Hello fans and long-time followers of Ancient Empires!
We hope you're doing great.
Since a few years back, a small group of modding enthusiasts have been working dedicatedly towards bringing their vision of a grand overhaul mod for Rome II - which has since then been moved over to Attila's engine - to life. There have been a few bumps in the road along the way, but thanks to our incredible community we've been able to push on. The purpose of today's update is to bring you news about our development of the mod you've all been waiting for so long.
To set the record straight from the start, we're choosing not to announce a release date as it would be based soley on speculation at this point. Not to mention potentially backfire like the previous time we announced a release date for the mod. Before you are disappointed, however, it is now safe to say that the campaign, currently being scrutinized by our beta testers on a faction to faction basis, is rapidly approaching a playable state.
As of February, two factions are playable (Rome and Carthage) and balancing is in full process for our other release candidates. We've listened to the community's voice on which factions to release first. We're working hard towards not only completing these, but also some Eastern factions for more variable playstyles and units at the player's disposal. Barbarian factions are planned to be patched in some time after release.
With this update we'd like to highlight some of the completed features in the mod - new and old.
Faction rulers:
- Faction rulers have unique, personality- and action-based Ruler Traits
- Ruler traits define how popular a faction leader is with his people
- Since a recent update ruler traits are now changeable. Depending on the ruler's actions, he may receive a new trait to replace the old one. This allows unpopular rulers to gain popularity if they prove their worth - and already likeable ones to lose the people's favour in many different ways
Other family members:
- Close family members have unique traits based on a similar mechanic. This enables political rivalry within the family, as ambitious characters challenge the rule of their kin.
Public order:
- Commerce is stimulated at high public order, and taxes efficiently extracted
- Taxes cannot be extracted from outraged and rebellious provinces, nor can new units be recruited in these areas. People will abandon such regions, lowering urbanisation. Maintain order in your cities carefully, or your forces will be bogged down in civil conflict for many turns.
Political offices:
- Every culture has new political offices. They are themed with culture-appropriate political positions
- Each culture has unique advantages from their own set of offices
- The more experienced the character in office, the greater the bonuses will be
Traits & Ancillaries:
- Close to 600 traits and 100 ancillaries exist in the mod
- Traits influence the Attribute system, divided into Command, Management and Popularity. Each successive point into one attribute (up to 10) provides stronger bonuses. Depending on a character's attributes, he will be suited for some campaign tasks but not others
- Generals can become acutely ill on the field, affecting their ability to lead and potentially resulting in a premature death. Treat them carefully!
- Traits are primarily generated by one's actions, although a subset of personality and skill traits are generated randomly every time a new campaign is launched. This makes each faction playthrough different, encouraging different strategies (depending on your characters' strengths) each time
Military traditions:
- All-new traditions. Not every effect is purely beneficial; some come as a trade-off. It is possible to unlock 6 traditions with an army or navy - the total number of traditions varies by culture from 10 to 13.
- Each culture has its own set of Legacy Traditions - a type that is already unlocked to provide a unique challenge for every faction. These do not only provide positive effects, but also severe penalties, affecting your strategy
- New naval traditions. Carthage boasts particularly powerful naval Legacy Traditions.
Building trees:
- The mod features an extensively researched building system
- The settlement main building is dedicated towards imposing a particular rule over a subjugated/conquered region. The player can focus on integrating new territories, or permitting them to retain variable degrees of independent rule. The choice affects taxes, recruitment and public order.
We'll keep trying to post these kind of updates if it's something the community would like to see more of. Until next time!Spoiler for Faction Menu:
Spoiler for Political summary:
Spoiler for Character selection:
Spoiler for Technology tree:
Spoiler for Arab battle: