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Thread: [PREVIEW] New 'Religion' = Political/Regional Influence

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  1. #1

    Default [PREVIEW] New 'Religion' = Political/Regional Influence

    Introduction
    So, I've implemented one of my old ideas tonight to turn the 'religion' feature into a form of political dominance you have in a region. First, to sum up what religion does:
    1. Public order is greatly impacted by cultural/religious differences. It's the number one factor, really.
    2. It impacts diplomacy.
    3. You are able to set a modifier for each religion via another religion to control the pace of 'conversion.' This essentially allows for a very flexible system of relationships.
    4. You are also able to set each region/faction to have a religion and a 'zeal' number that goes with it between 1 to 3. I'm not sure exactly what these do, to be honest. I would imagine it influences public order to a degree.

    Yet, CA only provided 11 religions in the game. Since we've already added 20 new subcultures, I've basically used them as the blueprint for this with a few tweaks.

    There are, basically, two sets of religions. One goes to the factions in the grand campaign, and the other goes to the subfaction/rebel factions as well as the regions. This depicts regionalism and the influence of local elites as well as tribal groupings who would resist the efforts of the dominant political faction/tribe to impose its will.

    Screenshots


    Regional Cultures:
    1. African Tribes
    2. Arabian Tribes
    3. Armenian Nobility
    4. Thracian Tribes
    5. Venedic Tribes
    6. Belgic Tribes
    7. Berber Tribes
    8. Britonnic Tribes
    9. Caucasian Nobility
    10. Celtiberian Tribes
    11. Celtic Tribes
    12. Celtic Tribes
    13. Cisalpine Tribes
    14. Dacian Tribes
    15. Eastern Nobility
    16. Egyptian Natives
    17. Etruscan Elite
    18. Gaelic Tribes
    19. Gallic Tribes
    20. Germanic Tribes
    21. Greek Polis
    22. Hellenistic Elite
    23. Iberian Tribes
    24. Illyrian Tribes
    25. Italian Elite
    26. Judean Zealots
    27. Latin
    28. Lusitanian Tribes
    29. Sarmatian Tribes
    30. Parthian Tribes
    31. Persian
    32. Pictish Tribes
    33. Pontic Nobility
    34. Punic Colonies
    35. Saka Tribes
    36. Scythian Tribes
    37. Aquitanian Tribes
    38. Turdetanian Tribes


    Factional list:
    1. African
    2. Arabian
    3. Armenian
    4. Thracian
    5. Venedic
    6. Belgic
    7. Berber
    8. Britonnic
    9. Caucasian
    10. Celtiberian
    11. Celtic
    12. Celtic
    13. Cisalpine
    14. Dacian
    15. Eastern
    16. Ptolemaic
    17. Etruscan
    18. Gaelic
    19. Gallic
    20. Germanic
    21. Hellenic
    22. Hellenistic
    23. Iberian
    24. Illyrian
    25. Italian
    26. Roman
    27. Lusitanian
    28. Mauryan/Buddhist
    29. Sarmatian
    30. Parthian
    31. Pictish
    32. Pontic
    33. Carthaginian
    34. Saka
    35. Scythian
    36. Aquitanian
    37. Turdetanian


    I'm hoping this system will add immersion, realism (representation of different subcultures), increase the significance of cultures, slow down expansion, and make public order more difficult. It will also allow for a penalty related to 'distance from capital' in some cases, where as in others it can help with my goal of making different regions/areas/people have different relations for one another. For instance, Rome should have trouble controlling Judea. Here we have a Judaic religion (one of the few I added). The Ptolemies were conquerors. They had natives underneath them - as did the Hellenistic factions such as the Seleucids.

    Tribal and Factional Politics
    This ties into another feature of the mod - tribal politics. The bland, cut and paste political parties used by CA simply don't reflect the people of the period. Many of the 'factions' in game also depict confederacies or alliances ( the territory was inhabited typically by a number of tribes). To better reflect this reality, the political system for some factions will be used to show different tribal groups within a confederacy with the player representing the the dominant power. For instance, the Galatians were really a collection of tribes that formed a confederacy with the Tecotsages being the most powerful and influential. They met near a holy site near Ancrya. Political parties will be used to represent these different tribal groupings, and the balance of power will have varying effects on public order and civil war chances depending on the faction.

    For the Greeks and Romans, we will attempt to show the real class and political divisions that existed in the particular society. For the Romans, the two major forces at play in politics were demagogic populists and the optimates. For the Spartans, reform efforts may lead to more political turmoil and unrest.

    With 187 new rebel factions in the Grand Campaign that can actually take and hold territory, I think we have successfully created a highly dynamic campaign that reflects the ancient world as best as possible through the Rome 2 engine.

    I'm curious on feedback.
    Last edited by ABH2; December 27, 2014 at 07:22 PM.

  2. #2

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    there are a few faction influences I would like to add/ change but we can talk about these things in PM. For a start Britain was anything but unified

  3. #3

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    There long lists. The British aisles are already broken up into Britonnic, Gaelic, and Pictish subcultures plus the factional influence over the top.

    The one thing to consider - I could add these all day, but as is we have over 6500x2 different relationships between these to balance. But, it will allow for a great deal of flexibility in the campaign dynamics as well as the depiction of different populations.

    I'll try to break down the list into regional groups so it's more user friendly when I get a chance. Not a whole lot of activity here at the moment, and my focus is mainly on the modding first, promotion second.

  4. #4
    VINC.XXIII's Avatar Retired
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    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    Quote Originally Posted by ABH2 View Post
    1. Italian Elite


    1. Italian


    Oscan or osco-umbrian sounds better if you ask me.

  5. #5

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    Hey there. Nice to see you stopping by the forum.

    You are right on the Osco-Umbrian designation. Would cover the rest of Italy and be less generic since I have Etruscan/Greek areas covered. Thanks.

  6. #6
    Litharion's Avatar Artifex
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    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    Interesting and well thought out idea.

  7. #7

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    Quote Originally Posted by Litharion View Post
    Interesting and well thought out idea.
    leave it alone you

  8. #8

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    Thanks, Litharion. Appreciate it. It's still a pain to implement. Having some issues with the AK setting the regional religion percentages in the startpos. Doing that all manually would make updating this startpos a pain (I'm trying to keep the startpos editing, outside buildings, to the AK) for future updates.
    Last edited by ABH2; December 23, 2014 at 03:49 AM.

  9. #9

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    Added a screenshot of a region with the new religions implemented to give a clearer picture of what this will look like in game.

  10. #10

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    Screenshots

  11. #11
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    That sounds like a very good idea, and will certainly add some much needed immersion

  12. #12

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    That's the idea. Just need to work on some of the names of the new religions.

  13. #13

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    hey author CA will releach new camp map editor soon , so you guys can try creat completely new Grand camp map


  14. #14

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    Unfortunately, creating an entire new map won't be possible with these tools. CA has their reasons/excuses for that. It doesn't appear as though we'd be able to add in new settlements at all, or move any for that matter. I plan to make as much use of them as I can to improve the campaign map and I'd love to make one that was more in-depth and represented certain areas better, but the tools won't allow that, really.

    I was very underwhelmed by the announcement, personally.

  15. #15

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    We will be able to redesign battlefields though, so at least that is something

  16. #16

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    Quote Originally Posted by Petellius View Post
    We will be able to redesign battlefields though, so at least that is something
    (just saw this)
    Ha yeah, sure.... thanks CA
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  17. #17

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    Mistake post sorry.
    Last edited by IamOdysseus; September 02, 2016 at 08:18 PM.

  18. #18

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    I think we have successfully created a highly dynamic campaign that reflects the ancient world as best as possible through the Rome 2 engine.

    I'm curious on feedback.
    Wait, do you mean this will be featured in Rome 2 version of this mod? Or you simply use Rome 2 engine to mod things and then implementacja it into Atilla?

  19. #19

    Default Re: [PREVIEW] New 'Religion' = Political/Regional Influence

    This is a very old thread. The feature was for Rome II, and only partially/kind of adopted for Attila.


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