Last edited by Patricius Darwinius Virtus; January 06, 2014 at 11:32 AM. Reason: NEW THREAD
Personally, I really enjoy Ars Gratia Artis and Divide et Imperia. But really, I just tend to search around a bit and download all the mods I like.
Amazing work, really like it. Will the report/essay be available to us when it's finished? I'm also from The Netherlands so I wouldn't mind a dutch version of it![]()
Lucky you: it's entirely in Dutch. It took me a lot of time and effort to collect all the information and process it.
https://www.dropbox.com/s/ghporlc57q...eger%20V3.docx
I replied a link yesterday, but it's not showing up and "waiting for approval". If this reply gets posted, I'll PM you the link.
Am I missing something, I can get any archers now or spear men in rome menu? Is this what you want?
What exactely do you mean? I haven't made all auxiliaries playable in custom battles if that is what you're getting at.....
I meant to say "I Can't find or hire any Roman archers, or javalin throwers once you go up the list alittle", not on menu list at all. Is this what you want?
I still do not understand what you mean. I haven't added any archer unit in my mod. There are multiple javelinthrowers; Leves, Velites and Antesignani.
Tired of how (inaccurately) the Roman army is depicted in Rome II? Then this mod is for you!
Works up to patch 7!
You must start a new campaign for all the changes to work. Otherwise, you'll encounter some annoying bugs.
You must set the unit detail to Extreme in order to see all the unit variants.
Be sure to combine it with the mods listed in my Realistic Roman Campaign collection!
EXTREMELY IMPORTANT NOTE!
You must download the Part 2 - Models and Skins as well! Otherwise the units appear transparent!
Why I made two parts? Bloody Steam Workshop file size limit....
WHAT IS THIS?
Sparta. No, just kidding.
You might think now: "Why should I get this mod, and not mod X?"
In the beginning, this mod's power was its simplicity and compatibility. It has grown, however, to the point it includes much, much more, and will enhance your Roman campaign experience by including some great reskins, Ars Gratia Artis (battle mod) and Dresden's Hegemonia Hardcore Overhaul. I've tweaked many things, and you can read it in the features section. You can expect a content and bug-fixing update every week (or two), so no need to wait centuries for an update to appear! As an added bonus: all Polybian and later units have Fire-At-Will and Throw Pila, along with Loose Spacing! The Defensive Scutum Wall strongly resembles Guard Mode.
On the historical accuracy of my mod: I've written a way too long report on the development of the Roman army, and since I'm a history geek, I've read.... a lot...... about Roman history...... Though, if you believe I did something wrong (I'm nowhere near a professional): please say so and I'll look into it. Though it is our priority, some things in history aren't accurately described, and for the sake of gameplay we tend to improvise and fill up gaps by using our common sense.
Feedback and ideas are more than welcome, and if you'd like to help and speed up the development of this mod, I'm desperately looking for someone who can redo the unitcards. General modders, graphics artists, modellers, history freaks and who knows what else are also welcome. Just post a comment and add me on Steam! I'd also like someone with at least basic knowledge of Latin to check our unit names, since I doubt I did it right![]()
UNIT SIZES (on normal)
An early Roman manipulus consists of 120 men.
A late Roman centuria consists of 80 men.
A Roman cavalry wing consist of a turma of 32 men.
A late Roman cohors consists of 480 men.
A light infantry unit consists of 60 men.
FEATURES
Included Hegemonia 2TPY Harcore Overhaul 1.4.0
Hegemonia: Large Empires
Two Turns Per Year Hardcore
Meaningful Resources
All Factions Playable
Sack, Loot and Liberate
AI food bonus based on difficulty level
Included Ars Gratia Artis 2.7.2
Various battle changes
Included TheDuBMod
Various AI tweaks
Realpolitik Diplomacy
Historical Army Composition
It's a small word after all
Balanced conquest options
Calendar has been set to 4 turns per year, but the research times, building times etc. to 2 turns per year.
Roma has a max. level barracks.
Included a Realistic Area of Recruitment
Balanced RRA buildings/techs/units according to AGA and HHO
Shiny new skins for the Roman units, based off Kaziel's Romans V4 and V3.
Camillian units are done!
Polybian units are done!
Late-Polybian units are done!
Marian units are done!
Technology tree has been overhauled.
New unit cards for the RRA units, made by BullGod.
Realistic unit sizes & costs .
Realistic unit spacing .
Fully working Triplex Acies .
Removed the original Hastati, Principes, Triarii etc. from the campaign and custom battle screen.
Added fire-at-will and Throw Pila to most Roman units.
The Roman uniform colors have been changed to Red and two shades of White. This is more or less accurate, though the legionaries wore a variety of colors.
Added new abilities to the Polybian and later units: Defensive Scutum Wall (works fantastic and the formation itself is realistic), Hollow Square (marian and later) and Infantry Wedge (marian and later).
Removed the Testudo Formation from the Polybian and early units; it was invented by Marius.
Reworked naval units.
Reworked garrisons.
A shiny new recruitment system!
Reworked and rebalanced many other (minor) things!
THE NEW RECRUITMENT SYTEM AND AREA OF RECRUITMENT
An important factor in the Roman Empire was citizenship; only Roman citizens could join the legion. Also, I found that the game lacked real "Romanisation". Solution: add an Area of Recruitment, and make the recruitment buildings a single, long chain, instead of two. Levels 1-4 will unlock various local auxiliaries, while increasing the Latin cultural influence. Levels 5-7 will decrease the amount of auxiliaries, while increasing squalor and the availability of legionaries.
Why the squalor? Simply because it should not be beneficial to "give" citizenship to all regions, and it should be reserved for your stable core regions. Moreover, during the Camillian and Polybian periods, Romani units will be confined to Roma, and Alae units to the rest of Italia and the Roman Magna Graecia regions. After the Social War and Caesar giving citizenship to Gallia Cisalpina (time period corresponds with the Marian Reforms), legionaries will be recruitable in all of Italia, Gallia Cisalpina and the Roman Magna Graecia provinces. It isn't until the Constitutio Antoniana that citizenship is collectively granted to every inhabitant of the Empire (time period: Diocletian), and the legionaries will be recruitable everywhere.
KNOWN BUGS
Throw Pila doesn't work while in formation.
Cavalry units that exist from the start of the game have no mounts. I could fix this, but it would take a VERY long time.
The Augustan, Diocletian and Constantinian units are not done yet. Thus, researching those techs will not unlock anything.
Some reforms might appear blank in the Technology Tree menu; this is a bug on CA's part, since there are too many changes to display.
Sometimes, a soldier's weapon disappears. Have no idea what is causing it.
SPECIAL THANKS
Can't post any URL's here, so please look at the Steam Workshop page.
And last but not least;
The community, who gives me critical feedback and inspires me to continue my work! Thanks!
Forgot: Steam Workshop link.
Could a moderator edit my first post and paste the updated description in there?
Patricius now this mod is like an overhaul so, am I right? I don't need to download dub or AGA since they're included, right?
Indeed. I included them for maximum compatibility.
Glad you like it![]()
Kaziel's skins+your work= awesomeness
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Those screenshots are..... impressive.......
Would you mind taking more screenshots like that as a promotion for my mod? I'll upload them on the Steam Workshop etc.