Since europa barbarorum is all about historical accuracy, and therefore people tend to post questions how to have historical house rules in their campaigns, I thought it would be handy if there existed a thread where house rules could be gathered so that there wouldn't be need to make separate threads.
Feel free to bring here new house rules to use.
Generic house rules:
Spoiler Alert, click show to read:
1) Only play battles IF you have general lead that battle (FM or Client Ruler is no matter anyway, as long as they are named character), if your own was lead by captain, auto-resolve.
2) Always put a general on charge in campaign, if he's "accidentally" get killed, withdraw the campaigning force and don't play the battles (see point 1), unless you consider sending "relieve force" led by another general (and he should carry some considerable size of troops as well, never sending lone general into enemy territories)
3) Compose the "main" troops rather logically, Roman forces should be Infantry dominant (1 general, 2 cavalry, 2 missiles, up to 3 skirmishers, and the rest is legionaries), Hellenistic Makedonian (Makedon, AS, Ptolies), should be Phalanx-heavy with some cavalry forces added (1general, up to 2 other heavy cavalry, max 5 cavalry, 2-3 missiles, 2-4 skirmishers, 2 light/heavy infantry is optional, and at least 8 phalanxes). But if necessary, use thureophoroi/thorakitai to replace the phalanxes as seems fit. Primary, non siege, nomadic army should be all cavalry UNLESS operating in heavily urbanized areas (which you should expect sieging cities regularly, such as greece, italy, syria), Eastern armies should be archer-heavy (esp persian archer-spearmen), and last but not least, Barbarian armies should be melee heavy. (1 heavy cav max, excluding general, 2 light cav max, 1-2 missiles/skirmishers, and the rest is assorted infantries)
4) never put H/VH tax in cities without governors, these are privilage of governors.
5) never train units other than militias in cities without governors to oversee them.
6) never use mercenaries in more than 50% of the army stack, unless 2 certain exceptions, either you're playing a faction that historically mercenary heavy (karthadast), or you're nomadic factions and hire INFANTRY mercenaries (they use mercenary inf a lot)
7) never kill off the drunkard moron characters that pop in the family with suicide ships, either sent em for governing unimportant backward town (so they got forgotten in time), or sent em with rag-tag levy army on campaign instead (at least they tend to gain bravery and morale increasing traits afterwards, and I once had a complete dumb moron with potential to gain up to 8 stars if he's commanding infantry army and attacking.
- I never use a unit that has less than half the numbers. Such a unit is put on reserve and placed into forts in the background of the front, used for replacing losses of active units. That is why I tend to send units in pairs (two units of Hoplitai, for example). When units lose numbers, I merge them, making one unit full and another not so full. If that last unit falls under the half-number limit, it's taken off active service.
- when sending an army into foreign territory, it's usually a purely homebred army. When units dwindle due to loss of men, I hire mercenearies to replace them.
- I always strive to have most if not all unit categories present in my armies. Skirmishers (archers, javeliners, slingers), light infantry, heavy infantry (spearmen and swordsmen), light cavalry, heavy cavalry (as long as historical accuracy doesn't get too much in the way).
No Blitzing: This allows A.I controlled factions time to build up and become stronger which in my opinion makes for a more challenging and interesting game. Also I try not to destroy a faction completely in the first war I fight with them. I also don't take the enemies capital until the faction is heavily weakened.
Less aggressive diplomacy: This can also come under the no Blitzing rule. In other words no declaring war on a faction unless I have a good reason to go to war. Also I don't betray a nation I am allied to.
No unrealistic Expansion: What I mean by that is, I only expand in a way which is suitable to that faction. In other words concentrate on a factions sphere of influence and expand in a way a real nation would. For example in the beginning of the game Greece is not in Carthage's sphere of influence so I would not send an army there. As the game progressives Greece may become part of Carthage's sphere of influence and then I can send an army there, but not at the beginning of the campaign.
Correct line of succession: If I am playing a faction with a king then the next in line will always be his oldest son regardless of his ability. If he has no son then the next in line such as his brother will be next in line
Historically accurate armies: Similar to what Strategos Lykos, even though we don't know the exact make up of the armies used in this period we can make a reasonable guess, basically what Strategos Lykos wrote with the exception that in certain situations this can change, for example if the main army is destroyed and to stop an invader all available units regardless of what they are, are combined to make a new army. I believe this is what would actually happen if a real nation was put in a similar situation. Also if I am playing the Seleucid Empire and I am under heavy attack from Parthia the army might include one or two extra cavalry units to reflect the faction trying to react a particular type of enemy.
Tactics on the battle field reflecting the personality of the general: In other words if the family member has traits which would make him fight aggressively then the army will act aggressively. If the traits a family member make out that he is defensive then his army will fight defencelessly. Also if the family member is inexperienced and has little knowledge about the art of war then he will use only simplistic battle tactics. More complicated battle plans such as out flanking manoeuvres or an ambush will be used only by veterans or family members with knowledge about the art of war. This is actually my favourite game rule
Governments
I thought that starting with type 3 government, and then working up as time passes is a great way to historically work the government (as then it goes from vassal to a part of your domain) while reserving type 4 government for a more different situations. These situations would be:
1) if a province would rebel to me, or if I bribed it. Then I would make it an ally to reward the people for their wise decision.
2) if I would want to create a "new faction" that would be subject to me. for ex. as Pontos, I could attack Thrace and set up Odrysia province as an allied kingodm, that I would roleplay to act as an separate faction that would compete with the greeks for the control of the area, while my main faction gives it support.
3)If the faction starts out as an type 3 government (like Hayasdan does)
Historically conquering and fighting other factions
First think of the reason for the war:
-did the other faction attack you, is it trying to take a region that you wanted to claim, or is it supporting your current enemy/fighting your ally.
-if you are an need of money, you can start a raid war
-you can also roleplay that a character that is selfish/disloyal launches out an expedition to gain fame.
Faction can be fought in these 3 steps. This works best with "civilized" factions, especially with Romani.
1. In the first war, give the opponent a string of defeats, raid/temporarily occupy a settlement or two and after that, demand peace, where you give back occupied settlements if you did (or at least some of them) in exchange of a big payment. You can also keep one settlement to keep an eye on the faction.
2.If a second war occurs, damage and humiliate the faction even more, take a few more settlements under your rule, and when proposing peace, demand them to become a protectorate.
3. If they offend you after this, finish them off permanently.
This is actually the method how Macedonia was subjugated.
Aedui
Spoiler Alert, click show to read:1) No Bataroas spamming. The Gauls were famous for their longswords, true, but spears were even more common weapons among them. Thus, Gallic armies should be composed of spearmen, spearmen and even more spearmen. And no, I'm not saying you should use spearmen only; rather they should form the bulk of your armies, so that a full stack of 20 units would have around 8 units of spearmen (or maybe even more) whereas swordsmen should number only half of that. And by the term "spearmen", I mean in this context Lugoae, Gaeroas and Gaelaiche, and possibly a single unit of Uirodusios. Appea Gaedotos, Mori Gaesum etc. are specialists and should not be included within those 8 spearmen slots.
2) No cavalry spamming. Gallic cavalry was neither very rare nor of poor quality, but it was still quite limited in number compared to infantry. Fortunately, cavalry are quite expensive in EB, so this one should be "easy" to pull off. Maybe 2 units of cavalry would be ideal, keeping in mind that the general's bodyguard will raise the total number to 3 mounted units.
3) No missile unit spamming. Even though the Gauls had archers and slingers, their way of war was largely melee-oriented. I suggest a maximum of 3 missile units per army, that including both Iaosatae and Sotaroas if possible.
4) Armies should be comprised primarily of factional troops. There's nothing wrong with Eastern Celtic, Alpine, Briton, Italic, (Celt)Iberian and maybe even some Germanic troops in auxiliary roles, but I prefer restricting their number to a maximum of 5 units per army (of 20 units; smaller armies -> even less foreigners).
Arche Seleukia
Spoiler Alert, click show to read:1) All types of factional phalanx units should be used.Pantodapoi/Machimoi Phalangitai should be used in every army, even a mobile professional one. Klerouchoi Phalangitai should also be used in most armies, though in slightly lesser numbers than aforementioned levy phalangites (but the ratio can switch to favour the Klerouchoi as the campaign progresses, as more settlers are available). Pezhetairoi should be severely limited for these Eastern Diadochi, and used only in small numbers in mobile armies; the same goes for Elite phalangites. However, when you feel your Empire is large enough, you are allowed to field a single "Royal Elite Grand Army", that has 4 units of Pezhetairoi and 2 units of Elite phalangites in it's ranks
2) Thureophoroi and Thorakitai should be limited in the early game.Peltastai should be your primary javelin/melee troops supporting your Phalanxes. Maybe a single unit of Thureophoroi could be allowed for mobile professional armies, but not for garrisons. I'd even say that Thorakitai should not be used in the early game at all, as they were a late innovation afterall. But as time passes by, you are allowed to gradually increase the number of Thureophoroi, and also add some Thorakitai to your armies
3) Archers and slingers should not be used in any real numbers. As this eastern Diadochi has to face many missile troops, more of those are allowed in their own ranks as well. However, these should primarily be foreigners (Persians etc.) and mercenaries, while the Greek "Psiloi" units mentioned earlier should be limited for this faction as well.
4) Armies should be composed primarily of factional troops.this faction naturally has more leeway in this, as their access to native Greek units is more limited. But still, maybe a maximum of 8 foreign units should be applied to armies operating in your heartlands, and even in remote areas there should always be a few factional units present in every army (so that the foreign mercenaries would always remember who they're fighting for).
My rules for Seleukids, I just sort of went along a mental note never put them in print before, so I might add to them later if I play a campaign.
A Strategos for each Satrapy
Keep the core of the dynasty Makedonian
Allow local Satraps in the eastern Satrapys
A satrap can only campaign against local threats
The Basileus must lead the Royal army on campaign against large foreign threats
Therefore only one full stack of 'Royal army' only
No destroying of enemies, or expanding ahistorically
No reloading battles if defeated
No time travel on campaign map- don't go back to an earlier save- unless CTD
The capitol moves to where the Basilieus is- this helps to simulate revolts that occured when family members or Startegos of satrap knew Basileus was away on campaign
If a Strategos (Satrap) loses his army- cannot take troops from neibouring Satrap, must wait for the Basileus or a high ranking family member
Arverni
Spoiler Alert, click show to read:1) No Bataroas spamming. The Gauls were famous for their longswords, true, but spears were even more common weapons among them. Thus, Gallic armies should be composed of spearmen, spearmen and even more spearmen. And no, I'm not saying you should use spearmen only; rather they should form the bulk of your armies, so that a full stack of 20 units would have around 8 units of spearmen (or maybe even more) whereas swordsmen should number only half of that. And by the term "spearmen", I mean in this context Lugoae, Gaeroas and Gaelaiche, and possibly a single unit of Uirodusios. Appea Gaedotos, Mori Gaesum etc. are specialists and should not be included within those 8 spearmen slots.
2) No cavalry spamming. Gallic cavalry was neither very rare nor of poor quality, but it was still quite limited in number compared to infantry. Fortunately, cavalry are quite expensive in EB, so this one should be "easy" to pull off. Maybe 2 units of cavalry would be ideal, keeping in mind that the general's bodyguard will raise the total number to 3 mounted units.
3) No missile unit spamming. Even though the Gauls had archers and slingers, their way of war was largely melee-oriented. I suggest a maximum of 3 missile units per army, that including both Iaosatae and Sotaroas if possible.
4) Armies should be comprised primarily of factional troops. There's nothing wrong with Eastern Celtic, Alpine, Briton, Italic, (Celt)Iberian and maybe even some Germanic troops in auxiliary roles, but I prefer restricting their number to a maximum of 5 units per army (of 20 units; smaller armies -> even less foreigners).
Baktria
Spoiler Alert, click show to read:1) All types of factional phalanx units should be used.Pantodapoi/Machimoi Phalangitai should be used in every army, even a mobile professional one. Klerouchoi Phalangitai should also be used in most armies, though in slightly lesser numbers than aforementioned levy phalangites (but the ratio can switch to favour the Klerouchoi as the campaign progresses, as more settlers are available). Pezhetairoi should be severely limited for these Eastern Diadochi, and used only in small numbers in mobile armies; the same goes for Elite phalangites. However, when you feel your Empire is large enough, you are allowed to field a single "Royal Elite Grand Army", that has 4 units of Pezhetairoi and 2 units of Elite phalangites in it's ranks
2) Thureophoroi and Thorakitai should be limited in the early game. This faction should have slightly different rules, as it is not among the "real" Diadochi, and also has to face opponents that use tactics different from their own. Because of this, this faction is allowed to have more Thureophoroi from the start, and they can also "invent" Thorakitai much earlier.
3) Archers and slingers should not be used in any real numbers. As this eastern Diadochi has to face many missile troops, more of those are allowed in their own ranks as well. However, these should primarily be foreigners (Persians etc.) and mercenaries, while the Greek "Psiloi" units mentioned earlier should be limited for this faction as well.
4) Armies should be composed primarily of factional troops. this faction naturally has more leeway in this, as their access to native Greek units is more limited. But still, maybe a maximum of 8 foreign units should be applied to armies operating in your heartlands, and even in remote areas there should always be a few factional units present in every army (so that the foreign mercenaries would always remember who they're fighting for).
Casse
Spoiler Alert, click show to read:-
Epeiros
Spoiler Alert, click show to read:1) All types of factional phalanx units should be used. Phalangitai Deuteroi should be used mainly as garrisons / settlement defenders, and they could also be used to "roleplay" a component of the standing armies of the less-Alexandrian-influenced settlements like Taras. Pezhetairoi, on the other hand, should be used in mobile professional armies, along with a lesser number of Elite phalangites.
2) Thureophoroi and Thorakitai should be limited in the early game.This faction should have slightly different rules, as it is not among the "real" Diadochi, and also has to face opponents that use tactics different from their own. Because of this, this faction is allowed to have more Thureophoroi from the start, and they can also "invent" Thorakitai much earlier.
3) Archers and slingers should not be used in any real numbers. As archers and slingers were not widely used in Hellenic armies, I suggest a maximum of only 2 missile units per army. This includes both the factional "Psiloi" peasant archer/slinger units and foreign mercenaries.
4) Armies should be composed primarily of factional troops. I suggest a maximum of 5 foreign units in a fullstack. However, the farther you expand from you homelands, the more you are allowed to rely on foreign auxiliaries (as the Hellenes historically did use Thracians, Illyrians, Celts etc. to strengthen their armies).
Getai
Spoiler Alert, click show to read:-
Hayasdan
Spoiler Alert, click show to read:-
Karthadastim
Spoiler Alert, click show to read:
-political leaders did not command the armies therefore when playing as Carthage the faction leader should stay in Carthage itself and not lead the armies in battle. Faction heir is free to be used as a general
- Citizen milita and cavalry should be stuck with defending heartlands.
-Most of the ships should be constructed in Karthago and Atiqa.
Koinon Hellenon
Spoiler Alert, click show to read:
-Thureophoroi and Thorakitai should be limited in the early game.This faction should have slightly different rules, as it is not among the "real" Diadochi, and also has to face opponents that use tactics different from their own. Because of this, this faction is allowed to have more Thureophoroi from the start, and they can also "invent" Thorakitai much earlier.
-Archers and slingers should not be used in any real numbers. As archers and slingers were not widely used in Hellenic armies, I suggest a maximum of only 2 missile units per army. This includes both the factional "Psiloi" peasant archer/slinger units and foreign mercenaries.
-Armies should be composed primarily of factional troops.I suggest a maximum of 5 foreign units in a fullstack. However, the farther you expand from you homelands, the more you are allowed to rely on foreign auxiliaries (as the Hellenes historically did use Thracians, Illyrians, Celts etc. to strengthen their armies).
More detailed guide to composing KH armies:
Each Polis must provide it's own garrison. Also each field army should be dedicated to one of the poleis. The polis must provide half of the field units (as well as half of the hoplites) and the general for the army.
Those Poleis that don't have their own army can provide auxilia units to the Polis armies.
Each Polis army must have a sturdy line of Hoplites to hold the line (about 40-50% of the army). For the start these should be classical hoplites. A single unit of Distinguished hoplites can be included. The General's bodyguard is also included to this. Levy hoplites should only be included as part of the auxilia, not the main troops. There can also be some Hoplite phalanxes, as well as 1 unit of heavy hoplites in the army. The amount of hoplite phalanxes over classical hoplites can then increase over time. Poleis with their own specific hoplites should use them over classical hoplites when possible.
When March of time event occurs, you can start to create armies with Pikemen instead of hoplites (depending on general's ethinicity).
There should also be some flanking units (about 10-20% of the army) Initially Peltasts and Light hoplites
should do this, but gradually replacing them with Thudeophoroi when possible. After some time, you can also add in Thorakitai.
A small part should be Psiloi corps (about 20-25% of the army) first, the three actual psiloi units work fine
(try to have 1 of each) later, when peltasts and light hoplites are no longer used in the flanking section, you can start to use them here instead. Also, poleis that can recruit more advanced versions of archers/slingers/javelineers should replace the particular type of Psiloi with those.
Lastly, there should be cavalry (about 10-15% of the army) Mainly light and medium cavalry (typically Hippakontistai and Hippeis, although other such cavalry can be recruited if possible) a maxim of 1 heavy cavalry can be had per army (Hippeis Xystophoron, Hippeis Thessalonikai and so on).
Lusotanna
Spoiler Alert, click show to read:-
Makedonia
Spoiler Alert, click show to read:1) All types of factional phalanx units should be used.Phalangitai Deuteroi should be used mainly as garrisons / settlement defenders, and they could also be used to "roleplay" a component of the standing armies of the less-Alexandrian-influenced settlements like Taras. Pezhetairoi, on the other hand, should be used in mobile professional armies, along with a lesser number of Elite phalangites.
2) Thureophoroi and Thorakitai should be limited in the early game.Peltastai should be your primary javelin/melee troops supporting your Phalanxes. Maybe a single unit of Thureophoroi could be allowed for mobile professional armies, but not for garrisons. I'd even say that Thorakitai should not be used in the early game at all, as they were a late innovation afterall. But as time passes by, you are allowed to gradually increase the number of Thureophoroi, and also add some Thorakitai to your armies
3) Archers and slingers should not be used in any real numbers. As archers and slingers were not widely used in Hellenic armies, I suggest a maximum of only 2 missile units per army. This includes both the factional "Psiloi" peasant archer/slinger units and foreign mercenaries.
4) Armies should be composed primarily of factional troops.I suggest a maximum of 5 foreign units in a fullstack. However, the farther you expand from you homelands, the more you are allowed to rely on foreign auxiliaries (as the Hellenes historically did use Thracians, Illyrians, Celts etc. to strengthen their armies).
Pahlava
Spoiler Alert, click show to read:-
Pontos
Spoiler Alert, click show to read:
-Thureophoroi and Thorakitai should be limited in the early game.This faction should have slightly different rules, as it is not among the "real" Diadochi, and also has to face opponents that use tactics different from their own. Because of this, this faction is allowed to have more Thureophoroi from the start, and they can also "invent" Thorakitai much earlier.
- Archers and slingers should not be used in any real numbers.As this eastern Diadochi has to face many missile troops, more of those are allowed in their own ranks as well. However, these should primarily be foreigners (Persians etc.) and mercenaries, while the Greek "Psiloi" units mentioned earlier should be limited for this faction as well.
Ptolemaioi
Spoiler Alert, click show to read:1) All types of factional phalanx units should be used.Pantodapoi/Machimoi Phalangitai should be used in every army, even a mobile professional one. Klerouchoi Phalangitai should also be used in most armies, though in slightly lesser numbers than aforementioned levy phalangites (but the ratio can switch to favour the Klerouchoi as the campaign progresses, as more settlers are available). Pezhetairoi should be severely limited for these Eastern Diadochi, and used only in small numbers in mobile armies; the same goes for Elite phalangites. However, when you feel your Empire is large enough, you are allowed to field a single "Royal Elite Grand Army", that has 4 units of Pezhetairoi and 2 units of Elite phalangites in it's ranks
2) Thureophoroi and Thorakitai should be limited in the early game.Peltastai should be your primary javelin/melee troops supporting your Phalanxes. Maybe a single unit of Thureophoroi could be allowed for mobile professional armies, but not for garrisons. I'd even say that Thorakitai should not be used in the early game at all, as they were a late innovation afterall. But as time passes by, you are allowed to gradually increase the number of Thureophoroi, and also add some Thorakitai to your armies
3) Archers and slingers should not be used in any real numbers.As this eastern Diadochi has to face many missile troops, more of those are allowed in their own ranks as well. However, these should primarily be foreigners (Persians etc.) and mercenaries, while the Greek "Psiloi" units mentioned earlier should be limited for this faction as well.
4) Armies should be composed primarily of factional troops.this faction naturally has more leeway in this, as their access to native Greek units is more limited. But still, maybe a maximum of 8 foreign units should be applied to armies operating in your heartlands, and even in remote areas there should always be a few factional units present in every army (so that the foreign mercenaries would always remember who they're fighting for).
Romani
Spoiler Alert, click show to read:Quintus Sertorius's Guide
Timeline of province conquest
- No army (except for the Pretorian Legion ) can enter Latium province if the City itself is not in trouble.
- There can be only one Pretorian Legion .
- Faction leader and Heir must have one pretorian cohort with them at all times ( ofcoz after the reforms )
Sab'yn
Spoiler Alert, click show to read:-
Saka Rauka
Spoiler Alert, click show to read:-
Sauromatae
Spoiler Alert, click show to read:-
Sweboz
Spoiler Alert, click show to read:-
edit: I hope that this will get stickied.
Special thanks to:
-Strategos Lykos
-Boriak
-davidtotalwar
-Rhompaiophoros
-Canaris
-TWWolfe
-Holdfast
-Five_X
-Antiochos II Theos




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