When it comes to mods covering the later Roman Empire, IB has persistently proven to be the most professional and well done IMHO. I always come back to it though I have tried others.
The thing I enjoy most is the unit variety, there are dozens of units to raise and recruit and as your territory expands you get EVEN MORE units to raise and recruit. And likewise as you expand and encounter new enemies, you find that the old formulations of troops in your stack no longer works and you need new types and new tactics to deal with this band of barbarians or that band of Rebel Romans.
Likewise you have a good spread of provinces which keeps the map itself balanced.
In short, there is a vast array of items to build and recruit and combine, plenty of thinking things out, and good challenges for the player who either wishes to conquer the world, or just put together a really cool empire that endures.
That being said, my only real issue is with the WRE.
I understand what you are trying to do. You want to create in some fashion the economic woes of the WRE which contributed to her downfall. I think however, that you have opted to do this the lazy man's way. The issue seems to be, once I sort out all the units at my disposal as the WRE, a surfeit of cavalry which, once disbanded, has no impact what so ever on my army balance and likewise brings me into the black again in just one turn. I've seen this tactic both in the 410 scenario and 365 as well which are both favorites of mine.
In short, in order to solve my economic woes in the WRE, I just move all my surplus cavalry into my cities and disband them and vola . . . I have a profit on game turn two and armies still guarding the limaes.
Allow me to make a proposal.
Understand that my knowledge of modding is scanty, I know how to adjust a few things here and there, but for the most part have very little grasp on just how much is done. Nevertheless, I trust my observations in the vairous mods I've played seeing what can be done will prove a adequate guide for my critique and proposal.
Secondly, while my primary historical knowledge is more meta-physics than military, I am not entirely bereft of knowledge regarding the history of this time (and can point out a couple of very fashionable historical mistakes in the Vanilla Bi regarding the Riot which destroyed the Odium and "Athanasius' New Testament".)
The problems of the Western Roman Empire, in game terms, can be summed up in three issues.
First - A decided hesitancy on the general Roman population to go into the military, leading to an increasing need to bring in non-Romans into the ranks to keep the army at full strength.
Second - A catastrophic taxation system which is shutting down the Roman mercantile/tradesman/middle class which results in . . .
Third - A decline in population, not in actual numbers of people living in the Empire, but in numbers living in the cities where one can tax them and recruit them effectively. Everyone is going back to the country and the farmer boys are staying at home since there are no longer any bright lights and new vistas in the big cities on the horizon.
To set this up, and make it a genuine issue which is going to plague the WRE player for a Very Long Time in terms of game turns, you need to set it up, not in military placement of units, but in the very construction of the cities of the Empire itself.
First - You don't want any agricultural development in any city what so ever. Likewise public health is also to be as undeveloped as possible.
Second - To keep the squalor from throwing the whole thing into rebellion, you want as much public happiness works to be installed as necessary to enable the player to have the city set at the Highest tax rating with only the Governor and one milita unit (the least expensive available) as the garrison. Make sure that the various religious buildings are also developed so that they, with the installed leader and the adjacent provinces provide a zero sum game for the various religious factions in the city. No one religion has any local advantage over the other until the player decides to upgrade one religious building or . . . changes the governor. That should provide more than a little restlessness at crucial moments.
Third - No military development of any real substance. While the WRE starts out with sufficient stacks of high quality armies to defend it's borders, there is nothing it can recuit save Militia and Barbarian troops to fill in the ranks as the Roman armies begin to suffer attrition from the attacks of the Barbarians. They can put them in awesome armor, but they can't replace the legions. Not just yet.
Fourth - No economic development in the towns and cities either save a couple of ports to connect Britian with Gaul, and a port in Nova Carthago, Carthage, and Rome. The Roman Roads on the other hand, are at the height of their development so they should be as good as they can get given the local population base in the province.
As for the military set up itself - the WRE has good Limitanae in each of it's border cities and a fort with a single limitanae unit at each choke point along the Rhine and Danube. In Africa, the forts provide no real assistance since the Berbers can just go around them for the most part, so that should be represented by watch towers.
And of course for the Barbarians along his borders, you don't need to put down piles of stacks immediately, all you need to do is stuff the Barbarian cities with a high population, give them a good starting stack of gold, and a means to raise a stack of troops to attack Rome quickly for the first twenty or so turns until they run out of population and the AI will do the rest for the most part.
So when the Western Roman Player comes to play his game. He should see a nice arrangement of good stacks of troops which will be quite adequate to defend his borders from the Barbarians and a full array of cities all content at the highest tax bracket and a small profit in income to boot. . .
And a disaster waiting to happen. The Western Roman Empire player who spends all his time building up his Military Industrial Complex will suddenly discover cash shortages becoming more and more of an issue as game wears on since each city is producing just a little less gold each turn. If on the other hand he works non-stop at building up his population base and economic base, he'll see his Armies slowly becoming less and less capable of defending his Empire.
It's going to be a real problem for him because he can't solve it in a single turn. Every, and I mean every city is in decline and due to the lack of health and agricultural development, he has no means of stopping the decline by just tax adustment. He will have to plan ahead and engage in a conservative strategy if he has any chance of pulling it out. Long term deterioration you see, is a lot harder to reverse since it takes so long to build up the necessary infrastructure you will need to turn it around.
It should, if I've figured it out right, be a nail biter for quite some time, but for the typical player for the first time . . . it's going to be quite a shock for him when the serious shortages of gold start to manifest themselves and his armies get lower and lower in quality.
In short, by imaginative underdevelopment in the WRE provinces, you have that famous southbound economy which is going to hit hard on the troops on the frontier and the Emperor has got to literally rebuild the entire thing from the ground up with little cash to do it with for starters.
And that, in my mind, does a better job of creating the crises of the WRE.
That is my proposal, I hope you find it intriguing as a new idea.




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