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  1. #1

    Default Ideas Suggestions and Additions for Rio IBFD VI




    Rio IBFD VI

    All ideas and suggestions are welcomed. I only ask to respect each others opinions.

    Topics or add a topic in a reply. I will add to this post info from discussions or elsewhere in paragraph form to the topics below

    -Client Kingdom units
    I am going to add something similar to the The Dežbar fortress Sassanid fortress for other factions but maybe not as elaborate. In certain regions and capital cities will provide the conquering faction an elite unit. This unit will only appear in custom battles to whom it was designed to do so. I would like a certain building required before a faction is able to recruit client units

    -Margio unique buildings in captured lands Magios proposal, "By the way reading the post of Client Units & Buildings for city capture, even if not exactly your meanings maybe, those ideas can be evaluated"

    -Roman Britons are back in Britain as a pro Roman faction in Britain w/hybrid roman-barbarian units and w/hybrid roman-barbarian tech.

    -Region corrections Pannonia province and city, Vindobona corrected to proper location 7/12/07

    -A stronger Suebi faction
    Iberus_generalis proposal"a sugestion to riothamus....plz buff the suebi a bit, cuz they are virtually unplayable in my view"

    -Byzantine Imperial barracks upgrade
    davidharvey1 proposal, "As to game mechanics, well down the development tree, you could provide a Byzantine Imperial barracks upgrade, which allowed the recruitment of stronger spear and bow heavy horse archers and greater numbers of limitanei and comitensis style infantry and which would replace recruitment for foederati."

    -Buccellari bodyguards
    davidharvey1 proposal, "Buccellari bodyguards of well armoured elite lance and bow cavalry on un-armoured horses. A final upgrade, perhaps a long way down the tree and/or very expensive"

    -Strategikon barracks
    davidharvey1 proposal, "final upgrade, perhaps a long way down the tree and/or very expensive, would be a Strategikon barracks allowing the recruitment of heavily armoured Lancers / archers on armoured horses to work with the lighter armoured horse archers, and so reflect the army circa 570. There should always be some scope for barbarian recruitment and for recruitment of Gothic style but regular Lancers."

    -Possible upgrade in ships
    margio proposal, graphic details, "the tactical map boats looks like nutshells, with no difference between trireme, quinquireme or barbarian ships"

    -IBFD 7.3 units
    These units are incredibly real.

    -Expanding the econ system
    I'm looking to create more geographical economical advantages.

    -Legion III Augusta cities with harbors
    Legion III Augusta idea, ''Maybe for cities with harbour, you could insert hidden ressource. e.g.''
    ''Or you have the choice to increase the trade fleets according to the level market and depending on the faction : romans, barbarians, sassanid.''

    -Legion III Augusta divided regions in diocesis as shown in this map
    Legion III Augusta idea,
    '- divided regions in diocesis as shown in this map : http://members.ozemail.com.au/~igmaier/map.htm

    - Made capital_diocesis : allowing the recruitment of best troops : prima cohortis, equites schola palatina.

    - regions have been divided into two : comitatus and palatina :

    In comitatus regions only available : Limitanei (these of the original game with two javelins, a spaer and poor moral), Pseudo-comitatensis (your limitanei), Comitatensis, Lanciarii, Plumbatarii.
    in palatina regions : light palatina (level 1), light palatina exp2 (level2), light palatina exp 2 and palatina (level 3), light palatina exp 2 and palatina exp 1(level 4) , light palatina exp2 and palatina exp 2 and legio palatina (level 5) "

    -Position of the Bulgars 7/13/07 I moved them to the N. W. of the Black Sea...Eastern fringes of Europe

    -Historical Events

    -Enhancing the Berbers

    -Bringing back the 463AD Huns

    -Balancing the 432AD Huns

    -The eligibility for larger walls

    More pending....
    Last edited by Riothamus; July 30, 2007 at 11:37 AM.

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

  2. #2
    Ramon Gonzales y Garcia's Avatar Nobleza y Valor
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    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Quote Originally Posted by Riothamus View Post
    -Possible upgrade in ships
    margio proposal, graphic details, "the tactical map boats looks like nutshells, with no difference between trireme, quinquireme or barbarian ships"
    unfortunately there is no way to differentiate trireme or quinquireme, as the strat map boats aren't affected by the type of boat they contain. We have permission from Riczu to use his ships, though, they would definitely differentiate bet Roman ships and Barbarian boats
    Ramon Gonzales y Garcia

    INVASIO BARBARORVM II



    Proud patron of Riothamus, Pompeius Magnus and SeniorBatavianHorse
    If we had gone so far, it is because we stand on the shoulders of giants

  3. #3
    margio's Avatar Biarchus
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    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Quote Originally Posted by Ramon Gonzales y Garcia View Post
    unfortunately there is no way to differentiate trireme or quinquireme, as the strat map boats aren't affected by the type of boat they contain. We have permission from Riczu to use his ships, though, they would definitely differentiate bet Roman ships and Barbarian boats
    Ciao Ramon, unfortunately ... thanks for reply and try !
    By the way it will be very very good to see Riczu's ships ... on both Mod's... Rio ...?
    ayeaye Sirs...

  4. #4
    margio's Avatar Biarchus
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    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Ciao Rio,
    I like suggestions & additions proposed, but are you thinking to enhance also other factions? I mean that davidharvey1's proposals looks awesome and they would be fantastic to play, but, respectfully, applying them the Romans factions will not be too much overpowered once get those high end elite units against others factions, even if very high end and much expensive units? Based on what red on Pompeius Magnus thread and on Notitia Dignitatum, if I well understood all (Pompeius Magnus please correct me if I'm wrong) the Roman Empire army was divided in three classes:
    * Legiones Palatinae (as Ioviani & Herculiani Iuniores) the best units located in walled towns, joining Comitatenses during campaigns.
    * Legiones Comitatenses (as X Gemina & V Macedonica) that were the regular troops, operating like field units on campaigns.
    * Legiones Pseudocomitatenses (as I Italica & IV Italica) frontier units added to comitatenses for campaigns.
    Then were added Auxilia Palatina (as Batavi & Mattiaci Seniores) that were a new kind of units, but they were about 100 units in the Empire Army.
    The cavalry was made by 24 Vexillationes Palatine (as Equites Promoti Seniores & Comites Clibanarii) and 61 Vexillationes Comitatenses (as Equites V Dalmatae & Equites I Clibanarii Parthii)... not forgetting Equites Sagittarii...
    Finally Scholae, that were the personal guard of the emperor (after Praetorians Guard disbanded by Constantine I) and Limitanei the frontier troops with defensive duties, first line against invasions.
    So resuming and always respectful (sorry if too long ...) adding units suggested by davidharvey1 , would not means to improve a lot and/or too much others factions on all their aspects despite of history...? or I'm totally wrong ...?
    If yes I apologize ...
    Looking for informations on others factions, while waiting ...
    ayeaye Sir...
    Last edited by margio; June 25, 2007 at 03:57 PM.

  5. #5

    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Quote Originally Posted by margio View Post
    Ciao Rio,
    I like suggestions & additions proposed, but are you thinking to enhance also other factions? I mean that davidharvey1's proposals looks awesome and they would be fantastic to play, but, respectfully, applying them the Romans factions will not be too much overpowered once get those high end elite units against others factions, even if very high end and much expensive units? ...
    Its an excellent point Margio. I probably would have to off set it...Maybe I could at a certain point allow the other factions access to a greater technology.
    In the Rio V and patches, I've raised the attack and armour of he other cultures for by the mid fifth century they had become comparable and for the most part still inexpensive. To maintain the current balance I would have to modify to offset the Eastern Roman additions.

    Quote Originally Posted by Ramon Gonzales y Garcia View Post
    unfortunately there is no way to differentiate trireme or quinquireme, as the strat map boats aren't affected by the type of boat they contain. We have permission from Riczu to use his ships, though, they would definitely differentiate bet Roman ships and Barbarian boats
    Thanks for the update Ramon
    Last edited by Riothamus; June 25, 2007 at 07:01 PM.

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

  6. #6

    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Maybe for cities with harbour, you could insert hidden ressource. e.g.

    alexandria/constantinople/rome -> hub

    jerusalem/athens/carthago/carthago nova/massilia -> huge_harbour

    and in export_descr_buildings :

    building port_buildings
    {
    levels port shipwright dockyard
    {
    port requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, roman, } and building_present_min_level hinterland_roads roads
    {
    capability
    {
    recruit "naval boats" 0 requires factions { barbarian, }
    recruit "naval boats" 0 requires factions { carthaginian, }
    recruit "naval biremes" 0 requires factions { eastern, }
    recruit "naval boats" 0 requires factions { hun, }
    recruit "naval boats" 0 requires factions { nomad, }
    recruit "naval biremes" 0 requires factions { roman, romano_british, }


    ; trade_fleet 1 requires factions { roman, romano_british, } and not hidden_resource average_harbour and hidden_resource hubb
    ; trade_fleet 2 requires factions { roman, romano_british, } and hidden_resource average_harbour
    ; trade_fleet 3 requires factions { roman, romano_british, } and hidden_resource hubb

    ; trade_fleet 1 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, }
    ; trade_base_income_bonus bonus 2 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, }

    ; trade_fleet 3 requires factions { roman, romano_british, }
    ; trade_base_income_bonus bonus 4 requires factions { roman, romano_british, }



    ; barbarians

    trade_fleet 2 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, }
    trade_base_income_bonus bonus 3 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, }

    trade_fleet 3 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market trader
    trade_base_income_bonus bonus 4 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market trader

    ; reaches its max possibilities

    trade_fleet 3 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market market
    trade_base_income_bonus bonus 4 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market market

    trade_fleet 3 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market forum
    trade_base_income_bonus bonus 4 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market forum

    trade_fleet 3 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market great_forum
    trade_base_income_bonus bonus 4 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market great_forum

    trade_fleet 3 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market curia
    trade_base_income_bonus bonus 4 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market curia


    ;romans
    trade_fleet 3 requires factions { roman, romano_british, }
    trade_base_income_bonus bonus 4 requires factions { roman, romano_british, }

    trade_fleet 4 requires factions { roman, romano_british, } and building_present_min_level market trader
    trade_base_income_bonus bonus 5 requires factions { roman, romano_british, } and building_present_min_level market trader

    ;reaches its max possibilities

    trade_fleet 4 requires factions { roman, romano_british, } and building_present_min_level market market
    trade_base_income_bonus bonus 5 requires factions { roman, romano_british, } and building_present_min_level market market

    trade_fleet 4 requires factions { roman, romano_british, } and building_present_min_level market forum
    trade_base_income_bonus bonus 5 requires factions { roman, romano_british, } and building_present_min_level market forum

    trade_fleet 4 requires factions { roman, romano_british, } and building_present_min_level market great_forum
    trade_base_income_bonus bonus 5 requires factions { roman, romano_british, } and building_present_min_level market great_forum

    trade_fleet 4 requires factions { roman, romano_british, } and building_present_min_level market curia
    trade_base_income_bonus bonus 5 requires factions { roman, romano_british, } and building_present_min_level market curia

    }
    construction 2
    cost 800
    settlement_min large_town
    upgrades
    {
    shipwright
    }
    }
    shipwright requires factions { eastern, roman, barbarian, } and building_present_min_level hinterland_roads paved_roads
    {
    capability
    {
    recruit "naval boats" 0 requires factions { barbarian, }
    recruit "naval large boats" 0 requires factions { barbarian, }
    recruit "naval boats" 0 requires factions { carthaginian, }
    recruit "naval biremes" 0 requires factions { eastern, }
    recruit "naval triremes" 0 requires factions { eastern, }
    recruit "naval boats" 0 requires factions { hun, }
    recruit "naval boats" 0 requires factions { nomad, }
    recruit "naval large boats" 0 requires factions { carthaginian, }
    recruit "naval biremes" 0 requires factions { roman, romano_british, }
    recruit "naval triremes" 0 requires factions { roman, romano_british, }


    ; trade_fleet 2 requires factions { roman, romano_british, } and not hidden_resource average_harbour and hidden_resource hubb
    ; trade_fleet 3 requires factions { roman, romano_british, } and hidden_resource average_harbour
    ; trade_fleet 4 requires factions { roman, romano_british, } and hidden_resource hubb




    ; barbarians

    trade_fleet 3 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, }
    trade_base_income_bonus bonus 4 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, }

    trade_fleet 4 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market trader
    trade_base_income_bonus bonus 5 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market trader

    trade_fleet 5 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market market
    trade_base_income_bonus bonus 6 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market market

    ;reached its max possibilities

    trade_fleet 6 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market forum
    trade_base_income_bonus bonus 7 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market forum

    trade_fleet 6 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market great_forum
    trade_base_income_bonus bonus 7 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market great_forum

    trade_fleet 6 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market curia
    trade_base_income_bonus bonus 7 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market curia


    ;romans
    trade_fleet 4 requires factions { roman, romano_british, }
    trade_base_income_bonus bonus 5 requires factions { roman, romano_british, }

    trade_fleet 5 requires factions { roman, romano_british, } and building_present_min_level market trader
    trade_base_income_bonus bonus 6 requires factions { roman, romano_british, } and building_present_min_level market trader

    trade_fleet 6 requires factions { roman, romano_british, } and building_present_min_level market market
    trade_base_income_bonus bonus 7 requires factions { roman, romano_british, } and building_present_min_level market market

    ;reached its max possibilities

    trade_fleet 7 requires factions { roman, romano_british, } and building_present_min_level market forum
    trade_base_income_bonus bonus 8 requires factions { roman, romano_british, } and building_present_min_level market forum

    trade_fleet 7 requires factions { roman, romano_british, } and building_present_min_level market great_forum
    trade_base_income_bonus bonus 8 requires factions { roman, romano_british, } and building_present_min_level market great_forum

    trade_fleet 7 requires factions { roman, romano_british, } and building_present_min_level market curia
    trade_base_income_bonus bonus 8 requires factions { roman, romano_british, } and building_present_min_level market curia


    }
    construction 3
    cost 1600
    settlement_min city
    upgrades
    {
    dockyard
    }
    }
    dockyard requires factions { saxons, eastern, roman, sarmatians, romano_british, } and building_present_min_level hinterland_roads highways
    {
    capability
    {
    recruit "naval boats" 0 requires factions { barbarian, }
    recruit "naval large boats" 0 requires factions { barbarian, }
    recruit "naval boats" 0 requires factions { carthaginian, }
    recruit "naval biremes" 0 requires factions { eastern, }
    recruit "naval triremes" 0 requires factions { eastern, }
    recruit "naval boats" 0 requires factions { hun, }
    recruit "naval boats" 0 requires factions { nomad, }
    recruit "naval large boats" 0 requires factions { carthaginian, }
    recruit "naval biremes" 0 requires factions { roman, romano_british, }
    recruit "naval triremes" 0 requires factions { roman, romano_british, }
    recruit "naval quinquiremes" 0 requires factions { roman, }


    ; trade_fleet 3 requires factions { roman, romano_british, } and not hidden_resource average_harbour and hidden_resource hubb
    ; trade_fleet 4 requires factions { roman, romano_british, } and hidden_resource average_harbour
    ; trade_fleet 5 requires factions { roman, romano_british, } and hidden_resource hubb


    ; trade_fleet 4 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, }
    ; trade_base_income_bonus bonus 5 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, }

    ; trade_fleet 6 requires factions { roman, romano_british, }
    ; trade_base_income_bonus bonus 7 requires factions { roman, romano_british, }




    ; barbarians

    trade_fleet 5 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, }
    trade_base_income_bonus bonus 6 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, }

    trade_fleet 6 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market trader
    trade_base_income_bonus bonus 7 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market trader

    trade_fleet 7 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market market
    trade_base_income_bonus bonus 8 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market market

    ;reached its max possibilities

    trade_fleet 9 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market forum
    trade_base_income_bonus bonus 10 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market forum

    trade_fleet 9 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market great_forum
    trade_base_income_bonus bonus 10 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market great_forum

    trade_fleet 9 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market curia
    trade_base_income_bonus bonus 10 requires factions { barbarian, carthaginian, eastern, roxolani, slavs, sarmatians, vandals, } and building_present_min_level market curia


    ;romans
    trade_fleet 6 requires factions { roman, romano_british, }
    trade_base_income_bonus bonus 7 requires factions { roman, romano_british, }

    trade_fleet 7 requires factions { roman, romano_british, } and building_present_min_level market trader
    trade_base_income_bonus bonus 8 requires factions { roman, romano_british, } and building_present_min_level market trader

    trade_fleet 8 requires factions { roman, romano_british, } and building_present_min_level market market
    trade_base_income_bonus bonus 9 requires factions { roman, romano_british, } and building_present_min_level market market

    trade_fleet 9 requires factions { roman, romano_british, } and building_present_min_level market forum
    trade_base_income_bonus bonus 10 requires factions { roman, romano_british, } and building_present_min_level market forum

    ;reached its max possibilities

    trade_fleet 10 requires factions { roman, romano_british, } and building_present_min_level market great_forum
    trade_base_income_bonus bonus 11 requires factions { roman, romano_british, } and building_present_min_level market great_forum

    trade_fleet 10 requires factions { roman, romano_british, } and building_present_min_level market curia
    trade_base_income_bonus bonus 11 requires factions { roman, romano_british, } and building_present_min_level market curia
    Or you have the choice to increase the trade fleets according to the level market and depending on the faction : romans, barbarians, sassanid.

  7. #7

    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Quote Originally Posted by Legion III Augusta View Post
    Maybe for cities with harbour, you could insert hidden ressource. e.g.

    alexandria/constantinople/rome -> hub

    jerusalem/athens/carthago/carthago nova/massilia -> huge_harbour

    and in export_descr_buildings :



    Or you have the choice to increase the trade fleets according to the level market and depending on the faction : romans, barbarians, sassanid.
    This is great stuff . I'll try adding and testing some of it this week.

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

  8. #8

    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    As we have already discuss on it for Rio's IBFD III, this what I made http://www15.rapidupload.com/d.php?f...filepath=34028 and http://www15.rapidupload.com/d.php?f...filepath=34031

    - divided regions in diocesis as shown in this map : http://members.ozemail.com.au/~igmaier/map.htm

    - Made capital_diocesis : allowing the recruitment of best troops : prima cohortis, equites schola palatina.

    - regions have been divided into two : comitatus and palatina :

    In comitatus regions only available : Limitanei (these of the original game with two javelins, a spaer and poor moral), Pseudo-comitatensis (your limitanei), Comitatensis, Lanciarii, Plumbatarii.
    in palatina regions : light palatina (level 1), light palatina exp2 (level2), light palatina exp 2 and palatina (level 3), light palatina exp 2 and palatina exp 1(level 4) , light palatina exp2 and palatina exp 2 and legio palatina (level 5) ,

    - Academics can boost morale and expe, and at the last level generals body guards and prima cohortis can be recruited in three years each.

    - In descr_regions_icetorcs_bi_war_map.txt I renamed all legions. So you won't find twice the same. I made this in many times :
    * The first matter: the origin region of the legion (the place of recruitment in reality or the nearest)
    * the second matter : if a region has been already renamed, I search where the legion had been garrisonned.


    Take ideas as you want

    If you want more explanations, ask.

    N.B. I really like dark ages V, a really nice improvment of ibfd.

  9. #9

    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Quote Originally Posted by Legion III Augusta View Post
    As we have already discuss on it for Rio's IBFD III, this what I made http://www15.rapidupload.com/d.php?f...filepath=34028 and http://www15.rapidupload.com/d.php?f...filepath=34031

    - divided regions in diocesis as shown in this map : http://members.ozemail.com.au/~igmaier/map.htm

    - Made capital_diocesis : allowing the recruitment of best troops : prima cohortis, equites schola palatina.

    - regions have been divided into two : comitatus and palatina :

    In comitatus regions only available : Limitanei (these of the original game with two javelins, a spaer and poor moral), Pseudo-comitatensis (your limitanei), Comitatensis, Lanciarii, Plumbatarii.
    in palatina regions : light palatina (level 1), light palatina exp2 (level2), light palatina exp 2 and palatina (level 3), light palatina exp 2 and palatina exp 1(level 4) , light palatina exp2 and palatina exp 2 and legio palatina (level 5) ,

    - Academics can boost morale and expe, and at the last level generals body guards and prima cohortis can be recruited in three years each.

    - In descr_regions_icetorcs_bi_war_map.txt I renamed all legions. So you won't find twice the same. I made this in many times :
    * The first matter: the origin region of the legion (the place of recruitment in reality or the nearest)
    * the second matter : if a region has been already renamed, I search where the legion had been garrisonned.


    Take ideas as you want

    If you want more explanations, ask.

    N.B. I really like dark ages V, a really nice improvment of ibfd.
    Thanks Legion III Augusta.

    Yes, I remember this with your cities with harbors ideas
    Brilliant ideas. I kept things from becoming too confusing at that time(my mind is too simple I divided up the comitatenses armatus and the first cohort to region specific areas along with the foederati troops.(foederati idea was based on the mid 5th century circumstances ) That about how far I've gone with that.

    I've change around the descr regions quite a bit too. I'll need to be careful when transferring the renamed legions.I'll post here or pm you with progress or questions.
    Last edited by Riothamus; July 04, 2007 at 01:06 PM.

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

  10. #10

    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Legion III Augusta economic ports
    Absolutely brilliant!




    I'll need to modify it a little for the extra two roman harbors, the porto ostia and the porto classe.
    I'm not sure the reason for the average_harbor and hubb hidden resourse..?

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

  11. #11

    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Hubb made for : Alexandria, Rome, Carthago, Constantinople, Syracuse, Jerusalem, carthago nova, massilia, Londinium.

    Average_harbour for : other minor cities like croton, halicarnassus etc... and the rest is normal.


    ******** EDIT ********

    http://www24.rapidupload.com/d.php?f...filepath=28055

    This is the descr_regions.txt from rio's ibfd III I made long time ago

    - All legions had been renamed,

    - regions divided into doicesis for better understanding in the file,

    - added hidden resources comitatus and palatina,

    - added hidden resources capital_major_dioecisis and capital_minor_dioecisis : capital_major_dioecisis allowed the recruitment of general units (I renamed it "Legatus") in 3 turns cost 3000 denarii at last level of academy; capital_minor_dioecisis allows recruitment of prima cohortis (3 turns) in last level of academic building (in both comitatus and palatina), recruitment of Lateranensis Imperialis Germanicum and Scholae Clibanarii Palatinae both non-general units so need to "create" the same genal unit, but delete the "general_unit" attribute and replaced it by "command" exemple :


    type imperial household bodyguard
    dictionary imperial_household_bodyguard ; Imperial Household Bodyguard
    category cavalry
    class heavy
    voice_type General_1
    soldier imperial_household_bodyguard, 30, 0, 1
    officer draco_horse
    mount horse cataphract
    mount_effect elephant -4, camel -4
    attributes sea_faring, general_unit, hide_forest, hardy
    formation 1.5, 4, 3, 6, 3, square
    stat_health 1, 0
    stat_pri 11, 6, no, 0, 0, melee, blade, piercing, spear, 25 ,1
    stat_pri_attr no
    stat_sec 10, 6, no, 0, 0, melee, blade, blunt, mace, 25 ,1
    stat_sec_attr ap
    stat_pri_armour 12, 10, 4, metal
    stat_sec_armour 0, 3, flesh
    stat_heat 4
    stat_ground 0, 0, -6, 0
    stat_mental 31, disciplined, highly_trained
    stat_charge_dist 50
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 2275, 0, 160, 230, 1520
    ownership empire_east, empire_east_rebels

    type imperial household bodyguard2
    dictionary imperial_household_bodyguard ; Imperial Household Bodyguard
    category cavalry
    class heavy
    voice_type General_1
    soldier imperial_household_bodyguard, 40, 0, 1
    officer draco_horse
    mount horse cataphract
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, hardy, command,
    formation 1.5, 4, 3, 6, 3, square
    stat_health 1, 0
    stat_pri 11, 6, no, 0, 0, melee, blade, piercing, spear, 25 ,1
    stat_pri_attr no
    stat_sec 10, 6, no, 0, 0, melee, blade, blunt, mace, 25 ,1
    stat_sec_attr ap
    stat_pri_armour 12, 10, 4, metal
    stat_sec_armour 0, 3, flesh
    stat_heat 4
    stat_ground 0, 0, -6, 0
    stat_mental 31, disciplined, highly_trained
    stat_charge_dist 50
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 2275, 0, 160, 230, 1520
    ownership empire_east, empire_east_rebels


    type imperial german bodyguard
    dictionary imperial_german_bodyguard ; Imperial German Bodyguard
    category cavalry
    class heavy
    voice_type General_1
    soldier imperial_german_bodyguard, 30, 0, 1
    officer draco_horse
    mount generals horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, general_unit, hide_forest, hardy
    formation 1.5, 4, 3, 6, 3, square
    stat_health 1, 0
    stat_pri 11, 6, no, 0, 0, melee, blade, piercing, spear, 25 ,1
    stat_pri_attr no
    stat_sec 12, 5, no, 0, 0, melee, blade, piercing, sword, 25 ,1
    stat_sec_attr no
    stat_pri_armour 12, 11, 4, metal
    stat_sec_armour 0, 4, flesh
    stat_heat 4
    stat_ground 0, 0, -6, 0
    stat_mental 31, disciplined, highly_trained
    stat_charge_dist 50
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 2262, 0, 160, 230, 1510
    ownership empire_west

    type imperial german bodyguard2
    dictionary imperial_german_bodyguard ; Imperial German Bodyguard
    category cavalry
    class heavy
    voice_type General_1
    soldier imperial_german_bodyguard, 40, 0, 1
    officer draco_horse
    mount generals horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, hardy, command,
    formation 1.5, 4, 3, 6, 3, square
    stat_health 1, 0
    stat_pri 11, 6, no, 0, 0, melee, blade, piercing, spear, 25 ,1
    stat_pri_attr no
    stat_sec 12, 5, no, 0, 0, melee, blade, piercing, sword, 25 ,1
    stat_sec_attr no
    stat_pri_armour 12, 11, 4, metal
    stat_sec_armour 0, 4, flesh
    stat_heat 4
    stat_ground 0, 0, -6, 0
    stat_mental 31, disciplined, highly_trained
    stat_charge_dist 50
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 2262, 0, 160, 230, 1510
    ownership empire_west
    - added hidden resource illyricum : only with it, equites dalmatii can be recruited there;

    - comitatus, palatina and archery allows the recruitments of equites as follows :

    stables

    ; foederatii

    recruit "foederati cavalry" 0 requires factions { empire_east_rebels, empire_west, empire_west_rebels, }

    ; comitatus

    recruit "sarmatian auxilia" 0 requires factions { empire_west_rebels, romano_british, empire_west, } and hidden_resource comitatus
    recruit "equites auxilia" 0 requires factions { empire_east_rebels, empire_east, empire_west_rebels, } and hidden_resource comitatus


    ; palatina


    ; none

    recruit "equites sagittarii" 0 requires factions { empire_east_rebels, empire_east, empire_west_rebels, empire_west, } and building_present_min_level missiles practice_field



    cavalry_barracks

    ; foederatii

    recruit "foederati cavalry" 1 requires factions { empire_east_rebels, empire_west, empire_west_rebels, }
    recruit "foederati horse nobles" 0 requires factions { empire_east_rebels, empire_west, }

    recruit "dalmatian auxilia" 0 requires factions { empire_west, empire_east, } and hidden_resource bosphoran or hidden_resource illyricum and building_present_min_level missiles practice_field

    recruit "equites mauri" 0 requires factions { empire_west, empire_east, } and hidden_resource berber
    recruit "equites parthii" 0 requires factions { empire_east, empire_west, } and hidden_resource sughdian and building_present_min_level missiles archery_range



    ; comitatus

    recruit "sarmatian auxilia" 1 requires factions { empire_west_rebels, romano_british, empire_west, } and hidden_resource comitatus
    recruit "equites auxilia" 1 requires factions { empire_east_rebels, empire_east, empire_west_rebels, } and hidden_resource comitatus


    ; palatina

    recruit "merc sarmatian auxilia" 0 requires factions { empire_east_rebels, empire_east, empire_west_rebels, empire_west, } and hidden_resource palatina


    ; none
    recruit "equites sagittarii" 0 requires factions { empire_east_rebels, empire_east, empire_west_rebels, empire_west, } and building_present_min_level missiles practice_field and not building_present_min_level missiles archery_range
    recruit "equites sagittarii" 1 requires factions { empire_east_rebels, empire_east, empire_west_rebels, empire_west, } and building_present_min_level missiles archery_range

    recruit "hippo toxotai" 0 requires factions { empire_east, } and not hidden_resource britain and building_present_min_level missiles archery_range


    hippodrome

    ; foederatii

    recruit "foederati cavalry" 1 requires factions { empire_east_rebels, empire_west, empire_west_rebels, }
    recruit "foederati horse nobles" 1 requires factions { empire_east_rebels, empire_west, }

    recruit "dalmatian auxilia" 0 requires factions { empire_west, empire_east, } and hidden_resource bosphoran or hidden_resource illyricum and building_present_min_level missiles practice_field

    recruit "equites mauri" 1 requires factions { empire_west, empire_east, } and hidden_resource berber
    recruit "equites parthii" 1 requires factions { empire_east, empire_west, } and hidden_resource sughdian and building_present_min_level missiles archery_range



    ; comitatus

    recruit "sarmatian auxilia" 1 requires factions { empire_west_rebels, romano_british, empire_west, } and hidden_resource comitatus
    recruit "equites auxilia" 1 requires factions { empire_east_rebels, empire_east, empire_west_rebels, } and hidden_resource comitatus


    ; palatina

    recruit "merc sarmatian auxilia" 1 requires factions { empire_east_rebels, empire_east, empire_west_rebels, empire_west, } and hidden_resource palatina
    recruit "equites catafractarii" 0 requires factions { empire_west, empire_east, romano_british, empire_west_rebels, } and hidden_resource palatina


    ; none

    recruit "equites sagittarii" 0 requires factions { empire_east_rebels, empire_east, empire_west_rebels, empire_west, } and building_present_min_level missiles practice_field and not building_present_min_level missiles archery_range
    recruit "equites sagittarii" 1 requires factions { empire_east_rebels, empire_east, empire_west_rebels, empire_west, } and building_present_min_level missiles archery_range


    recruit "hippo toxotai" 0 requires factions { empire_east, } and not hidden_resource britain and building_present_min_level missiles archery_range
    recruit "hippo toxotai" 1 requires factions { empire_east, } and not hidden_resource britain and building_present_min_level missiles archery_range and building_present_min_level missiles catapult_range


    recruit "graal knights" 0 requires factions { romano_british, empire_west_rebels,} and hidden_resource britain


    circus_maximus

    ; foederatii

    recruit "foederati cavalry" 1 requires factions { empire_east_rebels, empire_west, empire_west_rebels, }
    recruit "foederati horse nobles" 0 requires factions { empire_east_rebels, empire_west, }

    recruit "dalmatian auxilia" 1 requires factions { empire_west, empire_east, } and hidden_resource bosphoran or hidden_resource illyricum and building_present_min_level missiles practice_field

    recruit "equites mauri" 1 requires factions { empire_west, empire_east, } and hidden_resource berber
    recruit "equites parthii" 1 requires factions { empire_east, empire_west, } and hidden_resource sughdian and building_present_min_level missiles archery_range



    ; comitatus

    recruit "sarmatian auxilia" 1 requires factions { empire_west_rebels, romano_british, empire_west, } and hidden_resource comitatus
    recruit "equites auxilia" 1 requires factions { empire_east_rebels, empire_east, empire_west_rebels, } and hidden_resource comitatus

    recruit "equites clibinarii" 0 requires factions { empire_east_rebels, empire_east, } and hidden_resource comitatus
    recruit "equites clibinarii west" 1 requires factions { empire_west, empire_east, } and hidden_resource comitatus

    ; palatina

    recruit "merc sarmatian auxilia" 1 requires factions { empire_east_rebels, empire_east, empire_west_rebels, empire_west, } and hidden_resource palatina
    recruit "equites catafractarii" 0 requires factions { empire_west, empire_east, romano_british, empire_west_rebels, } and hidden_resource palatina
    recruit "imperial household bodyguard2" 0 requires factions { empire_east_rebels, empire_east, } and hidden_resource palatina
    recruit "imperial german bodyguard2" 0 requires factions { empire_west, } and not hidden_resource britain and hidden_resource palatina
    recruit "scholae palatinae" 0 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource palatina


    ; none

    recruit "equites sagittarii" 0 requires factions { empire_east_rebels, empire_east, empire_west_rebels, empire_west, } and building_present_min_level missiles practice_field and not building_present_min_level missiles archery_range
    recruit "equites sagittarii" 1 requires factions { empire_east_rebels, empire_east, empire_west_rebels, empire_west, } and building_present_min_level missiles archery_range


    recruit "hippo toxotai" 0 requires factions { empire_east, } and not hidden_resource britain and building_present_min_level missiles archery_range
    recruit "hippo toxotai" 1 requires factions { empire_east, } and not hidden_resource britain and building_present_min_level missiles archery_range and building_present_min_level missiles catapult_range


    recruit "graal knights" 0 requires factions { romano_british, empire_west_rebels,} and hidden_resource britain

    recruit "romano british warlords" 0 requires factions { empire_west_rebels, romano_british, } and hidden_resource britain


    I modified too the tech tree archery :

    practice_field

    recruit "exculcatores" 0 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }

    archery_range

    recruit "exculcatores" 1 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }

    recruit "western archer" 0 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }

    recruit "eastern archer" 0 requires factions { empire_east, } and building_present_min_level smith blacksmith


    catapult_range


    recruit "exculcatores" 1 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }

    recruit "western archer" 1 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }

    recruit "eastern archer" 0 requires factions { empire_east, } and building_present_min_level smith blacksmith and not building_present_min_level smith smiths_workshop and not building_present_min_level smith foundry
    recruit "eastern archer" 1 requires factions { empire_east, } and building_present_min_level smith smiths_workshop or building_present_min_level smith foundry


    siege_engineer

    recruit "exculcatores" 1 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }

    recruit "western archer" 1 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }

    recruit "eastern archer" 0 requires factions { empire_east, } and building_present_min_level smith blacksmith and not building_present_min_level smith smiths_workshop and not building_present_min_level smith foundry
    recruit "eastern archer" 1 requires factions { empire_east, } and building_present_min_level smith smiths_workshop or building_present_min_level smith foundry


    - and academic building :

    academic

    recruits_exp_bonus bonus 1 requires factions { empire_west_rebels, empire_west, empire_east_rebels, empire_east, }
    recruits_morale_bonus bonus 1 requires factions { empire_west_rebels, empire_west, empire_east_rebels, empire_east, }


    scriptorium

    recruits_exp_bonus bonus 2 requires factions { empire_west_rebels, empire_west, empire_east_rebels, empire_east, }
    recruits_morale_bonus bonus 2 requires factions { empire_west_rebels, empire_west, empire_east_rebels, empire_east, }


    ludus_magnus

    recruits_exp_bonus bonus 2 requires factions { empire_west_rebels, empire_west, empire_east_rebels, empire_east, }
    recruits_morale_bonus bonus 3 requires factions { empire_west_rebels, empire_west, empire_east_rebels, empire_east, }

    recruit "comitatenses first cohort" 1 requires factions { empire_west_rebels, empire_west, empire_east_rebels, empire_east, }
    recruit "imperial household bodyguard" 1 requires factions { empire_east_rebels, empire_east, } and building_present_min_level equestrian circus_maximus
    recruit "imperial german bodyguard" 1 requires factions { empire_west, } and building_present_min_level equestrian circus_maximus

    - and for barracks,

    muster_field

    ; comitatus

    recruit "true limitanei" 0 requires factions { empire_west, empire_east, empire_west_rebels, empire_east_rebels, romano_british, } and hidden_resource comitatus

    ; palatina

    recruit "light palatina" 0 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource palatina


    militia_barracks

    ; comitatus

    recruit "true limitanei" 1 requires factions { empire_west, empire_east, empire_west_rebels, empire_east_rebels, romano_british, } and hidden_resource comitatus
    recruit "limitanei" 0 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource comitatus

    ; palatina

    recruit "light palatina" 1 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource palatina


    city_barracks

    ; comitatus

    recruit "true limitanei" 1 requires factions { empire_west, empire_east, empire_west_rebels, empire_east_rebels, romano_british, } and hidden_resource comitatus
    recruit "limitanei" 1 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource comitatus
    recruit "legio lanciarii" 0 requires factions { empire_west_rebels, empire_west, empire_east_rebels, empire_east, } and hidden_resource comitatus and building_present_min_level smith blacksmith

    ; palatina

    recruit "light palatina" 1 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource palatina
    recruit "auxilia palatinii" 0 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource palatina


    army_barracks

    ; comitatus

    recruit "true limitanei" 1 requires factions { empire_west, empire_east, empire_west_rebels, empire_east_rebels, romano_british, } and hidden_resource comitatus
    recruit "limitanei" 1 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource comitatus
    recruit "legio lanciarii" 1 requires factions { empire_west_rebels, empire_west, empire_east_rebels, empire_east, } and hidden_resource comitatus and building_present_min_level smith smiths_workshop
    recruit "comitatenses" 0 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource comitatus


    ; palatina

    recruit "light palatina" 1 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource palatina
    recruit "auxilia palatinii" 1 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource palatina


    royal_barracks

    ; comitatus

    recruit "true limitanei" 1 requires factions { empire_west, empire_east, empire_west_rebels, empire_east_rebels, romano_british, } and hidden_resource comitatus
    recruit "limitanei" 1 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource comitatus
    recruit "legio lanciarii" 1 requires factions { empire_west_rebels, empire_west, empire_east_rebels, empire_east, } and hidden_resource comitatus and building_present_min_level smith foundry
    recruit "comitatenses" 1 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource comitatus
    recruit "plumbatarii" 0 requires factions { empire_west, empire_east, } and not hidden_resource britain and hidden_resource comitatus


    ; palatina

    recruit "light palatina" 1 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource palatina
    recruit "auxilia palatinii" 1 requires factions { empire_west, empire_east_rebels, empire_east, } and hidden_resource palatina
    recruit "palatina" 0 requires factions { empire_west, empire_east, } and not hidden_resource britain and hidden_resource palatina
    I hope with all of these informations it will give you a better understanding of modifications I made for my own

  12. #12

    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Quote Originally Posted by Legion III Augusta View Post
    Hubb made for : Alexandria, Rome, Carthago, Constantinople, Syracuse, Jerusalem, carthago nova, massilia, Londinium.

    Average_harbour for : other minor cities like croton, halicarnassus etc... and the rest is normal.


    ******** EDIT ********

    http://www24.rapidupload.com/d.php?f...filepath=28055

    This is the descr_regions.txt from rio's ibfd III I made long time ago

    - All legions had been renamed,

    - regions divided into doicesis for better understanding in the file,

    - added hidden resources comitatus and palatina,

    - added hidden resources capital_major_dioecisis and capital_minor_dioecisis : capital_major_dioecisis allowed the recruitment of general units (I renamed it "Legatus") in 3 turns cost 3000 denarii at last level of academy; capital_minor_dioecisis allows recruitment of prima cohortis (3 turns) in last level of academic building (in both comitatus and palatina), recruitment of Lateranensis Imperialis Germanicum and Scholae Clibanarii Palatinae both non-general units so need to "create" the same genal unit, but delete the "general_unit" attribute and replaced it by "command" exemple :




    - added hidden resource illyricum : only with it, equites dalmatii can be recruited there;

    - comitatus, palatina and archery allows the recruitments of equites as follows :





    I modified too the tech tree archery :





    - and academic building :




    - and for barracks,



    I hope with all of these informations it will give you a better understanding of modifications I made for my own
    ok all above understood


    just a question to why the semicolon( ; ) in front of trade_fleet?

    ; trade_fleet 1 requires factions { roman, romano_british, } and not hidden_resource average_harbour and hidden_resource hubb
    ; trade_fleet 2 requires factions { roman, romano_british, } and hidden_resource average_harbour
    ; trade_fleet 3 requires factions { roman, romano_british, } and hidden_resource hubb

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

  13. #13

    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    It was just the first try I made to increase the complexity of harbour economy. I just left it in order to know what I have done and didn't work, but is no more in use.

  14. #14

    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Legion III Augusta economic ports approach now to the markets. Certain economical centers in the game can take advantage to higher trading revenue. without hubb(major trading center) and with hubb. Tech tree with walls and seige buildings. Most factions will have access to the first tier academy
    Last edited by Riothamus; July 09, 2007 at 08:29 AM.

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

  15. #15

    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    The question has rightly been asked "how about the balance of the other factions" if the Byzantine (Eastern Empire) have the powerful - but historical options - I have suggested in the posting Rio refers to So some thoughts:

    1) The Avars should appear north of the Balkans circa 560, a powerful hoard with a good balance of heavy lance and bow and light bow and javalin cavalry. They probably introduced the stirrup to Europe and were a tough opponent for both the Byzantines and somewhat later the Franks (c 800)

    2) Khosrau I, also known as Anushirvan ("with the immortal soul"; ruled 531–579), revived the Sassanid Empire about the same time as Justinians , wikipedia noted "

    He is the most celebrated of the Sassanid rulers. Khosrau I is most famous for his reforms in the aging governing body of Sassanids. In his reforms he introduced a rational system of taxation, based upon a survey of landed possessions, which his father had begun and tried in every way to increase the welfare and the revenues of his empire. Previous great feudal lords fielded their own military equipment, followers and retainers. Khosrau I developed a new force of dehkans or "knights" paid and equipped by the central government[21] and the bureaucracy, tying the army and bureaucracy more closely to the central government than to local lords. ..."


    and in a seperate entry

    "The tax reform was followed by a reform of the army which was changed from the previous practice of the great feudal lords providing their own equipment and bringing their followers and retainers into the field, to another system with a new force of dehkans or 'knights,' paid and equipped by the central government. It is interesting to note that both the number, as well as the die quality, of coins of Khosrow I increases and improves greatly compared to earlier issues, and the iconography of the coins becomes more stereotyped. Also, it should be remarked that the army reorganization under Khosrow was concentrated on organization and on training, rather than any new weapons or technical advances, and as previously the heavily-armed cavalry remained the dominant force with archers less important. The masses, as usual, were still camp followers and little more than a rabble looking for booty, but a new nobility of service was created which became more influential than the landed nobility. Since payment in specie or even in kind did not suffice to recompense the 'knights,' villages were granted to them in fief, and a large class of small landowners came into existence. The ruler also divided the kingdom into four military districts with a spahbad or general in charge of forces in each part with the primary task of defending Iran from external foes".

    So the Sassanids have options to implement Khusru's reform witha stronger better disciplined army and so become more of a threat


    3) The western nations were also no walk over. Both the Vandals and the Gothic Kingdoms had picked up late Roman technology to upgrade their troops. While they had not changed their style of warfare their armies were better equipped.

    The changes in the Byzantine army make the army stronger and more capable of reconquest but it also has to face significant new challenges, for instance with 40 years of Justinians death in 564 the Empire was in a life and death struggle with the Sassanids that the Emperorr Heraclius won only just and which mean that both empires were too exhausted to face the emergence of Islam from the Arabian pensinusla

  16. #16
    margio's Avatar Biarchus
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    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Ciao to everybody. Just finished to read posts by Legion III Augusta and davidharvey1. Let me say that what you are doing and what suggesting is proof of a very huge work and study and of a big knowledge of this period ... Btw, my question is quite the same (sorry to rebate ...)
    Assuming that your suggestions and works will be all added to RIO VI they will not enhance WRE, ERE and Sassanids too much with appearance of Avars as only strong threat as suggested by davidharvey1 for the above factions? I mean all others factions (Saxons ...) as Vandals and Gothic too, before or later they will not anyway have enough strenght and power and so no chance to compete and/or win, but only left rules of sparring partners of the above...
    Maybe I didn't right understand the meanings of your works and suggestions, but that is my feeling... I had deep and long looks on history of other factions, but despite of poor informations of them for the period, I didn't find trustable and good informations about :hmmm: ...
    I know and saw how Rio works, as I know that it's happen historically that only the one's able to enhance own technology, economy and organization survived, but that will not make the campaign a task for the above only?
    Available, glad and ready to be denied ...
    ayeaye Sirs...

  17. #17

    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Quote Originally Posted by davidharvey1 View Post

    1) The Avars should appear north of the Balkans circa 560, a powerful hoard with a good balance of heavy lance and bow and light bow and javalin cavalry. They probably introduced the stirrup to Europe and were a tough opponent for both the Byzantines and somewhat later the Franks (c 800)

    2) Khosrau I, also known as Anushirvan ("with the immortal soul"; ruled 531–579), revived the Sassanid Empire about the same time as Justinians , wikipedia noted "


    The changes in the Byzantine army make the army stronger and more capable of reconquest but it also has to face significant new challenges, for instance with 40 years of Justinians death in 564 the Empire was in a life and death struggle with the Sassanids that the Emperorr Heraclius won only just and which mean that both empires were too exhausted to face the emergence of Islam from the Arabian pensinusla
    Thanks davidharvey

    Currently I got the Bulgars north west of the Sassanid empire. They come down and give them, along with the Eastern Empire, lots of hell. I also put back in the Huns as a shadow of its former self in the 463AD. All the slots for a new faction are taking but the Bulgars seem to fit what you see the Avars doing. but with all said furthering the tech a bit in an extra barracks of sorts.(your proposal)
    increase moral(discipline) and a few 6th century type units as you described before.

    Quote Originally Posted by margio View Post
    Assuming that your suggestions and works will be all added to RIO VI they will not enhance WRE, ERE and Sassanids too much with appearance of Avars as only strong threat as suggested by davidharvey1 for the above factions? I mean all others factions (Saxons ...) as Vandals and Gothic too, before or later they will not anyway have enough strenght and power and so no chance to compete and/or win, but only left rules of sparring partners of the above...
    Very good point margio...there needs to be a counter balance of sorts. What I may do is similar to what I just did with some of the Legion III of Augusta ideas (economic ports and markets). Trade was enhanced by the tech tree and the hubb not only for the Romans but also with the barbarians and other factions...on a slightly lesser scale. a barracks with barbarian or othe type cultures historical upgrades could be put in place around the same time.
    Last edited by Riothamus; July 09, 2007 at 08:01 PM.

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

  18. #18
    Ramon Gonzales y Garcia's Avatar Nobleza y Valor
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    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Legion III Augusta, I noticed that you are using the building requirement for reruitment of some units ex.
    recruit "hippo toxotai" 1 requires factions { empire_east, } and not hidden_resource britain and building_present_min_level missiles archery_range and building_present_min_level missiles catapult_range,
    didn't it cause any CTDs?
    I tried this in IBFD 6 and it was causing CTDs left and right
    Ramon Gonzales y Garcia

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  19. #19

    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    Quote Originally Posted by Ramon Gonzales y Garcia View Post
    Legion III Augusta, I noticed that you are using the building requirement for reruitment of some units ex.

    didn't it cause any CTDs?
    I tried this in IBFD 6 and it was causing CTDs left and right
    Same here after trying to implement it(for the units), happens when I click on the building requirement on the in game card description... it ctd every time I did that
    Last edited by Riothamus; July 10, 2007 at 01:56 PM.

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

  20. #20

    Default Re: Ideas Suggestions and Additions for Rio IBFD VI

    ha? Don't remember this... it makes a long time I have not modded RTW... the ctd is by right clicking on the unit or building card?

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