being every bit as skilled as the light horse archers, these horsemen can also afford quality leather and metal armor. They can hold their own in engagements with enemy light cavalry, but that doesn't mean you should actually have them fight as melee cavalry, and they still need to avoid heavier horsemen like the plague.

    Nomadic Heavy Archers - 2,000 men - 14000 denarii - 6 days - These soldiers are drawn exclusively from the nobility and/or from certain particularly respected or wealthy tribes, and enter battle in heavy armor and wielding high-quality melee weapons in addition to their powerful composite bows. They are equally comfortable in melee and at range, and are the elite of all nomadic armies.

    Steppe Lancers - 1,000 men - 18000 denarii - 8 days - The chosen retainers of steppe chiefs wear extremely heavy and (for steppe peoples) surprisingly well-made armor, and fight purely with a lance and sword, axe or mace, in contrast to the huge numbers of horse archers making up the rest of the army. They are skilled heavy cavalry, excelling in both breaking up enemy formations with a powerful charge and in fighting the melee that is sure to follow. Recruitable only by the Huns & Hephthalites.

    Camel Lancers - 1,000 men - 18000 denarii - 8 days - While wearing only medium armor so as to avoid overheating and exhaustion in the desert climate, these cavalrymen are unique in that they fight on camels rather than on horses. They terrify enemy horses with the presence of their camels, and thus make excellent anti-cavalry cavalry. Aside from that, they also make good shock cavalry, wielding lances for the charge and scimitars or other hand weapons for the melee. Recruitable only by the Arab factions & the Berbers.

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    Missiles:

    Nomad Foot Archers
    - 6,000 men - 4000 denarii - 1 day - The foot archers of nomadic societies are far less glamorous than their mounted counterparts, and are often made up of poor conscripts or slaves; as a result, they are less motivated and often completely unarmored. Nevertheless, they still perform a vital support role, and their longer bows possess a greater range than those used by the horse archers.
    Naval rules:
    Spoiler Alert, click show to read: 
    The following ships can be constructed:

    Light Galley Squadron - 10 ships - 10000 denarii - 3 days - A squadron of small galleys, carrying crews of no more than 100. They are armed only with a battering ram, and must rely on speed and numbers to win battles.

    Heavy Galley Squadron - 10 ships - 15000 denarii - 6 days - A squadron of larger, heavier galleys carrying a crew of up to 200, as well as a small company of marines for boarding. They are capable of ramming or boarding enemy ships, and can take more punishment than the Light Galleys.

    Artillery Vessel Squadron - 5 ships - 20000 denarii - 9 days - A squadron of large ships outfitted with catapults, ballistae and other ranged weapons, as well as a complement of archers, to rain death on their enemies from afar or to provide support for beach landings. They are slower than other ships and vulnerable to ramming or boarding, though.

    Fire Ship Squadron - 5 ships - 20000 denarii - 6 days - A squadron of 'fire ships', loaded with combustible materials. These 'suicide vessels' work by ramming head-on into enemy ships, and will instantly destroy anything they come into contact with. Of course, they can be stopped before they can do any damage by Artillery Vessels, or by being boarded by marines.
    Economic rules:
    Spoiler Alert, click show to read: 
    Unlike previous IHs that relied on % economies, I've decided to go with something new this time around. Each province secured by the legions will contribute a set amount of florins every turn, which may increase or decrease due to certain random or not-so-random factors (ex. a beneficial 'good harvest' event or rebels rampaging throughout the province). Provinces occupied by an enemy force will not contribute a single florin to your treasury.

    Please check the economic map to discover how much each province makes.

    Level 1 - Red: 2,500 denarii/turn
    Level 2 - Blue: 5,000 denarii/turn
    Level 3 - Light Green: 8,000 denarii/turn
    Level 4 - Dark Green: 15,000 denarii/turn

    You can upgrade a province's infrastructure level for a set amount of florins.

    Level 1 to Level 2: 15,000 denarii - 1 turn
    Level 2 to Level 3: 30,000 denarii - 3 turns
    Level 3 to Level 4: 60,000 denarii - 6 turns

    You may sign mutually beneficial trade agreements with other factions. Both factions will make money off of these agreements. There are five levels of trade agreements you may sign:

    Level 1 - 10,000 florins
    Level 2 - 20,000 florins
    Level 3 - 30,000 florins
    Level 4 - 40,000 florins
    Level 5 - 50,000 florins

    However, note that you may only have three trade agreements at any time, and in addition breaking a trade agreement will have negative effects depending on the level of the agreement; breaking a Level 1 agreement will just result in you losing money, while breaking a Level 5 one may lead to large-scale merchant uprisings. Thus, choose your trading partners wisely - this is as much a matter of trust as it is one of making money.

    You can only have Level 3 Trade Agreements maximum with non-allies.

    You can sack provinces under your control to gain 2x their normal income (for example, sacking a red province gets you 5k) but at the cost of pushing that province into the red for some time:

    Sacked Lvl. 1 provinces - No change (already red)
    Sacked Lvl. 2 provinces - 3 days recovery
    Sacked Lvl. 3 provinces - 5 days recovery
    Sacked Lvl. 4 provinces - 7 days recovery

    Each faction can only sack a province once.
    Horde Rules:
    Spoiler Alert, click show to read: 
    If you are of Barbarian Culture, you may get the chance to abandon your old homeland for various reasons and form your people up into a Horde. In becoming a horde, you will spawn a number of free barbarian units who will settle down (disband) as soon as you conquer a new homeland (at least five provinces); of course, your people will not be content to keep moving and will eventually revolt if you can't find them a new homeland.

    You cannot Horde at will; you can only do it through certain Decisions, or if your faction is completely destroyed. You can also only Horde once; after that, if your faction is destroyed again (or, of course, if you're wiped out while still in Horde mode) you won't be able to come back.
    Last edited by Barry Goldwater; December 27, 2011 at 06:45 PM.

  3. #3
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    Eastern Roman Empire:
    Spoiler Alert, click show to read: 

    Labarum of the Eastern Empire

    Capital:
    Constantinople, Thracia

    Culture: Roman

    Religion: Chalcedonian Christianity

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Zeno, Roman Emperor in the East
    Age:
    51 (born 425)
    Religion: Chalcedonian Christianity
    Married? Yes (to Ariadne - generic, 26)
    Children (not of age):
    None
    Brother:
    Spoiler Alert, click show to read: 

    Longinus, Eastern Consul
    Age:
    49 (born 427)
    Religion: Chalcedonian Christianity
    Married? Yes (to Valeria - generic, 35)
    Children (not of age):
    Longina (daughter, 12)
    Vassal:
    Spoiler Alert, click show to read: 

    Anastasius, son of Pompeius
    Age:
    46 (born 430)
    Religion: Oriental Orthodox
    Married? No
    Children (not of age):
    None
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - Ghassanids, 'Western Roman Empire', Lazica
    Friendly - Ostrogoths, Iberia
    Hostile - Huns, Vandals
    At war - Sassanids, Lakhmids
    Domain of Soissons:
    Spoiler Alert, click show to read: 

    Labarum of the Western Roman Empire, still in use by the Domain

    Capital:
    Noviodunum, Gallia

    Culture: Roman

    Religion: Chalcedonian Christianity

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Syagrius, Dux of Noviodunum
    Age:
    46 (born 430)
    Religion: Chalcedonian Christianity
    Married? Yes (to Euphemia - generic, 40)
    Children (not of age):
    Accolonius (son, 12)
    Cornelia (daughter, 10)
    Livia (daughter, 7)
    Aemilia (daughter, 6)
    Aganippus (son, 3)
    Son:
    Spoiler Alert, click show to read: 

    Agilius son of Syagrius, Comes Domesticorum of Gaul
    Age:
    17
    Religion: Chalcedonian Christianity
    Married? No
    Children (not of age):
    None
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - None
    Friendly - Armorica, 'Western Roman Empire'
    Hostile - Visigoths, Burgundians, Alemanni, Frisians, Kingdom of Odoacer
    At war - Salian Franks
    Vandals:
    Spoiler Alert, click show to read: 

    The Vandals sack Rome, 455

    Capital:
    Carthage, Africa

    Culture: Barbarian

    Religion: Arian Christianity

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Geiseric, King of the Vandals
    Age: 87 (born 389)
    Religion: Arian Christianity
    Married? No (widowed)
    Children (not of age):
    None
    Son:
    Spoiler Alert, click show to read: 

    Huneric, Crown Prince of the Vandals
    Age:
    59 (born 436)
    Religion: Arian Christianity
    Married? No (separated)
    Children (not of age):
    Hilderic (son, 9)
    Grandson:
    Spoiler Alert, click show to read: 

    Prince Gunthamund
    Age:
    26 (born 450)
    Religion: Arian Christianity
    Married? No
    Children (not of age):
    None

    Note:
    Grandson of King Geiseric through the late Prince Gento, twin brother of Thrasamund
    Grandson:
    Spoiler Alert, click show to read: 

    Prince Thrasamund
    Age: 26 (born 450)
    Religion: Arian Christianity
    Married? No
    Children (not of age):
    None

    Note: Grandson of King Geiseric through the late Prince Gento, twin brother of Gunthamund
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - None
    Friendly - None
    Hostile - Eastern Roman Empire, Berbers, Kingdom of Odoacer
    At war - None
    Sassanid Empire:
    Spoiler Alert, click show to read: 

    The Sassanid 'kaviana' or flag

    Capital:
    Ctesiphon, Mesopotamia

    Culture: Eastern

    Religion: Zoroastrianism

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Peroz I, Shahanshah of Eran
    Age: 50 (born 426)
    Religion: Zoroastrianism
    Married? Yes (to Artaxshasa - generic, 43)
    Children (not of age):
    None
    Son:
    Spoiler Alert, click show to read: 

    Kavadh, Crown Prince of Eran
    Age:
    27 (born 449)
    Religion: Zoroastrianism
    Married? Yes (to Haldita - generic, 25)
    Children (not of age):
    Caoses (son, 3)
    Zames (son, 2)
    Son:
    Spoiler Alert, click show to read: 

    Zamasp, Prince of Eran
    Age: 23 (born 453)
    Religion: Zoroastrianism
    Married? No
    Children (not of age):
    None
    Brother:
    Spoiler Alert, click show to read: 

    Balash, Prince of Eran
    Age: 47 (born 429)
    Religion: Zoroastrianism
    Married? Yes (to Arkha - generic, 40)
    Children (not of age):
    Valkas (son, 13)
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - Lakhmids
    Friendly - None
    Hostile - Iberia, Albania
    At war - Eastern Roman Empire, Ghassanids, Lazica, Hepthalites
    Picts:
    Spoiler Alert, click show to read: 

    The Pictish Aberlemno stone, a marker of their presence

    Capital:
    Farrais, Moray

    Culture: Barbarian

    Religion: Pagan

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Nechtan Morbet macErp, King of the Picts
    Age: 40 (born 436)
    Religion: Pagan
    Married? Yes (to Esselt - generic, 35)
    Children (not of age):
    Drest (son, 10)
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - None
    Friendly - Dal Riada
    Hostile - Alcluyd, Goddodin
    At war - None
    Suebi:
    Spoiler Alert, click show to read: 

    Banner of the Suebi Kings

    Capital:
    Emerita Augusta, Lusitania

    Culture: Barbarian

    Religion: Arian Christianity

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Theodemund, King of the Suebi
    Age: 35 (born 441)
    Religion: Arian Christianity
    Married? Yes (to Bescela - generic, 33)
    Children (not of age):
    Chararic (son, 7)
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - None
    Friendly - Vasconians
    Hostile - None
    At war - Visigoths
    Last edited by Barry Goldwater; December 25, 2011 at 08:36 AM.

  4. #4
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    Saxons:
    Spoiler Alert, click show to read: 

    The Saxon wyvern-banner

    Capital:
    Witanceaster, Southern England

    Culture: Barbarian

    Religion: Pagan

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Cerdic, King of Wessex and Chief of the Gewisse
    Age: 45 (born 431)
    Religion: Pagan
    Married? Yes (to Edith - generic, 41)
    Children (not of age):
    None
    Son:
    Spoiler Alert, click show to read: 

    Cynric, Crown Prince of the Saxons
    Age: 25 (born 451)
    Religion: Pagan
    Married? Yes (to Aethelflaed - generic, 16)
    Children (not of age):
    None
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - Angles, Jutes
    Friendly - Thuringians, Ripuarian Franks
    Hostile - Gwynedd, Glamorgan, Deheubarth, Rheged, Alcluyd, Goddodin
    At war - Dyfneint, Gwent, Powys, Elmet, Ebrauc
    Powys:
    Spoiler Alert, click show to read: 

    Flag of Powys

    Capital:
    Pengwern, Central Britannia

    Culture: Pseudo-Roman

    Religion: Chalcedonian Christianity

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Rhyddfedd Frych
    Age: 41 (born 435)
    Religion: Chalcedonian Christianity
    Married? Yes (to Marwenna - generic, 38)
    Children (not of age):
    Cyngen Glorydd (son, 11)
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - Gwynedd
    Friendly - Rheged, Ebrauc, Elmet
    Hostile - Deheubarth
    At war - Angles, Jutes, Saxons, Glamorgan
    Visigoths:
    Spoiler Alert, click show to read: 

    The flag of the Visigoth Kingdom

    Capital:
    Tolosa, Gallia Aquitania

    Culture: Barbarian

    Religion: Arian Christianity

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Euric, King of the Visigoths
    Age:
    36 (born 440)
    Religion: Arian Christianity
    Married? Yes (to Ragnachildis - generic, 34)
    Children (not of age):
    Alaric (son, 4)
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - None
    Friendly - Ostrogoths
    Hostile - Soissons, Burgundians, Vasconians, Armorica
    At war - Suebi
    Ghassanids:
    Spoiler Alert, click show to read: 

    The Ghassanid war banner

    Capital:
    Petra, Nabatea

    Culture: Nomad

    Religion: Miaphysite Christianity

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    al-Harith IV ibn Hijr, King & Chief of the Banu Ghassan
    Age: 39 (born 437)
    Religion: Miaphysite Christianity
    Married? Yes (to Maryam bint Abdullah - generic, 33)
    Children (not of age):
    Fatima bint al-Harith (daughter, 13)
    Safiya bint al-Harith (daughter, 11)
    Qasim ibn al-Harith (son, 9)
    Ali ibn al-Harith (son, 8)
    Layla bint al-Harith (daughter, 5)
    Shurahbil bin al-Harith (son, 2)
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - Eastern Roman Empire, 'Western Roman Empire', Lazica
    Friendly - Armenia
    Hostile - None
    At war - Sassanids, Lakhmids
    Dyfneint:
    Spoiler Alert, click show to read: 

    The Dragon of Dumnonia

    Capital:
    Caer Durnac, Southern Britannia

    Culture: Pseudo-Roman

    Religion: Celtic Christianity

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Uthyr ap Cystennin 'Pendragon', King of Dyfneint
    Age: 76 (born 400)
    Religion: Chalcedonian Christianity
    Married? Yes (to Eigyr - generic, 44)
    Children (not of age):
    None
    Son:
    Spoiler Alert, click show to read: 

    Arthur ap Uthyr, Crown Prince of Dyfneint
    Age: 25 (born 451)
    Religion: Chalcedonian Christianity
    Married? Yes (to Gwenhwyfar - generic, 22)
    Children (not of age):
    Gwydre ap Arthur (son, 4)
    Amhar ap Arthur (son, 3)
    Llachau ap Arthur (son, 1)
    Medraut ap Gwyar (bastard son, 1)
    Son:
    Spoiler Alert, click show to read: 

    Madoc ap Uthyr, Prince of Dyfneint
    Age: 23 (born 453)
    Religion: Chalcedonian Christianity
    Married? Yes (to Rhiannon - generic, 19)
    Children (not of age):
    Bedwyr ap Madoc (son, 2)
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - Gwent
    Friendly - Glamorgan, Deheubarth, Armorica
    Hostile - None
    At war - Angles, Saxons, Jutes
    Alemanni:
    Spoiler Alert, click show to read: 

    An Alamanni war banner

    Capital:
    Reichenau, Germania

    Culture:
    Barbarian

    Religion: Pagan

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Gibuld, King of the Alemanni
    Age: 47 (born 429)
    Religion: Pagan
    Married? Yes (to Balthild - generic, 26)
    Children (not of age):
    Aioulfus (son, 10)
    Atelgis (son, 7)
    Ulrika (daughter, 3)
    Reingardis (son, 1)
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - None
    Friendly - Thuringians
    Hostile - Rugians, Ripuarian Franks, Soissons
    At war - None
    Last edited by Barry Goldwater; December 25, 2011 at 05:13 PM.

  5. #5
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    Kingdom of Odoacer:
    Spoiler Alert, click show to read: 

    Odoacer's personal labarum

    Capital:
    Ravenna, NE Italia

    Culture: Pseudo-Roman

    Religion: Chalcedonian Christianity

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Odoacer, King of Italy
    Age:
    43 (born 433)
    Religion: Arian Christianity
    Married? Yes (to Sunigilda - generic, 39)
    Children (not of age):
    None
    Son:
    Spoiler Alert, click show to read: 

    Thela, Crown Prince of Italy
    Age: 20 (born 456)
    Religion: Arian Christianity
    Married? Yes (to Thusnelda - generic, 17)
    Children (not of age):
    Othelhildis (son, 1)
    Brother:
    Spoiler Alert, click show to read: 

    Onoulphous, Dux of Calabria
    Age: 41 (born 435)
    Religion: Arian Christianity
    Married? Yes (to Bernildis - generic, 40)
    Children (not of age):
    Ethelmonda (daughter, 12)
    Sigimer (son, 10)
    Irmingarda (daughter, 7)
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - None
    Friendly - None
    Hostile - 'Western Roman Empire', Burgundians, Vandals, Soissons, Ostrogoths
    At war - Rugians
    Ostrogoths:
    Spoiler Alert, click show to read: 

    An Ostrogothic eagle relief

    Capital:
    Singidunum, Pannonia

    Culture: Barbarian

    Religion: Arian Christianity

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Theodoric, King of the Ostrogoths
    Age: 22 (born 454)
    Religion: Arian Christianity
    Married? No
    Children (not of age):
    None
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - None
    Friendly - Gepids, Eastern Roman Empire
    Hostile - Lombards, Kingdom of Odoacer, Rugians
    At war - None
    Salian Franks:
    Spoiler Alert, click show to read: 

    One of the more prominent Frankish flags

    Capital:
    Augusta Treverorum, Belgica Prima

    Culture: Barbarian

    Religion: Pagan

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Childeric son of Merovech, King of the Franks
    Age: 36 (born 440)
    Religion: Pagan
    Married? Yes (to Basina of Thuringia - generic, 30)
    Children (not of age):
    Clovis (son, 10)
    Audoflede (daughter, 7)
    Lanthilde (daughter, 5)
    Alboflede (daughter, 2)
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - Ripuarian Franks
    Friendly - Thuringians, Jutes
    Hostile - None
    At war - Domain of Soissons, Frisians
    Rheged:
    Spoiler Alert, click show to read: 


    Capital: Caer Legion, NW Britannia

    Culture: Pseudo-Roman

    Religion: Chalcedonian Christianity

    Characters:
    Spoiler Alert, click show to read: 
    Faction leader:
    Spoiler Alert, click show to read: 

    Merichion Gul, King of Rheged
    Age: 39 (born 437)
    Religion: Chalcedonian Christianity
    Married? Yes (to Helena of Alcluyd - generic, 35)
    Children (not of age):
    Cynfarch Oer (son, 13)
    Elidyr Lydanwyn (son, 11)
    Diplomacy:
    Spoiler Alert, click show to read: 
    Allied - Ebrauc, Elmet
    Friendly - Alcluyd, Gododdin
    Hostile - None
    At war - Angles, Saxons, Jutes
    Last edited by Barry Goldwater; January 01, 2012 at 04:22 PM.

  6. #6
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    r4

  7. #7
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    I've got some free time on my hands thanks to the Christmas season, so I figure why not try my hand at another faction-based game? As you can see, I've decided to remake the Fall of Eagles IH, though this time the WRE has already fallen.

    This will not interfere with Conspiravision or RB 1810, or the planned 1939 RB IH after 1810 has run its course.

    Also, as you may have noticed I put up a section called 'the team'. I don't want to run this alone for fear that it will kill my other games through overextension, hence why I am calling for assistance; I need two battle mods to manage wars (obviously), one econ mod to make sure everyone's economy is in order and nobody is spending more than they have, and one diplomatic RP mod to handle minor diplomatic RP with NPC factions if I am unable to do so. So, any volunteers?

    And yes, you can start claiming factions...now. While there are no imposed restrictions on faction choice like last time, I'd like to see the major hitters (ERE, Salian Franks, Visigoths, Sassanids and the like) filled first.

  8. #8
    Gone 2 the Celts's Avatar Primicerius
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    I place the dibs on the Picts

    i volunteer to be diplomacy mod
    Quote Originally Posted by Kip Bohannon View Post
    I'm actually quite fond of Egyptian mythology. I'm quite fond of anything with golden penises, really.

  9. #9
    Kip's Avatar Idea missing.
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    I'll give Soissons a shot! I would offer to cohost, but until I sort out the laptop situation I fear I'm a bit of a liability :/

  10. #10
    EmperorBatman999's Avatar I say, what, what?
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    Who holds Portugal and Galicia? Can I be them?

  11. #11

    Default Re: The Fall of Eagles Mk. II - 476 IH

    Eastern Roman Empire!
    Quote Originally Posted by Dan the Man
    obviously I'm a large angry black woman and you're a hot blonde!

  12. #12
    The Stig's Avatar Protector Domesticus
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    I'll be the Visigoths. They're the ones in Italy, right?
    Quote Originally Posted by Ancient Aliens
    Yes. The Stig is Jesus.
    People's Republic of Cascadia

  13. #13
    Majonga's Avatar Primicerius
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    I will offer to battle mod if you want. Though Econ mod may be more important, I could do that. I would do both if you want. I am at university and have quite a lot of spare time to alot to these games.

    Also I will take the Vandals in Africa. just two questions though.

    1. why are the units so large? I mean its a bit over the top to have that many troops, it makes an average army hundreds of thousands strong if I am not mistaken.

    2. what are the areas that don't have color, like below the Vandals in Africa (morroco/western Sahara etc.) is that conquerable?
    "All warfare is based on deception. Hence: when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near." - Sun Tzu

  14. #14
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    @Batman That's the Suebi, a Germanic tribe who settled in Iberia and became traditional rivals to the neighboring Visigoths: http://en.wikipedia.org/wiki/Suebi

    @Stig: No, the Visigoths are the giant navy-blue blob stretching across Spain & southern France. The Italian barbarians are Odoacer's semi-barbarian kingdom.

    @Majonga A good point, I'll shrink unit sizes somewhat. I wanted to make barbarian units larger than pseudo-Roman and Roman units for balance, since the latter will have the organizational and arms advantages over them. As for the blank areas, they will not be conquerable, just think of them as Terra Incognita - nobody wanted to conquer the deserts of Morocco or the sparsely populated future-Russia in this time anyway

  15. #15

    Default Re: The Fall of Eagles Mk. II - 476 IH

    Sassanids and id be willing to help

  16. #16
    Jingo Eugene's Avatar Vicarius
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    If I volunteer to be Diplo RP mod, can I not be a nation?
    Jingo Eugene
    "A wise man in times of peace, will prepare for war. Peace is boring, and the wise man has nothing better to do with his time." -Anon

  17. #17
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    Quote Originally Posted by Kaiser Eugene View Post
    If I volunteer to be Diplo RP mod, can I not be a nation?
    No, you can still play. You just won't be able to handle NPC diplomacy with your own faction, for obvious reasons.

    Military & econ rules finished, along with 6 factions. Your starting treasury is your turn 0 income, you can make faction threads if you want now.

  18. #18
    Watercress's Avatar Praeses
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    I'll take the Saxons. What would my relationship be with the Angles and Jutes, since IRL they were pretty close.

    EDIT: Whoops, didn't read the relationship bit
    Last edited by Watercress; December 24, 2011 at 12:13 PM.

    "Only Connect!...Only connect the prose and the passion, and both will be exalted, and human love will be seen at its height. Live in fragments no longer."

  19. #19
    Jingo Eugene's Avatar Vicarius
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    Okay, I would like to be Powys then, if that's what the Welsh nation in the center is then.
    Jingo Eugene
    "A wise man in times of peace, will prepare for war. Peace is boring, and the wise man has nothing better to do with his time." -Anon

  20. #20
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Fall of Eagles Mk. II - 476 IH

    @MMM You already have an alliance with the Angles & Jutes, which will last at least until you've gobbled up enough British principalities.

    @Eugene You got it.

    Econ map up, so you can figure out your income & starting treasury.

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