I'm going to be borrowing heavily from RTR FOE for this, but there'll be a few changes for our situation.
Here's the general setup. Romans and Carthaginians will get roughly the same trees that they got in FOE.
All other factions will have a difficult colonization tree, using the highest three slots of the building tree. (That's important for a conditional type.)
All factions will start with a single "occupation" building.
Civilized factions (other) will have a client kingdom option, which will give them access to AOR units.
Barbarian factions will have an Overlord (for lack of a better word) tree. This symbolizes what happens when a barb faction conquers a large city. It couldn't have built the city, and there are too many people in the city to control with the relatively small populations of barbarian tribes. Therefore, they do what a number of barbarian tribes did and set themselves up as overlords of the city. They'll get a few of the more civilized-type barb units, as well as some low-level AOR units from the locals.
Various factions will also get special trees that are based on the presence of an AOR or a high-level colonization building. (There's that conditional.) So far, I've got ideas for the following special trees:
Pontus and Armenia -- they get special trees if they capture a Greek area, since these factions used phalangites when they got access
Greek Cities and the Chremonidean League -- they get a special tree for an emporion colony, which is like a client kingdom except it has mostly local troops and a few hoplites. These are cities that were always primarily barbarian, with a mixed barbarian and Greek ruling class.
Any other suggestions?





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