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Thread: IB VGR Mod Information:User guide

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    Default IB VGR Mod Information:User guide


    A work in progress

    Priscus at the court of Attila
    fr. 11,2 p. 276



    For if needed To Open the Downloaded Rio Mod files: Winrar dl
    http://www.download.com/3000-2250-10007677.html

    1.How to set up the 4 AND 12 turn per year script:
    Folders for both campaigns have been provided in the mod switcher format to automatically install in the rio folder.
    Payer will have to extract the script and copy or past over the rio folser as per instructions to be provided with the 4 or 12 turn installer scripts.

    2.How to activate the 4-12 turn per year script during the game
    a.After clicking the faction symbol(bottom right screen), click the lady advisor
    b.Click the show me how that's located under the lady advisor and then click her out. 4 turn script activated.
    c. If ever the script jumps to the end date.. immediately re do the first two steps. The date will return to where it should be.

    3.How to know what cities are military, economic or capitals:
    a. Military cities contain the iron resource - Economic cities do not.
    b. a city with a known historical predisposition
    c. Capital cities are both economic and military
    d. Click the city within the province
    1a. click the construction button then click the building browser. You will then see your cities potential.

    4. What are the different cities functions.
    a. The military city: these cities produce the highest upgrades for a factions army. Also most of the time these cities produce the finest armour and weapons. A war harbor can be built at this city. The iron resource icon represents this city as a military site.
    b. The economic city: theses cites produce the highest upgrades for a factions economy. Also they have a two tier forts that allow them to recruit foederati and mercenary troops. A commerce harbor can be built at this city. No iron icon resource means it is an economic city.
    c. The capital city: these cities produce the highest upgrades for a factions army and economy Also trading merchandise is enhanced bringing in more revenue compared to other cities. A war harbor or a commerce harbor can be built: includes the choice between the commercial port and the war harbor as its fully upgraded port. This city is always represented by the iron and the grain resource.

    How to change military cities to economic cities and vice versa:
    For Economic city:
    Treasury building: needed to build upper tier economic buildings in a military city
    For Military city:
    logistica Engineering building
    logistica logistics building: needed to build upper tier military buildings in an economic city
    logistica Engineer Corps building.
    Nomadic cultures and the Berbers do not have this capability

    -If ascribed a military city... it would need a logistics to build high level economic cities
    -If ascribed a economic city... then needs logistics building to build high level military cities
    -If a Capital... then it will have a full range to build high level economic and military buildings

    -The construction of the logistics building and treasury allow the faction to build outside of its ascribed city predispositions...but the faction needs the technology to do so. Capital cities do not need the technology. They can build military and economic cities according to the cultures ability to build military and economic buildings.


    5. Spawning Armies
    a. Armies that spawn onto the map and become a fighting force

    6. Trade
    a no trade icons: cities still trade to adjacent settlements on land and by sea trade routes
    b trade icons: appear in capital cities and show what is traded. Trade is also enhanced
    c economic buildings: buildings displayed for construction for the type of trade. Trade is enhanced.
    1 economic buildings with certain technological upgrades such as a paved roads can increase profits.

    7. Bartering/Money Economic System(WIP in its description)
    -NEW TRADE BONUS MONEY SYSTEMS
    Cattle/land, money and gold
    Cattle/Land and Money Systems
    Types Income (Effecting trade base income bonuses and building trees)
    1-LAND /CATTLE
    -Gaels
    -Pict's
    -Germanic
    Base level needed None:
    Building-
    1-Cattle
    2-Cattle Farming: Land Owners
    Gaels: bóaire Bó Aires/Cerdí/láech
    Picts...same Bó Aires/Cerdí/láech
    Germanic Land Owners/Ceorle-Artisans/Craftsmen
    3-Ruling Assemblies ...unique buildings
    (needed: Barb Gov Center )
    -Gaels: The Céile: at feis
    -Germanic:folkmoot (in its ancient form)
    a-Franks: Warriors Assembly
    -Pict's: on Chambered Cairn on Moot Hill at Scone where the druids meet.
    The Druids acted as judges
    MONEY
    -Romans
    -Romano British
    Base level needed None:
    Levels:
    2-Craftsmen(money lending and a trade)
    4-Curiales class: Land Owners
    3-Roman govcenter for pop Assimilation)
    5-Treasury Treasury (needed provincial civil gov)
    Cattle was worth about 1/2 a solidus. A cattle type trade bonus is less then a money based trade bonus. Having a large Roman curial class of land owners will bring noticeably higher trade base bonus return in comparison to the Germanic/Gaelic/Pict/land cattle trade gains.
    The game for all the cultures is based on a numerical values but at least the two different income types can be somewhat reflected.
    -Both systems have the same points...corn exchange(grain)and livestock but quickly diverge with provinces population upgraded settlements
    -The different types economy reflects the trade bonuses effects on ports, markets and the various other economically type driven buildings. The Money system is the most sophisticated and generates the higher bonuses but is the most expensive and more technologically challenging to construct. The Romans and more so the Romano British can digress and begin building the barter type economic systems, but thus forfieting the ability to build the higher level economic and technicalogical.

    8. Client Kingdoms
    a)Germanic law codes
    1..must be in a military and economic city.

    exception: (Do not need law codes to recruit elite client units)
    Sassanids
    Huns
    Nomads

    Germanic law codes. Influenced by Roman laws and were modified to coexist with Roman peoples such as The Codex Euricianus:475AD

    pic 1 Illuminated Codex Euricianus
    Pic 2 A Nomadic Client Kingdoms Building


    Elite Client Unit
    1..must be in a capital city.
    2..Client Kingdoms building must be built.
    a..original factions capital will determine the elite client unit.

    Sassanids: Dežbar fortress. A regional (ZOR) that can recruit elite (saptry) units from conquered cities outside of the capitals

    9. Region specific units
    Certain units for factions can only be recruited in a designated region. This may be due to such factors as the units were once from a powerful kingdom that has now passed or the unit is only known to its home lands.

    10.Government and Civil. Buildings:
    Only the Romans and the Sassanids have high level Government Buildings. They characterize the efficient bureaucracy that is needed to run an empire.
    Some buildings such as a Treasury, Siege Corps, and Logistics can be build by most factions but several factions are excluded.

    Role of the curiales class, Provincial Civil gov and Treasury
    Civil
    -Curiales Class is needed to build the econ: ports, river ports and needed for the 2end tier Provincial Civil gov
    -Provincial Civil Gov is needed for the implementation of the infra structure: Paved roads to via consularis highways, aqueducts to city plumbing and the important Provincial treasury. Taxation brings in a substantial amount of money but the down side is the population decreases from the oppression put upon its cities and the curiales class.
    -Provincial Treasury is needed for higher level farms and higher level traders.

    Governors Residents has greater impact on happiness and law
    - influence on certain occupied territories: seen as oppressors
    + impact on trade.
    Core buildings starting with the governors villa(large town) will be a hearth of sorts for a factions advanced unit. This will up tempo the game a bit and give factions a strong unit early on in the game. This will be more magnified with the Saxons for they will be able to eventually recruit the units below by the creation of the Imperial palace.
    kotsetla Ceorls
    Geneatas Ceorls
    Geoguth
    Duguth.

    Understand the economic impact of units(Cost of upkeep) certain units such as warlords can have high upkeep costs

    Beyond Roman Glory WIP
    11 Romanization
    -Non Romanized lands very high -happiness and law penalties.
    -Semi Romanized lands: -happiness and law penalties. Penalties are not as high as the Non Romanized lands for these lands have been settled by the migrating barbarians for at least several generations. The two separate campaigns may vary in the amount of -penalties for the different eras they represent.

    Restoration of the old Empire:-Semi Romanized lands: high -happiness and law penalties. Penalties are not as high as the Non Romanized lands for these lands have been settled by the migrating barbarians for at least several generations.

    To Conquer beyond Any Roman lands:-Non Romanized lands very high -happiness and law penalties. Lands never conquered or held onto for a short period of time.


    Triump City Buildings
    a- a system of trade(buildings) that is vital to that captured factions capital that will bring prosperity and peace. The final tier building will be a Roman Emperor Bronze Statue that will represent the subjugated populations prosperity and a constructed building depicting the final Romanization building. This will be the end process to bring about romanization to the once tremendously hostile region
    b - An appropriate ancillary will be given to the Emperor who conquered and pacifies each of the non roman capitals...An ancillary will depict him as the ruler of that faction.

    New recruitment system
    -New recruitment system for RB, Roman, Eastern, Barbarian, Hun, and Nomads at and after city levels.
    -Roman and Sassanid assimilation system is now completed..24 turns for the process..
    -Barbarian, hun and nomad assimilation is..20 turns
    Vital for the construction of the final two barracks and stables tiers thus the Sassanian and Romes finest armies.
    -Gov Building center is needed for assimilation of the local pop before they are recruited in higher level barracks and stables.
    -Romans and Sassanids will need to further assimilate local populations after the city levels to ensure that their best units can be recruited from them at the higher tier levels.
    -Barbarians, Huns, and Nomads will need to further assimilate local populations at and after the city levels to ensure that their best units can be recruited from them at the higher tier levels.
    -After barbarian assimilation, buildings in barbarian form can be built as a branch off and their best cavalry and infantry units will be found here.
    12.Philosophy
    The game is set up to play out in a historical fashion. There are what I call general "truths" that this author has allowed for game play and historical imagination. As a player you have the ability to change history. Nothing is etched in stone. I feel it important not to lock a player Into a historical vacuum way of accomplishing their game. Factions that do not have more than a few provinces will be at a disadvantage. and therefore they can be a tremendous challenge to play. Win conditions are usually set lower for a historical less powerful faction....Have fun!
    Last edited by Riothamus; April 17, 2014 at 04:01 PM.

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

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