1.2.3 Campaign & Building Changes
Campaign Stuff!
No, it's not the Roman Preview (yet...) but this is a little treat for those of you who enjoy the campaign side of the game. In 1.2.3 we will be making a few useful and fun additions to the campaign and building systems. I thought I would highlight some of the biggest ones.
Change Capital System
- There is now a button that will allow you to change your capital to any region on the map at any time! You will find it next to your faction emblem. Thanks to Litharion for working on this really easy to use and intuitive system.
New Resource: Spices
- An all new resource has been added to the Grand Campaign and Imperator Augustus Campaign - spices. This resource has a different system from our normal resources because it comes from region effects in capital regions. It is only produced in the starting capital regions of the Baktrian and Mauryan factions, simulating the Indian spice trade, and in the Sabaean capital simulating their ocean trade with the east.
- Eastern factions' spice trader forum building and the Seleucid/Baktria Satrapy Palace forum building now require spices to be upgraded past tier 2. However, they also now produce spices after tier 2.
New Special Capitals
- Pella and Bibracte have been added as new special capitals for new Grand campaigns.
- Bibracte is the first barbarian special capital and has some unique bonuses for them as well as becoming more civilized looking as it is upgraded.
- All special capitals now have a barbarian version so that the proper siege engine size is used in battles. This won't change how they function or look, its more of a technical change to allow for proper ladder/tower size, etc. It also allows us to add different effects for when a special capital is barbarian, like Bibracte.
- We also added new faction specific garrison units to most special capitals when they are owned by the original culture. These include Rhodian slingers for Rhodes, Cretan Archers for Knossos, Athenian Hoplites in Athens, etc.
New Provincial Capitals
- Provincial capitals for all cultures now have new names that reflect various government types and allied state options in their provinces in the spirit of Europa Barbarorum. For example, Rome can choose between a Provincial Roman Capital, a Latin Rights Colony or an Allied State (Amicus Populi Romani). This varies by culture type.
New Foreign Quarter Buildings
- Foreign settlements are now available in various regions that are specific to the culture from that area.
- These are only in the Grand Campaign for now and are buildable by factions of a different culture. For example, Rome can build a Greek Settlement in Greece, but Greek factions cannot. Some factions, like Egypt and Carthage, can build all settlement types.
- These buildings improve relations and spread the local culture but also have a negative if dismantled. They are relatively inexpensive and quick to build. Also, various AOR units now garrison these foreign settlement chains.
Mercenary Recruitment Changes
- Mercenaries now have 25% higher recruitment and upkeep cost than normal troops. This effectively is a large increase to their cost but a decrease to their upkeep compared to our current system.
- We made this change so that mercenaries would be less of a temporary hire/drop unit and more of a permanent option as they were historically.
New Population Effects
- Some technologies now increase population growth. These can mostly be found in the economic and construction tech trees. Some factions like Carthage, the Successors and Rome also have bonuses to auxiliary and mercenary population types in their military tree.
- Various cultures now have different base population growth bonuses. For example, Greek cultures get a small base bonus to 1st and 2nd class, while Rome gets a bonus to 2nd and 3rd. This should help add some differentiation between the cultures.