Page 1 of 22 1234567891011 ... LastLast
Results 1 to 20 of 429

Thread: National Revolutions 1821-1848

  1. #1
    Sotericus's Avatar Miles
    Join Date
    Jan 2009
    Location
    Brussels, Belgium
    Posts
    313

    Icon7 National Revolutions 1821-1848






    After almost 2 decades of uninterrupted war, Europe laid devastated, but the French revolution and the Empire changed the continent forever by the wide diffusion of liberal and national ideas which heralded the dawn of a new age. The victorious European powers, horrified by the new radical ideologies that threatened their very existence, vowed to preserve peace at all cost, which for their subjects meant oppression, poverty and hopelessness for eternity. Despite their efforts to squash the spirit and ideals of the French Revolution, one by one, the nations of Europe rose in revolt to demand their rights, being ready to sacrifice their lives for their ideals and emboldened by the hope, that someday, they shall overcome. The year is 1821, dawn of a new era is at hand, will you be able to lead your people to victory, to freedom or if not to a glorious death ?
    National Revolutions Total War
    ( a Startpos modification for NTW)

    Campaign



    Spoiler Alert, click show to read: 

    1. Concept and mechanics
    Spoiler Alert, click show to read: 


    “National Revolutions 1821-1848” is a Startpos modification for NTW intended to focus on revolutions and small-scale conflicts of the time, with a specific reference to south and south-eastern European history. The idea underlying this project aims to bring to the fore local histories and less-known events and reconstruct as accurately as possible the post-Napoleonic world, while leaving room for an alternative history approach. The project is intended to cover three major campaigns. The first one is dedicated to revolutions of 1821 (Greece, Wallachia and Naples). The second campaign aims to reenact revolutions of 1830 (France, Belgium, Poland), while the last is devised to cover the ‘Spring of Nations’ (Hungary, Germany, Wallachia and Bohemia).

    The focus of the campaign is not to create an Empire, but to liberate other nations from their oppressors. As such, the main force of the player’s army will be created only in their starting regions and in regions which are culturally close.

    As a general rule, Major factions will start with a complete roster - which is historically accurate. The general scale will be 1/6, i.e. each figure on the battlefield stands for 6 real soldiers. Accordingly, a standard Line Inf unit of 150 will represent a battalion (which roughly was made of 400-1200 men, depending of country). One exception worth noting will be the Ottomans, which will be intentionally upped in order to resist longer in the game.

    The threshold between early period (1821-1825) and the later (1825-1831) in terms of military evolution will be represented by the Level 3 Military building. Not owning a University, it is highly unlikely (but not impossible), to have Regular units before the middle of the game.

    During the Early period the player will be able to muster 3 types of units

    1. Territorial defensive, i. e., automatically generated militia during a siege (like Pompieri, Garda Oraseneasca, and Gloatele satesti – last 2 will be a surprise).
    Territorial offensive Panduri, Potecasi, Slujitori, Haiduci, Vanatori domnesti.

    Territorial troops of the early period are irregulars with relatively low morale, but with small/no maintenance costs. They can be recruited only in Romania and the Balkans and in limited amounts.

    2. Regular defensive, i.e. Local minutemen.
    - Regular offensive, Graniceri.

    Regular troops of the early period are militias designed to defend the newly conquered territories, but are unreliable in order to create a serious army. It has to be almost impossible in this campaign to build an empire. The idea is to liberate countries and not to conquer them. They can be recruited in a larger area of regions then territorial troops and with less limitations.


    3. Special units, which will be granted either only after accomplishing a mission, like Revolutionary Guard, or will be available in different regions with relevant historical significance. They will be highly proficient units.

    During the Late period


    • Territorial defensive will remain unchanged.

    Territorial offensive will change as follows :

    - the Level 3 military building, will “change” Potecasi to Tirailleurs and Slujitori to Calarasi. Haiduci predati will disappear.
    - the Level 4 military building will change Haiduci to Rosiori and Vanatori Domnesti to Princely Guard Regiment.
    - the Level 5 building will add the Geandarmi Calari (Hv Cav)

    Prices will slightly increase along with units’ statuses and morale.


    • Global defensive will remain unchanged

    - Global offensive - the Level 3 military building will add Line Inf and Lancers (limited to 3 Rgts).
    - the Level 5 building will add Geandarmi pedestri (Guards).


    • Special units will, evidently, stay unchanged.


    2. Campaign enhancements
    Spoiler Alert, click show to read: 

    a. Changed diplomacy (already in V.1.0)
    b. Added new faction names

    Spoiler Alert, click show to read: 

    c. Added new region names
    Spoiler Alert, click show to read: 


    d. Change flags according to the time frame
    Spoiler Alert, click show to read: 
    to be completed

    e. Add new historical characters and change the old ones

    Spoiler Alert, click show to read: 
    Some work in this direction has been done in V1.0. It will be done progressively with each new faction.

    f. Historical events
    Spoiler Alert, click show to read: 
    some samples from v. 1.0. In V2.0 they will be significantly developed.


    g. Missions and scripting
    Spoiler Alert, click show to read: 
    missions already existing in V1.0 will be further expanded

    h. Faction specific general models (campaign map)

    Spoiler Alert, click show to read: 
    Romanian general and colonel






    3. Battle mechanics
    Spoiler Alert, click show to read: 
    To be completed.




    Ideologies
    Spoiler Alert, click show to read: 

    In modern age, ideologies shape and determine fundamentally one's understanding of the political, as well as one's being and acting in society. Since the beginning of the 19th century and the emergence of mass-politics, ideology started to play a key role both in fashioning political imaginary and determining action.

    In NRev 2.0 we will have 4 ideologies, each with its own buildings and agents. As opposed to religions, ideologies "cut" through territories and states. They are traversing state boundaries and are fueled irrespective of the government's state ideology.
    Spoiler Alert, click show to read: 

    1. Revolutionary
    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 



    Revolutionists

    (convert to revolution, can sabotage, can duel, spawned by cultural buildings)

    Description
    Spoiler Alert, click show to read: 
    A Revolutionist is a propagandist who preaches the values of direct action against old forms of authority and oppression. He is always decided to act be it by his words or weapons, for he sees himself as guided by the higher values of the Nation and social justice. Although a romantic figure, his hands and writings bear the traces of countless fights and the responsibility of moving people into deadly struggles


    Pictures
    Spoiler Alert, click show to read: 





    2. Reactionary
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 



    Reactionary Agent

    (can convert to Reaction, can duel, spawned by administrative buildings)
    Description

    Spoiler Alert, click show to read: 
    A Reactionary Agent is an ideological propagandist who spreads the word of the Reaction against any form Radicalism. Often in league with a Major Power he defends the values of hierarchy, stability and the old gamut of titles. Though intended to bring social peace and chase the leftist turbulence away, his actions may cause serious political dissent. The epitome of a Reactionary Agent is a Major Power’s spy plotting a coup in a small country or a member of the secret police infiltrating the angry mob.

    Spoiler Alert, click show to read: 





    3. Conservatism
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 




    Conservative Intellectual (can convert to Conservatism, can research, can duel, spawned at lvl 1 and lvl 2 educational buildings)

    Description

    Spoiler Alert, click show to read: 
    A Conservative Intellectual is an ideological teacher who defends the values of gradual change and respect for tradition. Although at times he wills to go for the new, his view is that only ideas that stood the trial of history have to be taken seriously. While keeping a critical stand against despotism and a serious distance from the actions of the Revolutionary, he is firm on his path, that of an aurea mediocritas.


    Spoiler Alert, click show to read: 



    4. Traditionalism
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    Traditionalist Patriarch
    (can convert to Tradition, is spawned by Farming facilities)

    Description
    Spoiler Alert, click show to read: 
    A Traditionalist Patriarch is an ideological teacher who spreads word of Tradition around the world. Though ideologically not very far from the views of a Reactionary whom he often holds in high esteem, he lacks the latter’s determination as well as his resources. He is in many cases an old aristocrat rambling about the good old times and giving a righteous scold to young politicians every time he has the opportunity.


    Spoiler Alert, click show to read: 
    wip


    Factions

    In NR there will be 3 types of factions.

    1. Revolutionary Factions



    Spoiler Alert, click show to read: 

    1. Principatul Valahiei (Principality of Wallachia)


    Description:
    Spoiler Alert, click show to read: 



    Faction Preview
    Spoiler Alert, click show to read: 



    The leadership of the revolution

    Spoiler Alert, click show to read: 

    Tudor Vladimirescu Domnul Tarii Romanesti (Monarch of the Principality of Wallachia)

    Note: Historically Tudor was only the leader of the revolutionary Army and he never proclaimed himself as a monarch, though some of his followers regarded him as one. He should be thought of more as a leader of a revolutionary movement.

    Spoiler Alert, click show to read: 



    Comitetul de obladuire (Provisional Government)
    Note:Only the first two characters in the following pictures are historically accurate. Because of lack of genuine materials I have used pictures of contemporary Romanian aristocrats and of the Greek revolutionary Papaflessas. The last character is purely fictional, as in 1821 Wallachia didn't own a fleet.
    Spoiler Alert, click show to read: 




    Generals
    Spoiler Alert, click show to read: 

    Tudor din Vladimiri

    Spoiler Alert, click show to read: 



    Gheorghe Magheru

    Spoiler Alert, click show to read: 

    Magheru began his activities as an Oltenian Pandur and hajduk in the area around Băileşti, and led his group into volunteering for the Imperial Russian side in the Russo-Turkish War - playing a part in the capture of Băileşti during the maneuvers. For his personal contribution, Magheru was decorated with the Order of Saint Anne by Tsar Alexander I himself. He was one of the first Pandurs to join the Wallachian uprising of 1821 under the leadership of Tudor Vladimirescu. After the latter's assassination and the rebellion's failure, he returned to life as a local outlaw, only to join the Wallachian Army after a few years.A competent soldier, Magheru went through several ranks in quick succession; at the same time, his past and career made him an important asset for the young radicals, who quickly won him for their side. He joined the Freemasonry-inspired Frăţia ("Brotherhood") secret society, founded in 1834 by Bălcescu, Christian Tell, and Ion Ghica, one which aimed to counter the arbitrary rule of Alexandru Ghica, and then plotting against Gheorghe Bibescu.After the outbreak of the 1848 Wallachian Revolution, Magheru served in the Provisional government formed by the radicals.He is noted for organizing the revolutionary and Pandur army camp in Râureni—on the grounds belonging to the Schitu Troianu Monastery, at the time near Râmnicu Vâlcea (and now part of the city).Magheru intended to use the army camp as a base for opposing threats to the Revolution, as early as the summer of that year.


    Spoiler Alert, click show to read: 

    Standard General
    Spoiler Alert, click show to read: 






    Army
    Spoiler Alert, click show to read: 

    I. Territorial Army
    Spoiler Alert, click show to read: 

    A. Defensive Territorial Troops

    Spoiler Alert, click show to read: 


    1. Panduri veterani (Veteran Pandurs)

    Type : Guards/Town Watch
    Regions available : Wallachia
    Time-frame: All
    Unit limit : 4
    Description
    Spoiler Alert, click show to read: 



    Since XVIth century Romanians from Wallachia and Moldavia have been filling the ranks of the neighbor Empires’ armies distinguishing themselves as frugal, stubborn and resilient soldiers. Pandurs have been originally organized in Oltenia and nearby Banat by Austrians at the beginning of 18th century. However, battalions of such irregular troops will be mustered by the Russian Empire during the 1806-1812 in there war against the Ottomans. At the end of the war they became subjects of the Czar, being thus exempted from taxes and free from corrupt local justice. In the times of the revolution, these soldiers are entrusted with the crucial task of defending the mainland. They are extremely versatile and disciplined soldiers, relying on their marksmanship and special training.


    Pictures
    Spoiler Alert, click show to read: 








    2. Garda oraseneasca (Town Watch)
    Type : Irregulars/Town Watch
    Regions available : All regions
    Time-frame: All

    Description
    Spoiler Alert, click show to read: 


    Armed with muskets and sabers, these troops are drawn from the ranks of the local policing forces. When manning the defenses, they can present themselves as valiant fighters in melee. Accustomed to danger and having some fighting experience from brawling and dealing with looters, they are a somewhat deterrent for enemies in launching an attack. However, when in front of trained soldiers, they are more likely to die in the line of duty than to save the day.

    Pictures

    Spoiler Alert, click show to read: 




    3. Pompieri militari (Military Firefighters)

    Type : Line Inf/ Town Watch
    Regions available : All Major Regions (i.e. towns which were the capitol of a conquest faction).

    Unit limit : 1
    Time-frame: All

    Description
    Spoiler Alert, click show to read: 


    Fire fighters. These men are trained to fight disasters of all kind, ranging from floods and earthquakes to huge fires. Thus they are organized, disciplined and brave. One should add to this a strong commitment to defending the community in front of catastrophes and a natural altruism. When called to arms they make a reliable force in defending their cities of human invaders and the calamities of war. Trained as line infantry, they are fair shooters, but lack the skills of melee combat and the strategic insights needed to resist resilient foes.


    Pictures
    Spoiler Alert, click show to read: 




    4. Gloatele (Armed Populace)
    Type : Mob/ Town Watch
    Regions available : Balkans
    Time-frame: All

    Description
    Spoiler Alert, click show to read: 

    N/A



    Pictures
    Spoiler Alert, click show to read: 




    5. Dorobanti de politie (Mounted Gendarmes)
    Type : Light Dragoons/ Town Watch
    Regions available : Wallachia
    Time-frame: All

    Unit limit : 1
    Description
    Spoiler Alert, click show to read: 


    This is the Principality’s policing force acting only in the capitol. In case of a siege or a major threat they are called to support the garrison. On the battlefield they can be used as a screening force as well as a mobile support for wavering forces. They add the mobility usually sieged forces lack otherwise. Though available in small numbers, they can make a difference on the field of battles as long as they can surprise the attackers by fast strikes and harassments.




    Pictures
    Spoiler Alert, click show to read: 











    B. Offensive territorial troops
    Spoiler Alert, click show to read: 


    1.Dorobanti de plasa (Territorial Militia)
    Type : Militia
    Regions Available : Balkans
    Time-frame: All


    Description
    Spoiler Alert, click show to read: 


    A provincial militia (in old Romanian plasa was the name of the smallest jurisdiction) , these troops are the necessary constituent of the revolutionary army. Owing to the French revolutionary concept of le peuple en arme, but also to the historical tradition of the Oastea cea mare, the practice of summoning masses of levies or of partisans from the ranks of the local population is specific to the XIXth century politics of national wars. As Tudor Vladimirescu stated in the Proclamation of Pades, the people was called under arms to slay the Dragon of oppression. Poorly trained, but numerous; undisciplined, yet highly motivated to fight for their freedom; frightful, yet resilient when protecting their homes, the local militias are a military paradox, which under the leading of a cunning general can do wonders. However, a thoughtful leader should keep in mind that war is not won by miracles and that no matter how determined these men would be, they are not soldiers and cannot be expected to behave as them. On the battlefield the Dorobanti are fairly good skirmishers, they can ambush enemies, harass them but not face a full frontal attack. Due to their recruitment in the regions where they originate their upkeep costs are very low, as Romanian peasants were hardened men accustomed to a frugal life and to the deprivations of war.


    Pictures
    Spoiler Alert, click show to read: 





    2. Potecasi ( Rangers)
    Type : Irregulars
    Regions Available : Wallachia, Moldavia
    Time-frame: Early


    Description
    Spoiler Alert, click show to read: 


    These are hardened frontiersmen traditionally protecting the border with Austria, defending forts and keeping an eye on the mountainous paths. As the borders used to shift with each war in Balkans, so their allegiance would. However, they are fighters dedicated to the revolution and in the early stages can provide for the lack of a genuine light infantry corps. They are good marksmen and resilient in defending against forces of all kind. They can be recruited only in Romanian Provinces and in a limited amount.



    Pictures
    Spoiler Alert, click show to read: 





    3. Arnauti
    Type : Line Inf
    Regions Available : Balkans
    Time-frame: Early


    Description
    Spoiler Alert, click show to read: 


    Arnauti are the traditional corps of the household guard of the Prince, recruited mainly from Albanian mercenaries. At the outcome of the Revolution they joined the Wallachian forces for their own pursuit of money and maybe national freedom. Though somewhat politically unreliable, due to their allegiance towards local aristocracy, and highly unpopular amongst the people, as before the revolution their task was to defend public order and the establishment, these detachments offer to the newly created army the experience it lacks otherwise.


    Pictures
    Spoiler Alert, click show to read: 



    4. Lefegii (Balkan Mercenaries)
    Type : Line Inf
    Regions Available : Balkans
    Time-frame: Early

    Other conditions: Faction is Absolute Monarchy; Army Corps has not been yet researched.


    Description
    Spoiler Alert, click show to read: 


    In times of war, men from various places of Balkans would join each side in quest for fortune and a better living. Though the Revolutionary government hasn’t too much to offer in terms of finances, it may prove enough in order to cover the expenses of a small mercenary force. Unreliable and far from being motivated, these troops, drawn from the ranks of neighboring territories, constitute a composite and picaresque corps, which compensate their lack of organization by good marksmanship and melee skills.


    Pictures
    Spoiler Alert, click show to read: 




    5. Slujitori (Territorial Cavalry)
    Type : Light Cav
    Regions Available : Wallachia, Moldavia
    Time-frame: Early


    Description
    Spoiler Alert, click show to read: 


    Irregular light cavalry. They are a reminiscence of the past as their name attests (literally, Servants) evoking relations specific to feudalism. Created in mid XVIIIth century, they served as territorial light cavalry on permanent basis, in weekly shifts. By the end of XVIII they become one of the largest cavalry corps in the army, 3,144 men in Wallachia. Acting mainly as a screening force and drawing on the Wallachian traditions of light cavalry tactics they can pose a real threat to invading enemies. Though lightly armed, their versatility and cunningness compensate for their lack of formal military training. In the outset of this campaign they are indented to be used to repel foreign attacks at an early stage.



    Pictures
    Spoiler Alert, click show to read: 





    5. Haiduci (Irregular Hajduks)
    Type : Light Cav
    Regions Available : Balkans
    Time-frame: Early



    Description
    Spoiler Alert, click show to read: 


    In Balkan folkloric tradition, the hajduk is a romantic hero figure who steals from, and leads his fighters into battle against, the Ottoman oppressors. They are comparable to folk figures of great rebels who stole from the rich and gave to the poor, while participating in a small guerrilla war against an unjust authority.
    In reality, the hajduci of the 17th, 18th and 19th centuries were as much guerrilla fighters against the Ottoman rule as they were bandits and highwaymen who preyed not only on Ottomans and their local representatives, but also on local merchants and travellers. As the revolution cannot spare any helping hand in its fight against foreign oppression, the hajduks have been recruited to the ranks of the Army despite their lack of discipline and coherence in action. Although, not the core of the Wallachian armed forces, these troops compensate their lack of organization by great versatility, experience in fight and legendary courage.


    Spoiler Alert, click show to read: 



    5. Dorobanti de Judet (Territorial Cavalry)
    Type : Light Dragoons
    Regions Available : Wallachia, Moldavia
    Time-frame: Late

    Other conditions: Mass Mobilisation

    Description
    Spoiler Alert, click show to read: 


    These forces are drawn from the ranks of the local population and are trained as a deterrent for illegal activities and troublemakers. In theory they are supposed to serve also as a reserve cavalry in times of trouble, task which at times they can handle in reasonable conditions. However, facing a strong regular or elite force, they will flee once the first volley has been shot.



    Pictures
    Spoiler Alert, click show to read: 







    II. Regular Army
    Spoiler Alert, click show to read: 


    A. Defensive Regular Troops

    Spoiler Alert, click show to read: 

    1. Graniceri de Dunare (Danubian Frontiersmen)

    Type : Militia
    Regions available : all Danubian-contingent regions
    Time-frame: All
    Unit limit : None

    Special Req: Public Schooling is researched
    Description
    Spoiler Alert, click show to read: 


    Wielding muskets and having passed a poor training, these troops may represent a somewhat deterrent for a battered or poorly organized force. Drawn from the ranks of the provinces across Danube these soldiers are mainly used as a policing force dealing with smugglers and brigands as well as counter-revolutionary activity. Due to their knowledge of the terrains and hideouts, they have an open advantage against invading forces, counterbalancing their poor morale and lack of military expertise.



    Pictures
    Spoiler Alert, click show to read: 



    2. Graniceri de munte (Mountain Frontiersmen)

    Type : Militia
    Regions available : all Carpathian-contingent regions
    Time-frame: Late
    Unit limit : None

    Special Req: Mass Mobilisation
    Description
    Spoiler Alert, click show to read: 


    These troops are frontiersmen recruited from the ranks of local village folks from the Carpathian regions. These are hardened men accustomed to the vicissitudes of nature and the privations of war. Wielding a traditional relative familiarity with weapons as hunters and shepherds and sometimes as brigands, these men are a force to reckon with for all kind of enemies trying to cross the mountainous strongholds. They are however a militia and despite their thorough training and innate resilience, any wise general should strengthen their ranks with regular forces.



    Pictures
    Spoiler Alert, click show to read: 



    3. Calarasi (Territorial Cavalry)

    Type : Light Dragoons
    Regions available : Wallachia, Moldavia, Transylvania
    Time-frame: Late
    Unit limit : 4 squadrons
    Description
    Spoiler Alert, click show to read: 


    These are cavalrymen recruited from the ranks of peasants of the core regions. They are used in reconnaissance missions and in harassing enemies as well as in surprise attacks. Fighting with resilience and disposing of fair skills either mounted or on foot, they are a good support for regular infantry forces in important battles, giving the forces the advantage of mobility and firepower.


    Pictures
    Spoiler Alert, click show to read: 




    B. Offensive regular troops
    Spoiler Alert, click show to read: 



    1. Infanteria de Linie Valaha (Line Infantry)

    Type : Line Infantry
    Regions available : Wallachia (6 Battalions), Moldavia (2 Battalions)
    Time-frame: Late
    Unit limit : 8 Battalions (4 Rgts).

    Special Req:
    Description
    Spoiler Alert, click show to read: 


    “Marching regiments” or “line battalions” make up the majority of units in most armies. They are so called because they form the line of battle, not because they always deploy in a line. Line tactics required a strict discipline and simple movements, practiced to the point where they became second-nature. During training, the drill and corporal punishments were widely used. This made staffing the rank and file from the nobles impossible. Line infantrymen were recruited on the basis of forced conscription of peasants (especially serfs) or from the ranks of mercenaries. Only the officer corps remained aristocratic. As the military has been suspended during the Phanariotes rule, there was a lack of professional training in order to muster such a force. Thus at the beginning of 19th century Wallachian army could field only three regiments (initially only six battalions) of this type of troops according to the provisions of the Organic Statutes enforced in 1831. All through the 19th century line infantry will constitute the core of the regular army. Its tactics were reminiscent of the Jominian doctrine as the first foreign mission to train the newly created army were French officers who would usually read between drills the Traité de grande tactique. Accordingly, line infantry’s place in the battlefield is mainly defensive – intended to sustain the structure of the front by superior firepower, while other troops may attack the enemy


    Note : This unit is supplemented by Moldavian Line Infantry if Moldavia is conquered.

    Pictures
    Spoiler Alert, click show to read: 



    2. Cavaleria Valaha (Wallachian Cavalry)

    Type : Cavalry
    Regions available : Wallachia (6 Squadrons), Moldavia (1 Squadron)
    Time-frame: Late
    Unit limit : 6 Squadrons + 1.


    Description
    Spoiler Alert, click show to read: 


    After the Organic Statute instituted the modern Wallachian Army in 1830, the cavalry squadrons were formed in the framework of the Infantry Regiments. As such their use was intended for reconnaissance missions and enemy harassment, drawing on their mobility. This cavalry unit is intended to be use strictly as infantry support, as their lack of fire-power and low morale makes it a good target for organized enemy formations.


    Note : This unit is supplemented by Moldavian Cavalry if Moldavia is conquered.

    Pictures
    Spoiler Alert, click show to read: 



    3. Lancieri (Lancers)

    Type : Lancers
    Regions available : Wallachia (2 Squadrons), Moldavia (1 Squadron)
    Time-frame: Late
    Unit limit : 3 Squadrons.


    Description
    Spoiler Alert, click show to read: 



    The lance is probably among the oldest of cavalry weapons. It gives the user a chance to put all his weight and that of his charging horse into one very sharp point. A lance that can, in skilled hands, be driven right through any enemy. When coupled with the fast pace of their horses, a lancer’s charge is very intimidating. However, if the lancer does not kill his target, he leaves himself vulnerable. A long lance is less use in a melee than a sword, and a lancer is at a disadvantage once the close fighting starts, especially against well-trained infantry capable of forming square.


    Note : This unit is supplemented by Moldavian Lancers variant if Moldavia is conquered.

    Pictures
    Spoiler Alert, click show to read: 





    4. Rosiori (Wallachian Elite Light Cavalry)

    Type : Light Cavalry
    Regions available : Wallachia (4 Squadrons).
    Time-frame: Late
    Unit limit : 4 Squadrons.


    Description


    Spoiler Alert, click show to read: 


    Elite light cavalry. These troops played an important role in the Romanian Independence War of 1877 on the Russo-Turkish front. The Roşiori (which literally means, of red colour), as their name implies in Romanian, wore red dolmans with black braiding while the Călăraşi wore dark blue dolmans with red loopings. Both wore fur busbies and white plumes. Armed with carabines and sabers, the Rosiori are great at screening the enemy lines and at harassing enemies. More experienced squadrons can even engage in charges against enemy troops with good chances of success.


    Pictures
    Spoiler Alert, click show to read: 



    4. Vanatori Calari (Mounted Chasseurs)

    Type : Heavy Dragoons
    Regions available : Wallachia and Moldavia (4 Squadrons).
    Time-frame: Late
    Unit limit : 4 Squadrons.


    Description
    Spoiler Alert, click show to read: 


    The mounted chasseur regiment found its origins in the three standard line cavalry regiment the United Principalities of Wallachia and Moldavia had at the end of the 6th decade of 19th century. They act precisely as mounted infantry and are a fair help in rapidly deploying firepower where needed as well as occupying key spots on the battlefield. When mounted, they can boast a somehow poor charge value, compensated by their marksmanship when fighting on foot.


    Pictures
    Spoiler Alert, click show to read: 




    5. Infanteria Marina (Marine Infantry)

    Type : Elite Inf
    Regions available : any region with a port
    Time-frame: Late
    Unit limit : 1


    Description
    Spoiler Alert, click show to read: 


    In order to protect the commerce on the Danube and the openings towards the Black Sea, a small force of marine infantry would deploy special tactics in acting against pirates, smugglers and bandits. The Marine Infantry battalion is made of valiant soldiers skilled in fighting on different types of terrain. They can be well used as a bridgehead on enemy controlled territory or as a force entrusted to defend vital tactical positions on the battlefield.


    Pictures
    Spoiler Alert, click show to read: 



    6. Panduri (Pandurs)

    Type: Irregulars/ Light Inf
    Regions Available: Balkans and Hungary
    Unit limit: varies according to region's population

    Pictures (Wallachian variant, others will be updated when progressing with other atlases)
    Spoiler Alert, click show to read: 



    7. Artileria (Artillery)

    Pictures
    Spoiler Alert, click show to read: 






    III. Special units
    Spoiler Alert, click show to read: 


    These are units which either
    1. can be recruited outside the cultural and national limits, in certain conditions
    2. cannot be recruited, but are given as rewards after accomplishing a mission
    Note: this category is a WIP for the moment

    1. Revolutionary Guards

    Type : Elite Inf
    Regions available : Wallachia and other regions which engaged in revolutionary actions between 1821 and 1831 (to be updated).
    Time-frame: Late
    Unit limit : x, per region depending on the scale of the revolutionary movement

    Note: Each recruitable unit will have a regional version

    a. Wallachian version

    Garda Revolutionara
    Description
    Spoiler Alert, click show to read: 


    Garda Revolutionara is the phalanx of the Romanian Liberation Movement. These experienced soldiers are drawn from the ranks of the people dedicated to fight against social oppression and traditional hierarchies. As the relation with the National Directorate is at times fluid, the Revolutionary Guard is a constant reminder of the possibility of a coming revolution. Dedicated to the ideal of a free society, these ruthless utopians won't spare anything or anyone who opposes them.


    Pictures
    Spoiler Alert, click show to read: 



    2. Srpski Freicorps (Serbian Volunteers)

    Type : Elite Lite Inf
    Regions available : Serbia
    Time-frame: All
    Unit limit : 8 Battalions


    Description
    Spoiler Alert, click show to read: 

    These troops were originally raised by the Austrian Army during the refuge of Serbian population following the 1814 uprising. As revolution seems at hand once again, Serbian people are willing to join Romanian forces against their oppressors. Though used as flankers, these troops may prove particularly able in hand to hand combat.


    Pictures
    Spoiler Alert, click show to read: 



    In future I am considering adding some other units as the work progresses with other faction’s atlases.




    2. Principatul Moldovei (Principality of Moldavia)




    Description

    Spoiler Alert, click show to read: 



    Faction preview

    Spoiler Alert, click show to read: 
    Caimacamia Moldovei (Moldavian Regency)
    Spoiler Alert, click show to read: 



    Army

    I. Territorial Army


    Spoiler Alert, click show to read: 
    A. Defensive territorial troops

    Spoiler Alert, click show to read: 
    N/A


    B. Offensive territorial troops

    Spoiler Alert, click show to read: 


    1. Plaiesi (Irregular Rangers)

    Spoiler Alert, click show to read: 


    2. Lefegii
    (Balkan Mercenaries)

    Spoiler Alert, click show to read: 


    3. Voluntari (Volunteers)

    Spoiler Alert, click show to read: 


    4. Militiile (Militia)

    Spoiler Alert, click show to read: 


    5. Slujitori (Irregular Cavalry)
    Spoiler Alert, click show to read: 


    6. Arnauti (Albanian Mercenary Guard)


    Spoiler Alert, click show to read: 




    II. Regular Army


    Spoiler Alert, click show to read: 
    1. Infanteria de Linie (Line Infantry)

    Spoiler Alert, click show to read: 


    2. Infanteria usoara (Light Infantry)
    Spoiler Alert, click show to read: 


    3. Cavalerie Moldava (Moldavian Cavalry)
    Spoiler Alert, click show to read: 

    4. Artileria (Artillery)
    Spoiler Alert, click show to read: 


    5. Calarasi (Territorial Cavalry)


    Spoiler Alert, click show to read: 



    III. Special Units

    Spoiler Alert, click show to read: 
    1. Garda revolutionara (Revolutionary Guard)

    Spoiler Alert, click show to read: 

    2. Divizionul de Asalt (Grenadiers)

    Spoiler Alert, click show to read: 

    3. Garda Nationala (National Guard)
    Spoiler Alert, click show to read: 





    3. Aʹ Ellhnikή Dhmokratίa
    (First Hellenic Republic)

    Spoiler Alert, click show to read: 
    WIP


    4. Carboneria napoletana (Naples Carboneria)
    Spoiler Alert, click show to read: 
    WIP


    5. Kneževina Srbija (Principality of Serbia)
    Spoiler Alert, click show to read: 
    WIP


    For the second campaign :

    1. Królestwo Polskie ( Kingdom of Poland)
    Spoiler Alert, click show to read: 
    WIP


    2. Les Pays-Bas méridionaux/ Zuidelijke Nederlanden
    (Belgian Revolutionaries)

    Spoiler Alert, click show to read: 
    to be completed


    For the third campaign

    1.
    Magyar Királyság (Kingdom of Hungary)

    Spoiler Alert, click show to read: 
    WIP




    2. Reactionary Factions



    Spoiler Alert, click show to read: 
    to be completed


    3. Neutral Factions


    Spoiler Alert, click show to read: 
    to be completed


    Visuals

    Spoiler Alert, click show to read: 

    Staring Menu Screen

    Spoiler Alert, click show to read: 


    Land Battle Screen
    Spoiler Alert, click show to read: 

    Last edited by Sotericus; August 15, 2012 at 05:21 PM.

  2. #2
    RO Citizen's Avatar Protector Domesticus
    Join Date
    Oct 2009
    Location
    Where do you think?
    Posts
    4,566

    Default Re: National Revolutions 1821-1848

    Nice idea! A whole 1821-1871 mod would be a perfect idea, and fits the NTW engine. I'd love to see such a mod, but it includes hard work...
    [Col] RO Citizen

  3. #3
    Sotericus's Avatar Miles
    Join Date
    Jan 2009
    Location
    Brussels, Belgium
    Posts
    313

    Default Re: National Revolutions 1821-1848

    Thanks for the quick reply. I wouldn't go that far as to 1871, though this would be great (I have not the slightest idea, nor the time, in creating units with breach loaded rifles and changing the uniforms). For the moment I just try to figure out how the modding process works (I'm trying to make some minor changes in creating a kind of alternate history mod for Romania in Startpos Balkans, starting in 1806 - the kind of what if a revolution would have sparked at that moment? Till now I just improved the roster and I'm trying to change the Cuza picture with one of the Romanian aristocrats who held close relation with the French - Constantin "Dinicu" Golescu, maybe I'll add some music, too). I was wondering how one could edit historical events. Any ideas?

  4. #4
    Sotericus's Avatar Miles
    Join Date
    Jan 2009
    Location
    Brussels, Belgium
    Posts
    313

    Default Re: National Revolutions 1821-1848

    Hi everyone, I hope this doesn't count as a double post. It has been a while since I started working at this project and I wanted to let you know where I am with it and eventually to get some help. First of all, what I was able to do.

    1. Changed the years in startpos.esf (as from 1821 to 1859)
    2. Change diplomacy as somehow according to the post-Vienna Congress reality (assigning Flanders to Netherlands, turning Wallachia, Moldavia, Serbia into Protectorates of the Ottomans, Piemont to Sardinia, Finland to Russia, put an end to all the existing wars and some of the alliances - I'll develop later on that).
    3. Changed napoleon's name to Charles X (though it would have been more historically accurate to go for Louis XVIII).
    4. Changed name and pic of the Romanian ruler to Tudor Vladimirescu
    5. Added some loading screens and some relevant music (as noted before, Lizst, Hungarian and Romanian marches, etc).

    However there are some few questions here I would like to ask you, especially those of you who are experienced in modding and developed the Balkan Mod.

    1. First is quite a legal if not customary question - I would like to have the permission to modify and eventually to post the modified startpos.esf of the Balkan Mod once all the work will be done, as it is way easier to work on this file.
    2. After "finishing" the improvements described above the game crashes after several turns (usually after 11 or 12 turns or so), just before the new turn is about to start. Anybody has any idea what may cause this - is this related to any of the modifications in startpos?

    Until I hear from you I am going to rework all the diplomacy manager again. Thanks in advance for any answer.

  5. #5

    Default Re: National Revolutions 1821-1848

    Quote Originally Posted by Sotericus View Post
    Hi everyone, I hope this doesn't count as a double post. It has been a while since I started working at this project and I wanted to let you know where I am with it and eventually to get some help. First of all, what I was able to do.

    1. Changed the years in startpos.esf (as from 1821 to 1859)
    2. Change diplomacy as somehow according to the post-Vienna Congress reality (assigning Flanders to Netherlands, turning Wallachia, Moldavia, Serbia into Protectorates of the Ottomans, Piemont to Sardinia, Finland to Russia, put an end to all the existing wars and some of the alliances - I'll develop later on that).
    3. Changed napoleon's name to Charles X (though it would have been more historically accurate to go for Louis XVIII).
    4. Changed name and pic of the Romanian ruler to Tudor Vladimirescu
    5. Added some loading screens and some relevant music (as noted before, Lizst, Hungarian and Romanian marches, etc).

    However there are some few questions here I would like to ask you, especially those of you who are experienced in modding and developed the Balkan Mod.

    1. First is quite a legal if not customary question - I would like to have the permission to modify and eventually to post the modified startpos.esf of the Balkan Mod once all the work will be done, as it is way easier to work on this file.
    2. After "finishing" the improvements described above the game crashes after several turns (usually after 11 or 12 turns or so), just before the new turn is about to start. Anybody has any idea what may cause this - is this related to any of the modifications in startpos?

    Until I hear from you I am going to rework all the diplomacy manager again. Thanks in advance for any answer.
    I am not sure if it is a good idea to change the date. Check if AI is passive (it will move starting armies but only that). To do that attack some facilities (farms, mines, etc.) near by and then check if AI will repair all of them (keep in eye on the upcoming smoke). Passive AI maybe related with crash. Having the date so high it means that many CHARACTERS will die soon. So if there are not replacements (ministers or opponent) game will crash.




  6. #6
    Sotericus's Avatar Miles
    Join Date
    Jan 2009
    Location
    Brussels, Belgium
    Posts
    313

    Default Re: National Revolutions 1821-1848

    Thanks a lot, HusserlTW. It makes a lot of sense .
    Indeed, from what I remember the farmlands where burning for several turns in Russia. So this might be the cause. Now I'm trying to rework all the diplomacy and meanwhile I'm testing the issue with the dates, but I think you are right about it. I was wondering whether somebody would help me with what not to mess with in diplomacy manager - as the attitudes seem quite tricky - I can't figure out what most of the values do. I'll be back once everything will be finished. Thanks, once again.

  7. #7

    Default Re: National Revolutions 1821-1848

    Check here about diplomacy and feel free to ask for any help.




  8. #8
    Sotericus's Avatar Miles
    Join Date
    Jan 2009
    Location
    Brussels, Belgium
    Posts
    313

    Default Re: National Revolutions 1821-1848

    Until now I've done all the diplomacy modifications in the startpos file. And this might as well be the cause for the crashes as from what I've read I might have messed with the record (as I'm a newbie I couldn't figure out that the game might have had something like this). However, the idea is that I have to make each faction that I want to modify playable and then create a hybrid. So let's say, I want to assign KOI to Austria, I give Austria lots of money, open the game, ask for peace and finally I ask them to turn into a protectorate (I'm not sure I could actually "buy" it). Then save and create a hybrid. And so on with about 10 or 12 factions... and pray the game won't crash. Is that right? It seems tedious, but in some way seems fun, as I always wanted to try some of the German factions like Wurtenberg and Bavaria. I'll try doing a part of it this weekend. I'll let you know whether it works and I might ask for help. Thanks a lot.

    P.S. With regard to the issue of changing the years of the campaign it seems to work, however. I played for 2 years and the game didn't crash. But as soon I'm messing with the diplomacy directly in the startpos without creating a hybrid, as I did last evening, the game crashes.
    Last edited by Sotericus; November 19, 2010 at 02:52 AM.

  9. #9

    Default Re: National Revolutions 1821-1848

    There is much easier way to make patron-protectorate relations between 2 factions. I'll make tonight a small tutorial.




  10. #10

    Default Re: National Revolutions 1821-1848

    O.K. here it is.




  11. #11
    Sotericus's Avatar Miles
    Join Date
    Jan 2009
    Location
    Brussels, Belgium
    Posts
    313

    Default Re: National Revolutions 1821-1848

    Husserl, you are way too helpful. Thanks a lot. Later on this evening I'll try working on it. Then I'll keep you all up to date.

    Cheers,

  12. #12
    Sotericus's Avatar Miles
    Join Date
    Jan 2009
    Location
    Brussels, Belgium
    Posts
    313

    Default Re: National Revolutions 1821-1848

    Hi, everyone. This is just a quick note in order to let you know that everything works fine to this point. This weekend I changed almost all diplomatic relations and yesterday I've done some testing playing with Wallachia for two years and ... no CTD ! I still intend to do some last changes. I would like to change the campaign intro movie (I think that is possible and not that difficult) and to add maybe some units from ETW. I'll be back with some screens later this week.

  13. #13
    Sotericus's Avatar Miles
    Join Date
    Jan 2009
    Location
    Brussels, Belgium
    Posts
    313

    Default Re: National Revolutions 1821-1848

    Bad news. It seems that the game keeps on crashing after 2 years of playing. I changed the dates back to 1806, still the game crashes. I don't seem to get why, bu it seems that once I edit the diplomatic relations things would stop working. It's weird. I'll do some checking during next days but if doesn't work, I might just give up.

  14. #14

    Default Re: National Revolutions 1821-1848

    Keep the auto save before crash and upload it here. Diplomacy is the only changes you've done?




  15. #15
    Sotericus's Avatar Miles
    Join Date
    Jan 2009
    Location
    Brussels, Belgium
    Posts
    313

    Default Re: National Revolutions 1821-1848

    Thanks a lot. Here it is.
    As you will see I made some other changes such as: 1. changing Napoleon's picture (I think I did a modification somewhere in Faction Government).
    And then as follows (in brackets the faction concerned).
    2. (France) Gave Flanders to Netherlands.
    3. (France) Gave Hannover to Oldenburg.
    3. (France) Gave Piemont to Sardinia.

    4. (KOI) Gave Northern Italy to Austria. Demoted KOI to emergent.
    4. (Sweden) Gave Finland to Russia.
    5. (Naples) gave Naples to Sicily.
    6. Demoted Naples to emergent.

    I'm not sure where I might have messed things up
    Well, thanks a lot, I appreciate the help.
    Last edited by Sotericus; March 04, 2011 at 12:52 PM.

  16. #16

    Default Re: National Revolutions 1821-1848

    When we demote a faction to emergent the first thing we do is to start game as that faction and disband all starting armies/fleets/characters if any. Then you make a hybrid and proceed in giving it's region manually and demote the faction. I can see that there is an army in Naples' FACTION record. That is enough for a crash though it might not be the only reason. However the other changes you've done if they had an error you could not even load the game. But one step at a time. Correct this and check again.




  17. #17
    Sotericus's Avatar Miles
    Join Date
    Jan 2009
    Location
    Brussels, Belgium
    Posts
    313

    Default Re: National Revolutions 1821-1848

    I overlooked that issue. That's so foolish of me. So basically I have to promote Naples to playable and then disband the unit from the game and make a hybrid. Afterwards start again and cross fingers. Thank you so much for answering so quick. I'll get back with news once I've finished all the procedure. But it my take some time.

  18. #18

    Default Re: National Revolutions 1821-1848

    Since your file was saved to make hybrid with Naples demoted to emergent I am afraid you cannot promote it in this very file. It will be two opposite actions for the same thing in the same turn and probably will cause CTD. I hope you had a save before demoting Naples. Generally keep saves before every hybrid change.




  19. #19
    Sotericus's Avatar Miles
    Join Date
    Jan 2009
    Location
    Brussels, Belgium
    Posts
    313

    Default Re: National Revolutions 1821-1848

    Right. I think I have one. But then I'll have to rework all the diplomacy (so unpleasant !...), as I've demoted Naples before doing that. Thanks for your helpful hint. I'll be back once I've tried putting things together.

  20. #20

    Default Re: National Revolutions 1821-1848

    That is why you have first to make the manually changes and leave last hybrid.




Page 1 of 22 1234567891011 ... LastLast

Posting Permissions

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