General Mod information ►Mod Name: Greeks at War
►Platform: Rome II TW Wrath of Sparta
►Latest Build: Greeks at War Alpha (beta with mechanichs soon, maybe public)
►Mod Registry: http://www.twcenter.net/forums/showt...-Greeks-at-War
►Mod Goal:Greeks at War is a mod with the goal of creating an accurate, detailed, challenging and fun experience for the wrath of Sparta exponsion of rome II total war. The mods focus is on two areas, adding new thinking campaign mechanics and redoing all units in a detailed way. The mod was born out
of the cooperation of the creators of the Peleponnesiakos polemos mod (Campaign mechanics)
and Thoukydidus history mod (Units) for woS. Since then it has grown to encompass almost a dozen skilled and close modders working hard every week.
Campaign mechanics: Phalangities campaign mechanics are on the major selling points of this mod:
he adds a historical recruitment/Manpower system based on class and reserve troops, a system of rebellions tied into
government style (oligarchy, Democracy..) replacing the civil war, and much more like redone agent system. And all the mechanics are based on thoukydidus account of the war. Here is an example
"-there are many changes in stances.
1)Forced march is actualy removed and replaced with a “peace enforcing stance” where you force peace in a province by eliminating cultural opposition
2)raiding promotes slave release of the target province or increased slave capturing after a successful battle (which in turn can be sold with a special sell slaves edict for money) ,loot income increase ,upkeep reduction (they find their own resources by pillaging ) ,hinder enemy province with expense to your own attack effectiveness (if you are trying to catch men alive you are less effective in killing) etc
3) when navies are docked cost 0 money to urge you to keep your fleet docked as long as possible to simulate maintenance needed for ships."
The units: All factions will have unique looking units, for the greeks they are same kinds of troops but every city has it's own armor, shield patterns all historicaly based. Furthermore there are also more than 50 aor units. Some factions like the Spartans
have more different units in their base roster then others. (all kinds of spartan mora..) Finaly the Persians also have a historical unit roster with 15 new units (including around 6 aor units avaible to others who conquer them). We cover many other things aswell. Go check our thread for more detail.
Unit examples (wip, old preview atm but gives you an idea)
Athenian Preview ATHENIAN PREVIEW
I know it'm playing with sparta not Athens but these units will not be for Sparta
About Athens..
"At morning, all the city(Athens) and all the allies who were there, gathered to Peireus to enjoy the spectacle.... they came also to say goodbye to their beloved persons and they start to worry about them considering the dangers of this long journey, but when they saw the force gathered in front of them, they took heart again ..... because this force who is about to set sail, was the most costly, well prepared and the most impressive ever being assembled by a greek city state."
Thoykididis Book 6 31,1-31,2 (Just before the athenian navy's departure for Sicily)
Somatophylakes Strategou (general's unit)
Pentakosiomedimnoi (wealthy Hoplites)
Hippeis (Triakosiomedimnoi/Horsemen)
Diakosiomedimnoi(Zeugites) Hoplites (Standard Athenian Hoplites)
Metoikoi Hoplites (Non Athenian residence of the city of Athens)
Thetes Hoplites (Poor/Lower class hoplites)
Epivates Hippeis (Triakosiomedimnoi) (naval general unit)
Epivates Zeugites (Standard Marines, yes they were almost naked in history)
Greeks at War Team ►Team Members: M@x1mus, Linke, Phalangitis, Morfeasnikos, JJpower, Tenerife_Boy ToonTotalWar, Hoplite of Illis ,Mausolos of Caria ,Hero of Sparta ,ANTIKES
Team's Structre (Currently..)
LEAD : We are a democracy here..We dont have project leader we are all project leaders.
Our first priority is to be friends and happy with our work.Lets keep a healthy creative environment
DEPARTMENTS
-CAMPAIGN MECHANICS
Head: Phalangitis
-UNITS HISTORIC APPEARACNACE-VM'S
Head: Blondie (M@x1mus in TWC)
Subhead: JJPower
-TEXTURING
Head:Morpheasnikos
Subhead: JJPower
Members:ToonTotalWar
-3D MODELS-ANIMATION
Head: comming soon
Subhead (for Animation stuff): Phalangitis
-PERSIA
Head:Linke
-HISTORIC
Head:GFM Buchler (Mausolos of Caria in TWC)
-BETA TESTING
Heads:ΑΝΑΞ (Hoplite of ILIS in TWC) -AND- [NOVA]Tenerife_Boy
Member:Celtic Warrior (Hero of Sparta in TWC)
Member:SCOOP (ANTIKES in TWC)
Member:Ioanniskotsi
Old OP Greeks at war..
This project started as an idea about a month or so ago. The original idea was to create a mod combining PP’s mechanics and morpheasnikos exceptional units from Thoucidides historical mod but it started to grow and draw many skilled people around it like m@x1mus ,junaidy and many others I will reveal in detail upon release because till now we haven’t decided what extra parts we will add..
The changes..
UNITS
As I mentioned above Greeks at War will include more than 30 new units (morfeasnikos’s creationshttp://www.twcenter.net/forums/showt...ATE-26-01-2015) that M@x1mus has recreated and improved visually with many big and small historic details like accurate percentage of officers with their distinctive helmets among the hoplite troops within the phalanx formation or even the percentage of men wearing sandals according to their faction habits.
CAMPAIGN MECHANICS
PP’s various campaign mechanics (you can find them in detail here http://www.twcenter.net/forums/showt...mos-%28P-P-%29) will be present but also many new one are going to be added plus some will be upgraded.
- NEW EXPANSIONISM DIPLOMATIC SYSTEM.
- Every region brings a diplomatic expansionism penalty. So if you aggressively expand you will face the dislike and envy of other Greeks.
- In PP there are some buildings that work better in oligarchy or in a democratic environment and their existence plays a role on your social structure.Now they have also a diplomatic consequence. If you are Spartan and promote a democratic life style your oligarchic allies will not be happy.Keep this up and you may find the alliance in ruins.
- To counter those diplomatic penalties you have 2-3 options.
- To take allied missions they give you (like capture this region or destroy that army) and succeed.If you do you will earn a diplomatic boost.If you fail though more tension will happen so you don’t have the luxury to ignore your allies anymore
- Give gifts more often or honor your agreements which now give more diplomatic bonuses
- When you take a whole province you have 2 options.To spread some of the money gathered there among your allies for some diplomatic bonus or keep them for yourself or even impose extra “protection” taxes to gain more but create discomfort among your allies. These are being applied through 2 brand new edicts simulating exactly this.
2)NEW RECRUITMENT SYSTEM
In history every city-state got an initial combat ready troop pool.When these troops were depleted from fights, injuries etc new troops were recruited from population.
In GaW we simulate exactly this.There is an initial troop pool of numbers close to historic numbers.These troops are recruited almost instantly with rec time of 1 but they are unique and cannot be re-recruited.Once lost in battle they are gone forever.The replenishment mechnanism is also disabled for human player.If you suffer losses you need to recruit a new unit and use that soldiers to replenish your casualties by merging the new unit with the old one..When the original troop pool gets depleted your only option is to draw new recruits from your population.These are identical units but they have a greatly increased recruitment time to simulate time needed for population numbers to recover. Of course the bigger your cities the smaller the time needed for recruitment . (more people-more adults–less time for recruitment). The effects of each city or town time in recruitment time are shown in PP’s manual under manpower system (here http://www.twcenter.net/forums/showt...mos-%28P-P-%29). Also those new units are subjected to the old social system of PP so manage your manpower resources wisely and plan ahead to have ready and easily recruited reserve troops before your manpower gets depleted and find yourself exposed with the long recruitment times needed for reserve troops.
3)TERRAIN EFFECTS
Now the terrain on the campaign map in which you place your army matters.
Hills and forests give penalties to cavalry and hoplites according to their weight. (more for heavy less for lighter troops) due to uneven and rough terrain.On the other hand skirmishers thrive there ,so if you have a battle of 5 heavy hoplites vs 5 light or 5 javelinmen you will have different outcomes on different errains..So make your stand taking choosing your ground under consideration..
4)THE PERSIAN FACTOR
In history Persians were funding the weaker party to promote the Greek civil bloodshed. So now every faction gets funding from Persians in the form of reduced naval construction costs.BUT when you grow stronger this funding gets diminished..
All those mechanisms above are untested in gameplay conditions and others subject to change.Please stay tuned for more feedback on the final version of the mod.Any member of the team will post some details on his area of work hopefully.
A time of release at this point is estimated to 2-3 weeks.