Results 1 to 20 of 20

Thread: Basileia - Total War announcement

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    LaMort's Avatar Libertus
    Join Date
    Sep 2007
    Location
    Stuttgart, Germany
    Posts
    76

    Default Basileia - Total War announcement



    Game essentials

    Basileia – Total War is going to be the historically most correct modification of Medieval – Total War, especially in regard to the map and the historical situation in the year 1099, the starting date of the campaign. The mod is realized under the participation and conceptual guidance of two professional historians well-versed in the gameplay of the Total War series. It is their task to recreate the politic, military and economic situation of the campaign area in 1099 in painstaking research and constant discourse with each other as accurate as possible within the limitations set by the gameplay. In that, balanced starting situations for the factions are assigned only secondary importance, whereas historic authenticity was preferred wherever this ist possible without detraction from the enjoyment of the game. The claim to historicity is at certain points only limited by the game’s engine (at most 199 provinces and 31 factions etc.), which led to the exclusion of potential candidates like Serbia, Portugal, the Pechenegs or additional Turkish factions als playable parties.
    Basilei is a Greek term meaning Empire/Kingship, and as the name suggests a main focus will be on the representation of Byzantium, though without neglecting the other factions, as can be seen from the following list:

    Factions:

    Catholic Factions:

    01. Anglo-Normans
    02. Normans
    03. Siculo-Normans
    04. Scotland
    05. France
    06. Occitanians
    07. Castilia-Leon
    08. Aragon
    09. German Empire
    10. Denmark
    11. Poland
    12. Hungary
    13. Patrimonium Petri (Papacy; not playable)
    14. Republic of Venice
    15. Republic of Genova
    16. Jerusalem
    17. Antiochia

    Orthodox Factions:

    18. Byzantium
    19. Republic of Novgorod
    20. Pricipality of Kiev
    21. Georgia

    Monophysitic Factions:

    22. Lesser Armenia

    Sunnitic Islamic Factions:

    23. Almoravids
    24. Hammadids
    25. Great Seljuqs (Abbasids)
    26. Seljuqs of Rum
    27. Danishmandids

    Shiitic Islamic Factions:

    28. Fatimids

    Pagan Factions:

    29. Cumans

    + Rebels and emerging Mongols = 31.

    Provinces



    Europe in 1099



    In drawing up the faction list it was a conceptual concern to confer additional weight to the Muslim factions. With now six, in part very strong, Muslim factions the historic reality of 1099 was given justice; a conquest of the Orient will not be as easy as before and a successful Muslim offensive into Europe has become a possibility even for AI-controlled factions.

    The campaign will start in 1099 with the conquest of Jerusalem by the first Crusade and comes to a close in 1453 with the presumptive conquest of Constantinople. Standard will be four game turns per year.

    Map and Provinces

    The BTW-team’s research led to the design of a completely new campaign map. This map’s regions reflect to a very large degree the real borders of countries and provinces in 1099, are called by their historic names and assigned to those factions that really controlled them in 1099. An additional novity will be the at least partial navigability of major rivers, especially in Russia, where they were the main lines of transport. This measure will of course have new strategic consequences as well.

    AI

    As the necessity to get the AI to behave both politically and militarily in a more believeable way is a pressing one, all AI-controlled factions will be asigned preferred areas of conquest and wil be made to practice rather a policy of safekeeping their territorial possessions instead of plunging headlong into adventures of senseless conquest at the far periphery. If AI-factions are attacked, they are to abort their own offensives on secondary frontiers in favour of a defense of their core provinces with all available force. For instance: If Byzantium is currently engaged in an offensive north of the lower Danube and is at the same time threatened on the southwestern Balkans by the Siculo-Normans, the Byzantines will have to abort their own operations in (for them) unimportant secondary areas and instead concentrate their efforts on a defense of their vital core provinces on the Balkan. The option for an offensive into other provinces will only be open to the AI once the threat to the more important areas has passed. This measure is to preclude paradox situations like for instance Byzantium conquering the economically useless Russian steppes while at the same time defenselessly yielding more prescious provinces.

    In addition the AI is to react very severly to the breaking of vassalage, the cessation of tribute and the violation of its territory by passing foreign armies, topics that were hitherto neglected by all existing mods. It ist the task of the BTW-team to realize these enormous demands on the script in the long run and thus provide a historic gaming experience on a higher level.

    Victory Conditions

    The victory conditions of all factions will undergo a complete overhaul and will be likened to the factions’ real political interests. Byzantium’s territorial goal will thus be no less than the complete restoration of the Roman Empire, while the Great Seljuqs aim for a recreation of the Caliphate. Venice’s and Genova’s roads to victory do on the oher hand not lead by the way of conquering huge territories, but by destroying their economic rival and erecting maritime empires of far-flung trading posts.

    Settlements and Surroundings

    Of great importance for approaching the real historic situation of 1099 is a more precise portrayal of the towns. All settlements will not only be assigned their exact grade of development for 1099, complete with in part very advanced buildings, but will also have their true historically population numbers, inasfar that 1 inhabitant in the settlement menu will represent 10 real inhabitants. The starting population numbers will therefore range from a scant few hundred in remote, hardly urbanized regions to 50.000 and more for metropoleis like Baghda, Cairo and Constantinople, which had in areound 1100 500.000 inhabitants and more. Especially these important metropoleis are within the limitations of the editor remodelled copletely anew, which will greatly upvale the battle maps. The towns’ surroundings will now reflect their real-world topography and major port cities will in fact be situated directly on the shore.

    Religion

    The representation of religion will be thorougly revised; just as Christendom is divided into Catholicism and Orthodoxy, so will Islam be divided into Sunna and Shi’a. The player will have the option to conduct in each of his settlement s acompletely independent an differntiates policy toward the different divergent confessions, which can range from benign tolerance to brutal prosecution and forced conversion. A policy of tolerance would for instance enable a Christian faction to appease a Muslim population majority, if an aggravation of the relations with the Pope is in turn risked and a complete cessation of the conversion of the Muslim populace accepted. Priests and Imams will receive a new area of activity withintheir own nations, whereas any conversion of infidels in foreign countries is completely abolished – no Muslim country would have tolerated Christian missionaries and the other way around.

    The Patriarch in Constantinople will be introduced as an Orthodox counterpoint to the Pope. He will be appointed by the Byzantine Emperor out of a number of suitable candidates. Even though the Patriarch’s power will due to the Emperor’s authority not be on par with the Pope’s, he will be an important factor in Byzantine politics, which makes the appointment of a Patriarch to a political concern that is to be well thought through. The appointment of pious individualist might be problematic if he starts to raise his voice against the Emperor or antagonizes the Pope just when the Byzanine Emperor courts the papacy’s goodwill, but a weakling might be equally awkward, should he anger his own flock by giving in to the Pope’s demands.

    Economy and Military

    Concerning warfare it is a goal of BTW to simulate the economic and demographic repercussions of warfare closer to reality than has been done hitherto. The upkeep of large armies and the development of settlements will preclude each much more than is currently the case, which is in part to be attained by increasing the costs of army upkeep. In between of periods of intense warfare periods of recovery and consolidation will increase in attractiveness also for player-controlled factions, if they do not even become a vital necessity. This will especially be true after the conquest of provinces of foreign faith, as their conversion and thereby appeasement will in BTW be several times slower than in Vanilla.

    The devstation caused by foreign armies locates in a faction’s province will be done justice by not only having negative consequences on the inhabitants’ contentment, but also by halving both the yield of both agriculture and commerce, and on top by decreasing the population growth. It will therefore not be possible to ignore even small enemy armies without serious financial repercussions, whichholds also true to rebels. These will be more uncommon, but due to their negative consequences much harder to simply ignore.

    ------------------------------------------------------------------


    In the next time were going to release continuous the progress of our work at this place. We are a German-speaking modding team so it takes some time to translate it. More is following the next days.
    Last edited by LaMort; September 17, 2007 at 11:03 AM.

  2. #2
    Orko's Avatar Praeses
    Join Date
    Jul 2007
    Location
    Petah Tikva, Israel
    Posts
    8,916

    Default Re: Basileia - Total War announcement

    Sounds great!
    Quote Originally Posted by Marcus Aurelius
    Live a good life. If there are gods and they are just, then they will not care how devout you have been, but will welcome you based on the virtues you have lived by. If there are gods, but unjust, then you should not want to worship them. If there are no gods, then you will be gone, but will have lived a noble life that will live on in the memories of your loved ones.

  3. #3

    Default Re: Basileia - Total War announcement

    This sounds like the most fascinating mod I have ever come across. I really really hope you guys are able to complete this and work out the bugs (prays to God). It just sounds amazing on so many levels. The AI sounds awesome, it will be like really conquering the world, rather than competing to conquer it, as during those times, not everyone was on a conquest, most were just defending or governing regions etc. It is like you read my mind with respect to this mod.

  4. #4

    Default Re: Basileia - Total War announcement

    This sounds like the most fascinating mod
    It will be the most fascinating mod;-)


    Mod Leader, Historian & Designer

  5. #5

    Default Re: Basileia - Total War announcement

    This sounds great!

  6. #6

    Default Re: Basileia - Total War announcement

    This sounds great!
    It will be great;-)


    Mod Leader, Historian & Designer

  7. #7
    Marcus Orentius's Avatar Tiro
    Join Date
    Jun 2006
    Location
    Tiptoeing through the Tulips
    Posts
    296

    Default Re: Basileia - Total War announcement

    Quote Originally Posted by everybody's darling View Post
    It will be great;-)

    Only if it gets off the ground and stays off the ground, remember.

  8. #8

    Default Re: Basileia - Total War announcement

    Only if it gets off the ground and stays off the ground, remember.
    That's a solution of striking simplicity.

    wow, this looks incredible and it looks great that your splitting up the islamic religions to add some more interest to the game.
    Variety is the spice of life.

    Mod Leader, Historian & Designer

  9. #9
    Doctor Faustus's Avatar Miles
    Join Date
    Jul 2007
    Location
    Vindobona (Pannonia Superior)
    Posts
    344

    Default Re: Basileia - Total War announcement

    Quote Originally Posted by Marcus Orentius View Post
    Only if it gets off the ground and stays off the ground, remember.
    This mod is, at least in its German version, well off the ground. We have a lot of presentational text and sensational visuals of our work which we will present as soon as we get our own subforum under "Hosted Modifications".

    Basileia - Total War is not so much a proposition as reality in development.

    Assistant Mod Leader
    Historical Consultant


  10. #10

    Default Re: Basileia - Total War announcement

    wow, this looks incredible and it looks great that your splitting up the islamic religions to add some more interest to the game.
    - beta tester for Paeninsula Italica


  11. #11

    Default Re: Basileia - Total War announcement

    The victory conditions, religion tweaks and "partial navigability of major rivers" seems very interesting

  12. #12
    Stalins Ghost's Avatar Citizen
    Join Date
    Dec 2004
    Location
    Burntwood, UK
    Posts
    5,845

    Default Re: Basileia - Total War announcement

    Fantastic! I love the way you are balancing emphasis around the map - no single region seems to be taking the thunder. The Levant looks like it's finally getting the attention it deserves!
    morecuriousthanbold.com

  13. #13

    Default Re: Basileia - Total War announcement

    The map was a brutal peace of work. It took us two weeks...by 10 hours a day.

    Mod Leader, Historian & Designer

  14. #14
    Stalins Ghost's Avatar Citizen
    Join Date
    Dec 2004
    Location
    Burntwood, UK
    Posts
    5,845

    Default Re: Basileia - Total War announcement

    It looks like it would have yes! The result is great though
    morecuriousthanbold.com

  15. #15

    Default Re: Basileia - Total War announcement

    The map looks incredible, and I'm very interested in how the Patriach plays out ingame. Looking forward to the sub-forum and the subsequent previews.

  16. #16
    Doctor Faustus's Avatar Miles
    Join Date
    Jul 2007
    Location
    Vindobona (Pannonia Superior)
    Posts
    344

    Default Re: Basileia - Total War announcement

    Quote Originally Posted by The Fuzz View Post
    I'm very interested in how the Patriach plays out ingame.
    The Patriarch will be chosen in analogy to the Pope, but he is not so much elected as simply appointed by Byzantium’s faction leader out of a number of suitable candidates, this choice being mainly one between weak and forceful personalities. A Patriarch with a strong personality might agitate against an impious Byzantine Basileus, decreasing both contentment and the generals’ Loyalty, or he might anger the Pope in quarrels over theological or political issues, which will entail a worsening of the realtions between Byzantium and the Papacy, possibly a bad thing if Byzantium is currently trying a policy of appeasement. A weak Patriarch on the other hand might give in to the Pope on theological and political matters and thus also decrease Byzantium’s populace’s contentment. All of this will be played out by the use of events that can be triggered repeatedly by a rather complex, mostly political mechanism.

    As you can see, the Patriarch will be nothing but a drawback for Byzantium, even though a minor one, a religious leader whose actions can give the emperor a lot of grief. This is in line with the design philosophy of Baileia – Total War, where we aim for a more difficult game. We are going to significantly strengthen Rebel regions, slow down conquest and to make failure and the dissolution of empire an actual possibility even for player-controlled factions.

    And by the way - researching the map was a brutal piece of work. About 250 man-hours of effort of the standard practiced at universities and academic research facilities (one of which I am working for) went into it.

    Assistant Mod Leader
    Historical Consultant


  17. #17

    Default Re: Basileia - Total War announcement

    Now all we have to do is wait for our sub-forum, before we can announce any further material. Because this place is much too tight.

    Mod Leader, Historian & Designer

  18. #18
    LaMort's Avatar Libertus
    Join Date
    Sep 2007
    Location
    Stuttgart, Germany
    Posts
    76

    Default Re: Basileia - Total War announcement

    Here we have another small appetizer:



    This is just a small preview of our design and skinning work. Its just a temporary one. For more presentations we simply need more space, so this will be the last visuals we are able to present in this thread.
    Last edited by LaMort; September 19, 2007 at 06:47 AM.

  19. #19
    Doctor Faustus's Avatar Miles
    Join Date
    Jul 2007
    Location
    Vindobona (Pannonia Superior)
    Posts
    344

    Default Re: Basileia - Total War announcement

    Ladies and Gentlemen,

    I have the wonderful news to confer that thanks to the administrators our new forum for Basileia - Total War has been instituted and we will thus be able to present our work on a grander scale. For all further information and discussions, please visit us here:

    http://www.twcenter.net/forums/forumdisplay.php?f=503

    Thank you.
    Last edited by Doctor Faustus; September 21, 2007 at 01:49 AM.

    Assistant Mod Leader
    Historical Consultant


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •