Quick foreword:
First of all I would like to thank the RSII team again for making this beautiful game and bringing RTW back to my life and being part of the team now really has something magical.
The Five Good Emperors, were a series of excellent emperors who ruled in Rome from 96-180 AD. Following the Flavian Dynasty. They were so called because they succeeded in winning the support and cooperation of the senate, which is something their predecessors and successors had failed to accomplish. Nerva (reigned ad 96–98), Trajan (98–117), Hadrian (117–138), Antoninus Pius (138–161), and Marcus Aurelius (161–180), who presided over the most majestic days of the Roman Empire.
I used this title mainly to determine the additional game time not because of any era specific content.
Whats this about:
This expansion is dedicated to veteran players who want and need more challenge and has only one goal:
Reinforcing the strategy and thinking part, making it considerably harder for the player to expand and to hold ground, without touching anything essential of RSII. Players have to be a lot smarter in this Campaign as they will have to overcome various problems like being outnumbered, unexpected setbacks, economic inability to fight in more than one theatre at a time and maybe entirely lost invasion forces who need to be replaced.
Features:
Timeframe
Extedend Timeframe now including the time of the 5 good emperors 96ad.- 180ad.
Game will end 933 A.U.C = 180 ad Thats another 160 turns of 1 Turn fun for slow play making the gamea total of 798 turns. IMPORTANT: THE GAME WILL BE LONGER AND NOT LIMITED TO THAT TIMEFRAME
Victory Conditions
Unique victory conditions. Holding 140 settelments including the Trajan conquest.
(Palmyra, Dura Europus, Arbela, Opis, Armavir, Van ,Cabalaca,Babylon and Olbia)
Romes tactical starting position will be slightly more challenging as Capua will be the only City able to provide allied units from the beginning because of its Client State status...In all other Roman citys the Player has to built "Oppidum lvl 2" first before he will be able to built "ClientState". On the other hand Rome will have the "Large Foundry" from the beginning which enables the capital to provide better troops right from the start.
Hannibal
Hannibals Army will be considerably more powerful at the start as It now carrys a unit of Towered Forest Elephants , Iberian Elite Scutarii and African Assault Infantry. As well It has more chevrons, armour and weapon upgrades. Remember that with the Elephants Hannibal will be able to siege and attack the same turn and we will make use of it.
Loyalty
PREVIEW
FIVE GOOD EMPERORS 2.0
Upcoming awesomeness !!!
Build a 1_turn empire never has been more challenging.
Successful high Star/Influence Triumph awarded Generals may strive for Power and joining the Rebels taking entire Legions with them when their loyalty runs low...so you have to watch your military leaders closely!!!
(This feature is on hold as Iam not working on the mod right now)
I will do a final version sometime later on though and try to include the loyalty
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Interactive Campaign Messages
These messages will appear occasionally and warn, inform or guide the player
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Legion Administration
1. Right Click Legion Recruitment Info on Campaign map. By right mouse clicking on the campaign map the info box will show what Legions can be recruited in that particular area. Everything after a / is a Segmentata Legion. If there Doubled Numbered Legions one will have letters after its numbers. Example IIII.FF (Flavia Fenix) 2. Legion ID Cards for Unit Slots on Campaign Map. Showing Legion Number and Shortname. In this case its Legio IX Hispania. Attachment 127229Attachment 127228
Shieldwall
Shieldwall for Roman Numbered Legions,Triaii and Praetorians. You will need it !
An especially for the Roman Campaign designed Garrison Script simulating the part of a settelments male population who is of military age or a soldier but not actually in military service. Once a Players character ( General of Family ) goes 2 tiles near any City which does not belong to him these men will be called to arms to defend their City, regardless if the player is at war with that faction or if attacks the city or not. So be careful because everytime you go near another City you give the enemy an army for free. Diplomats,Spys and Assasins are not affected. Special Feature: Garrisons will be faction and area specific for each City. SEE POST 2
Capitals will have elite Garrisons. Example: If Independent Cities & States owns Massalia the Garrison will consist of Massalian Hoplites and others. If the Spartan Capital is owned still of the Spartan faction its Garrison will consist of the best troops the spartan faction has to offer: Promachoi,Elite Phalanx etc ( bring 2 Legions to the siege at least!)
Thi setting requieres more strategic planning because together with spawning levy armys any Invasion with just 1 or 2 Legions is doomed to fail.
Counterattacks
Once the player captures a capital there will be an immediate counterattack to recover the city. For this purpose I created a new counterattack scenario which triggers once the Player takes a capital.
These counterattacks are independent from the spawning levy armys and they occur just once but will consist of very annoyed and very experienced warriors . I suggest players reconsider their strategys as Blitzing is most likely going to fail from now on.
I really would love to be more specific but that would crash the surprise. Just one thing...bring reinforcements to cover your back or some real upset nail eating locals will get your Legions 6 feet under...
Tip: If the player looses the city and has to conquer it again after a game reload the counterattack will trigger again.
Little Preview: SEE POST 2
Insurrections Uprisings Invasions
By taking certain provinces occupied by certain factions the player can seriously disgruntle the local population and cause huge insurrections or invasions by real upset barabarian tribes or eastern nomads...
Cant be more specific on this either as this would break the surprise effect...after all the romans did not knew about these insurrections either before they happend,did they ?...so prepare and be sure to have a good infrastructure and developed citys to back your economy and your troops because when you take on of these key provinces to cause an uprising and at the same time the 2nd rebellion would take place...well...no need of explaining this further I think... I add this to create a bit of uncertainty to what will happen and to provoke one or the other struggle among the empire...exactly like things have been way back then and if in one of these insurrections the Player looses a Legion or 2 or 3 or a Settelment or 2...well... happens ...
more info: SEE POST 2
Spartacus Insurrection
Still beta but if I get him to work there will be a Spartacus Uprising.
Not sure to which condtions I will tie it but it will come out of the nothing
YES, he is a named Character and NO, almost sure he will not cause a clone Character CTD.
Only little downside is that he can not appear as a Brigand Army because the slave faction has been used for the Free People.
Spartacus won various battles against Roman Legions before he got beaten. Most likely this is to be happen again
These Ancillarys give him loads of +troop morale and recovering losses after battle...
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Roman Recruitment depends on Romanization
Redesigned Roman Oppidum and Goverment Determination Tree to avoid complete Roman troop recruitment with just 1 Building (Client State) and to give back a purpose to the early levels of the Oppidum as a structure. To built client State, Annex or Citizenships the player has to Romanize ( built corresponding level Oppidums ) first. To grant Citizenship your Province must have an Oppidum lvl 3 simulating a certain level of Romanization.
1. No Oppidum available before building Goverment Determination
2. Building initial Oppidum Organization will make the Oppidum Colonization available and
4. after building the 2 first Oppidum Levels the Client State or Annex becomes available. Attachment 127239
Goverment Determination-----2
Oppidum Organization---------4
Oppidum Colonization---------6
allows
Client State--------------------2----or----Annex----------------2
Oppidum Provincial-----------8---allows----Citizenship-------4 allows
Field Mars---------------------4
Roman Fortress---------------4
Curia Hostilia-----------------12
Thats 14 turns before the Player can recruit any valuable troops in conquested areas
presenting the tactic and strategic question how to defend the new lands until this moment.
Building Times and Costs
Amended building times and prices of big and/or important structures.
Generic Legionaries
Generic Legionaries have been removed to make the transition form pre- to post- Marian more a tactical challenge and simulate the struggle of a military reform.
AI Recruitment
The AI will recruit smarter troops ( 1 and 2 silver chevron ) quite early so prepare for more resistance and more casualties in battle.
Coding:
Victory Condition, New Starting Conditions , Campaign Messages,
Shieldwall, Recruitment Conditions, Building Times and Costs,
AI Recruitment, AI Build Bonuses, EDU stats, Faction Capitals Bonuses
Chris10
Scripting
Counterattacks, Uprises, Insurrections,
Campaign Messages, Spartacus Uprise, Bandits, Judean Revolt,
AI Emergency Armys, Parthian Roman War
Chris10
Garrison Script:
Chris10 ,Bardo
Art: Reworked Legionary Unit Cards, SPQR Banner,
New Battle Interface
Chris10
Merchant Ship, Roman Watchtower, Roman Quinquireme
Davide. Cool
Legion Ancillarys:
Shared by SPQR Mod
Ported to RSII by Drecie14