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Thread: Hellenika Manual

  1. #1

    Icon5 Hellenika Manual

    All info about game features and game tips and tricks.
    It is stronlgy advised to spent some time with the manual to know your options before starting a campaign.

    FOR A VERSION TRANSLATED IN FRENCH CLICK HERE
    Last edited by Phalangitis; July 20, 2017 at 05:31 AM.

  2. #2

    Default

    PLAYABLE FACTIONS- CHARACERISTICS


    THE MAP




    PERSIA
    Linke will fill this area when he is ready


    GREEKS

    FIERCE INDEPENDENCE
    It is known that in 75% of phalanx battles the winner was the one in his home territory so a defense boost was given while in own territory both for the plaer (small) and for AI (bigger).
    Sparta
    1) Slave unrest penalties have been increased
    why?
    Spoiler Alert, click show to read: 
    Spartans were sitting on top of 250,000 slaves and were not that tolerant towards them.
    2) Profits from manufacturing and trade are reduced heavily
    why?
    Spoiler Alert, click show to read: 
    Spartans when the war started used to pay with rods of iron!!! instead of money
    3) Lower upkeep for Spartan land troops
    why?
    Spoiler Alert, click show to read: 
    Minimalistic way of life and no need for harvest with so many slaves..


    4)Spartan armies suffer from attack damage when besieging
    why?
    Spoiler Alert, click show to read: 
    Spartan armies were probably the worst besiegers ever..If we exclude success in PLatees after 2 years of siege which happened with the surrender of the minimal local garrison (they failed every attack attempt) they did not make any worth mentioning victory during Peloponnesian war.In fact one of the reasons of the Sfacteria humilliation was their incapability to besiege even a small and rushly made Athenian outpost in Pylos left to be defended by few garrisoned Athenian marines

    Athens
    1) Have reduced upkeep costs for navy
    why?
    Spoiler Alert, click show to read: 
    The increased security being on board an Athenian fleet allowed the Athenias to reduce the wages of rowers..

    2)Not increased trade profits BUT they control 17 harbors at start which in fact leads to increased trade profits

    3)Lower starting attributes of generals
    why?
    Spoiler Alert, click show to read: 
    since generalship was earned by free voting (and connections) and not by value or valor .Also a loosing generals often suffered severe consequences so that made them skeptical of taking actions..


    4)Athenian troops have a bonus to melee damage when besieging
    why?
    Spoiler Alert, click show to read: 
    Athenian after Syracusians were renowned besiegers with great success rates.


    Also see below in Naval section for Athenian Navy.


    Boiotian League
    No added effects

    Korinth
    No added effects.. See below in Naval section for Korinthian Navy.


    BASIC CAMPAIGN LAYOUT-MECHANISMS



    TROOP AVAILABILITY
    All troops elite and levy are available from all levels towns, cities and barracks.Only few (like Iphicratean peltasts for example) are recruited from advanced level buildings to represent their appearance in later time frames.Some special cases of units are unlocked with tech advancements.Examples are 1)Boiotian light infantry 2)Athenian Iphicratean peltasts 3)Spartan archers and archer marines (Sparta developped archers only after the defeat in Sfacteria) and late homioi


    RECRUITMENT SYSTEM

    In history every city-state got an initial combat ready troop pool.When these troops were depleted from fights, injuries etc new troops were recruited from population.
    In GaW we simulate exactly this.There is an initial troop pool of numbers close to historic numbers.
    These numbers are ATHENS: Almost 30,000 hoplites (13,000 combat ready and another 16,000 of metikoi and light hoplites.This translates roughly to 187 units in game terms)
    SPARTA 10,000
    BOIOTIA 9,000 and
    KORINTH another 5,000 hoplites.
    These starting troops are recruited almost instantly and from every region (as mentioned above) with rec time of 1 but they are unique and cannot be re-recruited .Once a starting unit is lost in battle they are gone forever. Also the replenishment mechanism is disabled for human player unless in his capital region. Navies though can replenish in every port
    Why?
    Spoiler Alert, click show to read: 
    Triremes composed mainly from rowers deriving from slave or the no land owners economic class which was rich in numbers. Hoplites were farmers of some status and free citizens-at least in the beginning-and not in abundance..

    If you suffer losses you need to recruit a new unit and use those soldiers to replenish your casualties by merging the new unit with the old one..

    TIP

    Spoiler Alert, click show to read: 
    Merging is done by selecting 2 units and pressing ctrl + M

    When the original troop pool gets depleted your only option is to draw new recruits (reserve troops) from your population. These are identical units with the starting ones but 1) they have a greatly increased recruitment time to simulate time needed for population numbers to recover and the necessary training needed. Of course the bigger your cities or towns are the smaller the time needed for recruitment . (more people->more adults–>less time for recruitment). The effects of each city or town time in recruitment time are shown here.
    Spoiler Alert, click show to read: 


    Resource towns like glass for example follow the farm path while others (like gold) the path of trade cities.Also some give extra bonuses like navy recruitment cost reduction for timber , cavalry caps for horse etc..
    Keep in mind that trade towns if they seem weak in comparison they give more money that other types of towns


    A Small correction in the pics above about recruitment time/ slots.

    about cities..
    CITY L1= S 1 T1
    L2= S2 T2
    L3=S3 T3
    L4=S3 T4 A1(=extra Army cap) [/SPOILER]
    2)Each reserve troop can be recruited 2 times instead of 1 of starting troops.
    Q:What this means? If for example you have 2 free caps for a reserve unit you can recruit 2x2=4 units total.To unlock more troops you need to unlock more caps.
    Q:How? check the social system below.
    Why?
    Spoiler Alert, click show to read: 
    Land was hereditary. So fathers left their titles to children.The second recruitment chance of reserve troop caps means in reality 2 offsprings as a median value of children healthy enough and rich enough to get equipment and step in to hoplitic life next to their fathers or replacing their fallen relatives

    Also those new units are subjected to the social system (see below) so manage your manpower resources wisely and plan ahead to have ready and easily recruited reserve troops before your manpower gets depleted and find yourself exposed with the long recruitment times needed for reserve troops.


    SOCIAL SYSTEM

    In ancient Greek world (and in modern times also of course) there were 3 social layers but the difference was that those layers defined the position of each man in war time.1)The lower class with no land ownership. Those people contributed the least to city-state taxes but were the foundation of the democratic system. In military they usually served as supporting troops, ranged infantry or rowers in triremes. 2)The middle class the farmers-land owners. Those were the basic hoplites and the main economic “Steam engine”.They were medium to lightly equipped. 3) The rich. Those were either traders or estate owners of many fields. Those served either as cavaly, heavy hoplites (the armor cost was 100 drachmas roughly, or 3 -4 months’ pay. Like buying a car in modern terms..) or , the even richer they funded the construction of ships which they later commanded. These rich people supported mainly the tax profits of the city state because on their shoulders the maximum tax weight was placed.

    In game social system and manpower intermingle. When you start you have a certain amount of troops available as described above. By following certain social paths, reserve unit caps of specific social classes get bigger so more troops become available.
    TIP : Ranged troops have no caps.
    There are 3 types of units linked to each caste.
    1)Light hoplites (the poorer of Farmers)
    2) Plain Hoplites (medium land owners)
    3) Elite units of heavily armored rich folks who serve either as cavalry or heavy hoplites .


    The player’s choice of building construction interferes and defines the social structure of the province and as a result the troop type caps that get unlocked.
    This is how:
    1) By building the town center trader in capitals or trader in towns you give power to the poor category.
    Why?
    Spoiler Alert, click show to read: 
    (in democracy trading thrived and the main force in a trade fleet were the simple –no land owning men used as rowers).

    These buildings will unlock up to 15 (10 in cities + 5 from towns) naval cap units for each type of naval unit.

    2) In farms we have 2 choices.
    A) The normal food farm promotes Medium or light hoplitic class. Hence you get an increase in hoplites and light hoplites unit caps and also a boost in food.
    Why?
    Spoiler Alert, click show to read: 
    the medium class working the fields for the state was great in numbers.Also the care taken by small Land owners for their own harvest led to increased food production for the same land size in contrast with the mandatory and without passion work of slaves sweating for their master’s immense estates.


    As you improve the level of the farm both actual caps of Medium and Light hoplites rises and also the ratio of medium hoplites in comparison with the Lighter ones increases.
    Why?
    Spoiler Alert, click show to read: 
    The increased profits brought prosperity to the Middle classes and the means to buy for themselves better equipment.

    B) The cattle- goat path farms and trade buildings lead to oligarchy strengthening representing land titles to big estate owners and traders. Here you unlock units caps of Heavy hoplites .Also by leveling up you get more heavy units in comparison to low levels.The goat farms though give you a food bonus stable at +2 which does not increase.
    Summary
    Spoiler Alert, click show to read: 
    Goat farms: unlock heavy elite troops (up to 4 new unit caps) that rule the battlefield but don’t produce much food.
    Food farms: Unlock much more medium and light reserve unit caps (16 caps for Light and 7 for Medium) but unfortunately those troops are inferior in quality that elite troops.Further more in comparison with goat farms they give a nice progressive boost in food production up to +6


    3) The amphorage maker represents the rich people's industrial endeavours and allows an oligarchic focused type of trading. You get somewhat less money than democratic traders
    Why?
    Spoiler Alert, click show to read: 
    Fewer people to get money from through taxes leads to less money in total than a broader tax base

    but you unlock cavalry unit caps and discounts in creating fleets
    why?
    Spoiler Alert, click show to read: 
    rich guys rode horses or they gave money to build or upkeep a war trireme in which they were appointed as captains.
    All those social choices not only have consequences in social structure and reserve troop pool but also in political scene and diplomatic scene as described below..



    POLITICAL SYSTEM

    In this mod culture represents the political style of governorship. There are the Oligarchic states, the Democracies,pro-oligarchies (not strictly oligarchy) , pro-democracies and neutral factions that were balancing on a fine line.


    Ionian culture is a democratic political system while Dorian,Aiolian represents oligarchy. Makedonian represents pro-oligarchy, former Akaian pro democracy and former Other greeks is NEutral political stance. Cultural assimilation cannot happen in WoS unlike the main campaign.We kept it like this in Gaw because it is logical.In the 30 years the war lasted the mind of the people did not change. Oligarchic cities remained oligarchic in their core even after mass killings and exterminations of opposition. They were forced to change goverments at first but after a while they return to previous politic system.A special example is Athens which even after its total defeat it reemerged as a democracy extremely fast overthrowing the 30 tyrants appointed to them by the victorious Spartans .So when you conquer a region you will face some PO issues there. One way to address them is by building similar culture buildings (see above about Social system). A goat farm in Kos which has 100% dorian culture will appeal to local oligarchic population just like any other oligarchic-friendly building etc.

    But even in a region with your own culture these battles of classes will not stop to bother you. Certain buildings will promote democracy while others oligarchy.
    As stated above in social system each unit is linked to a social class.
    Now each building will promote or demote public order in a democratic or oligarchic environment. So if you are Athens and want many heavy hoplites you will need oligarchic style buildings which in turn they can cause you PO issues. The opposite is true for Sparta when building democratic style of troops or buildings like trader to unlock many naval ships..
    Fun fact
    Spoiler Alert, click show to read: 
    Each trireme had 200 people in it.170 were the less fortunate rowers who represented lower classes. It is known that after the victory of Greeks in Salamina over the Persians the famous Plato supported that this victory that came from the sea will create big problems in the future strengthening the simple men over the aristocrats foreseeing maybe the idealistic war that followed..



    The buildings described above have a political impact in public order.So an oligarchic building will make oligarchic portion of people happy while it will enrage the democrats. As you understand in a province 60%democratic – 40% oligarchic the impact of the same building will be different than in a region of 90-10%


    Of course to counter those effects you have various tools in your hands.

    TIP: Political disturbance management
    Spoiler Alert, click show to read: 
    We have increased PO penalties for different cultures than your own (political system) up to a ceiling of 20. This number means that if you are Oligarchy like Sparta (dorian culture) and you take a province of 100% democratic nature (Ionian culture) you will face only from political differences -20 in PO. If there is 50% culture -> -10 PO etc. to face this you got 5 options. 1) use agents (see agent section about dignitaries ) 2) have an army in region and especially in “forced march” stance which means enforcing peace violently (see below on diplomatic overhaul) 3) Issue a specific edict which is called “ostracism of opposition”. There you remove political enemies and engulf local allies with bribes. So you gain a decrease in PO penalties but also decrease in taxes (since they get to put them in their pockets) also a decrease in political events happening and an increase of corruption faction wide. 4) construct barracks that keep peace but drain caps from reserve armies. 5) construct political friendly buildings (eg democratic buildings in democratic regions).So in long term if you pay attention you may put it under control.6) Winning wars will give you also a serious boos.(Look also in script mechanics below)



    Also there is an indirect way to create Political problems to your enemies.In this mod you can use also the shack option when you defeat a town in a siege. You will not gain control of the region but in fact this represents the extortion of the opposing political power population.
    Historic fact
    Spoiler Alert, click show to read: 
    This happened many times in this period like for example the oligarchic rebellions of Argos with Spartan support or democratic rebellions of Korkyra with Athenian support and countless other instances caused an estimated death of more than 100,000 people.

    This action will create most definitely a rebellion in the region in few turns unless action is taken fast.



    INTERNAL POLITICAL SCENE

    As you grow in imperium chances of political actions (like murder etc..) are increased.On the contrary if you get stronger in political power inside your faction these chances are reduced.
    Finally success or failure to comply with “senate” missions, events, or failed games lead to corresponding power increase or decrease and political actions chances accordingly.



    DIPLOMATIC OVERHAUL

    The way diplomatic relations develop have been changed rather dramatically. From a fixed scenario type of vanilla (increased imperium -> increased diplomatic penalties) to a more dynamic style. Here every action carries a certain weight.
    1) Regions.When you capture a region you get a diplomatic penalty to all major powers and rivals. This penalty is stronger for more important regions. There are regions that certain factions have strong interests and cause more diplomatic harm and others give boosts. An example is certain eastern regions that when controlled bring down diplomatic relations with Persia rapidly. On the contrary going against Persia may inspire other neutral Greeks to see more favorably your actions.
    Historic fact
    Spoiler Alert, click show to read: 
    When Sparta won the war expanded their control to Ionia bringing at first all Greeks together against their common enemy and enraging Persians. Unfortunately for Sparta their successes in battlefield overwhelmed the corrupting affinity of Persian gold and the same Greeks turned against their liberators and Sparta signed the shameful Antakleidios Peace which led to its downfall ultimately.


    2) Depending on the amount of money spent for army upkeep diplomatic relations are ffected.Ratio above 75% is a considered a threat and values below 50% are considered acts of low aggression (see also scripted mechanics department).Os increaed armies lead to increased upkeep and this causes diplomatic penalties to all rivals.
    3)Social buildings (see above social system) carry also a diplomatic weight. So if you are Oligarchy and start building many “democratic buildings” to get naval caps for example your relations with other oligarchic factions will start to deteriorate.
    4) All actions have been rebalanced as to their impact to diplomatic relations. Generally speaking building relations requires listening your allies and relations are built slowly and deteriorate rather fast. In this climate you should keep in mind and use the “Gift weapon”. Gifts cost less and their effects last less but are more useful than in vanilla.
    5) The Persian factor. In history Persians were funding the weaker party to promote the Greek civil bloodshed. So now every faction gets a starting funding from Persia in the form of reduced naval construction costs. BUT as you grow stronger this funding gets diminished.This works mainly for Ai.Human player actively chooses his actions through the new tech tree in External politics section.(See tech tree section [NOT yet available..WIP]).

    6) Finally civil wars are disabled and replaced with a more realistic system. No more sudden appearance of full stacks of elite troops everywhere. BUT with the new political-social-diplomatic changes things appear in a more realistic way. So by losing a battle (as described above) or political power (which causes huge drops in PO) you get to face many rebellions and this is a more historic way to represent what was happening.

    7)Diploomatic penalties for factional capitals (ONLY Athens,Theba,Argos,Sparta,Korinth) have been increased considerably..So you better leave these cities for last..
    why ?
    Spoiler Alert, click show to read: 
    Greeks didn't like hegemonies..They were forming against the stronger faction each time..So They formed against Athenians,Spartans later on,Boiotians and Macedonians later..So by taking over the heart of a rival would lead to considerable increase of strength to the faction that did that.As a result others would be hostile towards those developments..
    Values are extremely high for athens and Sparta and fewer for Boiotia and Korinth.Even lower values for Argos.On the contrary capture of Sardeis by Greeks will give a considerable diplomatic bonus to the one doing it..since this represents a long time dream for them.Revenge for Persian past invasions



    TERRAIN EFFECTS

    Now the terrain on the campaign map in which you place your army matters. Troops according to their weight perform differently in various terrain types. In WoS map currently there are mainly 3 types of terrain. Plain (even) and forests or hills (slightly uneven terrain). There are few other types like wooded hills (very un-even) and swamps but very rare.
    [Soon map tools will be released hopefully and we can add more variation to campaign map.]
    So as we stated above in the game there are 3 types of hoplites (heavy,medium and light) ,cavalry and support troops.
    If an army is placed in a forest then :

    • Melee damage is affected according to weight reducing effectiveness mainly of hoplitic troops (more for heavy hoplites less for light)
    • Charge is reduced affecting mainly cavalry
    • Ranged damage is reduced affecting efficiency of ranged troops.

    If an army is placed on a hill then:

    • Melee damage is affected according to weight reducing effectiveness mainly of hoplitic troops (more for heavy hoplites less for light)
    • Charge is unaffected
    • Accuracy and range for ranged troops is increased giving them an edge.

    If an army is placed on a marsh then:

    • Melee damage is affected according to weight reducing effectiveness mainly of hoplitic troops (more for heavy hoplites less for light)
    • Charge is reduced significally affecting mainly cavalry
    • Accuracy ammo and range for ranged troops is increased giving them an extra boost.

    Examples of terrain effects
    Spoiler Alert, click show to read: 
    Glossary

    H= Heavy hoplite
    M=Medium hoplite
    L=Light hoplite
    ET =Even terrain
    SUT=Slightly uneven terrain (like forests)
    UT=Uneven terrain (like hills)

    H Vs L
    1) Kills : 39-2 ET
    2) Kills :65-33 SUT
    3) Kills :21-128 UT

    H Vs M
    1) Kills :87-52 ET
    2) Kills :91-127 SUT
    3) Kills :63-129 UT

    M Vs L
    1) Kills : 80-68 ET
    2) Kills :67-42 SUT
    3) Kills :68-106 UT


    Finally in case of a siege the defender gets 100% more ammo and in fortified stance 40%.

    How to quickly check terrain impact on troop perforamce.With the army selected right click and hold. Move cursor in the map and look the descriptions

    Green means bonus or good performance
    White no effect
    Yellow not severe penalties or medium to bad performance
    Red severe penalties or bad performance
    (Images in spoiler)
    Spoiler Alert, click show to read: 








    NAVAL FORCES

    Navy has an important role to play.First of all it is fast
    Example of Naval range
    Spoiler Alert, click show to read: 
    Original range
    Spoiler Alert, click show to read: 

    New range..
    South and east (check the mini map also)
    Spoiler Alert, click show to read: 

    North
    Spoiler Alert, click show to read: 

    And South-West
    Spoiler Alert, click show to read: 

    We must stress here that naval range during winter is that of the vanilla (Pic on top..)


    Secondly the player can have many more fleets than armies so at a point you will need those fleets to defend,attack or even keep the peace in your territory.

    There are 3 types of naval units. Archers , javelinmen and marines. Archers are only 40 in number javs 60 and marines 80.The armored marines are kept only as general units.
    Why?
    Spoiler Alert, click show to read: 
    Marines were so lightly armored that were practically naked.Heavy equipped marines could destabilize the delicate trireme


    Marines in land can form phalanx since they were hoplites.. A Trireme’s speed was affected by rower numbers and skill so a trireme carrying 40 archers has more rowers than one carrying 80 marines.
    Ships are devided by class not origin.The classes according to speed are
    -Protes (first calss - fastest)
    -Deuteres (Second class -normal)
    - Trites (Third class -slow)
    - Two’s ((like 2nd class triremes)
    -Persian (slowest)
    Traditionally Athenian fleet has quicker triremes , Korinthian somewhat slower , other greeks slower than Korinth and Sparta even more slow..



    STANCES

    -there are changes in stances also.
    1)Forced march is actually removed and replaced with a “peace enforcing stance” where you enforce peace in a province by eliminating cultural opposition. “Forced March” does not allow any movement. You get cultural PO bonuses in peace keeping but suffer from growth freeze and economic development penaltes.
    Why?
    Spoiler Alert, click show to read: 
    Extrusion of local political opposition


    2)raiding promotes slave release of the local enemy province and increased slave capturing after a successful battle with the cost of lower performance in the battlefield.
    Why?
    Spoiler Alert, click show to read: 
    to catch more men alive and in rather good condition of health

    Those extra slaves can in turn be sold with a special sell slaves edict for money (see edicts below).Additionally loot income is increased ,and upkeep is reduced generously (they find their own resources by pillaging )

    3) when navies are docked cost 0 money as upkeep to urge you to keep your fleets docked as long as possible to simulate maintenance needed for ships.



    OCCUPY DECISIONS

    Occupation actions allowed are :

    • Occupy. This means also pillaging so you get some money out of it. The looser is forced to pay for siege expenses and is forced to pay for winners army upkeep for 2 turns.Unfortunately PO suffers quite substantially except if the region occupied is of the same culture (e.g oligarchic faction takes an oligarchic region).Then the PO problems are much less severe.



    • Raze.This option is a drastic form of punishment which happened in many cases during those times. Political opposition is destroyed, buildings burned to the ground but PO does not suffer since all opposition is..terminated.Drawback for this option is the fact that you loose all economic benefits you would otherwise get from Occupying
    • Sack will not get you the city BUT will cause PO issues to the owner and probably a follow up rebellion resembling assistance to opposing parties as it was also often done in Peloponnesian war..(see above in political section)
    • Liberate :As in Vanilla
    • Create Vassal :As in Vanilla


    Each faction chooses a different way of occupation and expansion.
    Rogue nations (Rest of Greeks and Korkyra,Rhodos) prefere guerilla tactics and may choose liberate or vassal options to form alliances or the sack option to cause rebellions in your rear instead of occupy.

    Fast growing nations (Athens,Sparta,Thrace) choose raze more often to get rid with the PO issues and move ahead

    Carefull nations (Persia,Macedonia and Boiotia) choose occupy to expand with caution etc.

    Summary
    Spoiler Alert, click show to read: 
    -Occupy brings you money but costs in PO and pins your troops into position until PO crisis is resolved.
    -Raze completely destroys the city gives you no money but protects you short term from PO problems.Good for Blitz-krieg tactics
    -By shacking you create a problem for the enemy faction to solve, creating possibly a diversion.


    PHOTO EXAMPLE - COMPARISON OF OCCUPY VS RAZE
    [SPOILER]
    A)When besieging the ary's upkeep raises considerably
    Spoiler Alert, click show to read: 

    WARNING In the case you lay a siege and you dissolve it after a change of heart you STILL get the upkeep penalty for this turn since you already layed the siege once and you were burdened with the besieging costs. Next turn though the penalty is removed..
    B ) In occupy
    Spoiler Alert, click show to read: 


    C) In raze


    Spoiler Alert, click show to read: 

    D) In PO though things are completely different. IN raze PO sky rockets (since all opposition is dead) and you are free to move ahead quickly while in Occupy someone must remain in the area to protect from possible rebellions.




    EDICTS

    Edicts are without caps. They are available for every province BUT every edict has pros and cons not only pros like in vanilla.



    1. Bread and games (+public order , -food)
    2. Tax (+tax, - PO)
    3. Sell slaves (+ money ,- can be used for a short time and you lose all , or many of your slaves.)
    4. Military focus ( It lowers recruitment time by 2 and lowers merc recruitment costs BUT increases regular army recruitment costs by 25%)
    5. Food and supply imports (+food – money)
    6. “ostracism of opposition”. With this you remove political enemies and engulf local allies with bribes. So you gain a decrease in PO penalties from different cultures, a decrease in political events but also you face a decrease in tax profits (since they get to put them in their pockets)and an increase of corruption factionwide.
    7. Naval focus. Here you unlock 10 naval caps with 20% increase in fleet construction factionwide.

    Historic fact
    Spoiler Alert, click show to read: 
    As explained in the beginning, Factions in the course of war (like Sparta) gave hefty salaries to sailors to lure them by their sides.




    AGENT OVERHAUL

    Agents as you all know interact with other agents, armies, cities, provinces (enemy and own) , friendly generals-armies. And of course we got Spies, champions and dignitaries.

    A) Champions: i) they can only kill other agents.Manipulation is disabled. ii) they cannot inflict damage to armies with “magic” abilities like solo attacks that kill half of certain unit's soldiers or even diminish charge or reload abilities of troops. They can still delay or stop armies though even if no profound effect are placed in the target army. iii) Similarly they cannot affect foreign cities like they do in vanilla where single handed they could damage a building or enter a settlement releasing slaves and other exotic stuff.. iv) they can still draw some money or reduce PO in foreign provinces by guerilla activities while -in own province- they decrease recruitment time by 2 (an important feature in GaW since recruitment times for reserve troops [not regular] is very high) inside an army they can train, increase morale a bit, increase authority and zeal of general by 2.
    Champions are cap depended from imperium like in vanilla

    B) Dignitaries : i) They can only manipulate. ii) they can undermine authority ,zeal or subterfuge of enemy generals as they do in vanilla , iii) They cannot harm cities except the merchant pay off which is kept.
    iv) in enemy provinces they can cause more political unrest (can increase tension when democratic regions are occupied from oligarchic nations and vise versa) and also give a stronger diplomatic bonus to your nation towards your allies. In own provinces this bonus is smaller but to ALL nations Greek and Persian. They also decrease political tension if any. Iv) They can increase subterfuge attribute of generals by 2 on top the vanilla decrease of upkeep.
    Dignitaries are cap depended from civ technologies (all 3 types)

    C) Spies : i) They do both but with half the effectiveness of the agents above. ii) they keep their vanilla actions (poison, arson etc) but poisoning has much more less killing potential. Initially they can kill 10-20 soldiers and only if you top all attributes they can reach good killing numbers. When you destroy baggage train they only slow down armies and don’t reduce equipment of units iii) they keep their vanilla actions ( arson, incite unrest, poison) iv) when inside an army along with agent protection they keep in control the general. They reduce political actions happening by 15% while they reduce also his authority by 1.
    why?
    Spoiler Alert, click show to read: 
    Spies close to a general are your eye over his shoulder.He can manipulate less but gets less respect.

    Spies are cap depended from political power.You get max number (7) in low political power (representing your desperate acts to stay in power) but also a decent number (5) in max power



    SEASONS - GODS AND OMENS SYSTEM


    This mod will be released in a 4 TPY version
    Why ?
    Spoiler Alert, click show to read: 
    1)Historic part : What sounds strange to most is the following.. "Why my armies should need 1 year maybe more to reach from Sparta to Athens? with a 4TPY system"
    This sounds logical at first but it is not.In ancient times armies were not constant.They were assembled in spring or summer and dissolved at Autumn.So in reality an army would travel from Sparta to Athens pillage and loot and then return to home land by fall.Here you get to keep your armies for as long as you like.You may reach Athens and stay there forever.So the slow movement it actually represents control over a territory and not actual movement.It took a decade for Spartans to build a stronghold in Decelia and leave there a constant guard in Attica to pillage Athens in constant basis.In a test campaign as Sparta in PP (an older mod of mine) in turn 50 (roughly 10 years’ time) i was in a place of expansion slightly below the actual land they got in Peloponnesian war.
    Also the war lasted 30 years.A game usually is concluded in 100-120 turns.In 12TPY this is 10 years and in 4 TPY 30 as in reality. This affect agent age,generals etc..
    2)Gameplay reasons : The Gods and omens feature (see below) is also historic and adds to gameplay planning.You should take under consideration also unforeseen elements in a campaign.You may start strong and certain delays give time to AI to better prepare itself.Unfortunately it does not work well in 12TPY.(this may be fixed though..)
    3)Optical : There is an immersion killer bug for me in 12 TPY.Seasonal graphics are busted.You may be in July and have Autumn visuals in campaign map with leaves falling or be winter and have a Spring visuals..

    Depending on what time of year you wage war there are upkeep costs when in foreign land. Greek hoplites were farmers (except Spartans that had a professional army and that’s why they get a discount in upkeep as a factional trait) so when you go campaigning in summer or autumn it will cost you much more. Of course at winter you move much less..

    Finally there has been an implementation of another mod of mine called Gods and Omens.
    Historic base of the system
    Spoiler Alert, click show to read: 
    It is known that ancient people had very strong religious emotion and an everyday life dominated by many superstitious beliefs.They used to read the signs of Earth to guess what their various gods plans will be for them.Greeks they were especially religious and even fearful generals or armies would avoid a conflict if the signs where against them and many times in recorded history whole campaigns were cancelled just before the invasion because of negative omens like an earthquake that stopped 2 times a Spartan invasion.Also in Xenofon's Hellenica it is noted that a sneeze from Xenofon during a speech encouraged the troops as it was conseived by them as a sign from Zeus himself!!(as a God of thunder and lightning)

    So what this system does is import a random “die roll” in every turn simulating local religious sacrifices and omen reading with a provincewide effect on armies.These sacrifices determine the engaging armies moral, attack or defense stats in your own region.
    So if you are on your region and you want to see what the omens are for your defnding armies against enemy attackers then you will see the below results.
    There can be 5 possible results..( I will explain why those values were chosen below..)
    1)Strongly in favor for attacking (the armies that invade this specific region) armies with +30% to moral and attack values
    Here if you hover the mouse over the seasonal icon you will see a text informing you about the season.This text is followed by the sentence “The omens are severe for the owner of this region.Gods are favoring any foreign army
    2)Slightly in favor for attacking (the armies that invade this specific region) armies with +30% to moral value
    Here the text says “The omens are troubling for the owner of this region while favor the invader.
    3)neutral (no effects)
    4) Slightly in favor for defending (the armies that defend this specific region) armies with +20% to moral for them and -10% to charge for attackers
    The omens are troubling for any invading army.Owners of the region are encouraged and strong
    5) Strongly in favor defending (the armies that defend this specific region) armies with +30% to moral for them,+30% to defense .On the other hand there is a penalty of - 20%to attack value,- 20%to charge and – 100% movement points for the invading armies..
    the text would say “Omens are disastrous for any hostile attempt against the rightful owners of this region
    All AI armies are having bonuses to their values to compensate the inability of AI to evaluate if a bad omen is a discouraging factor for a conflict.

    TIP&TRICK

    Spoiler Alert, click show to read: 
    You can see what the omens are in a foreign territory that you dont own with 2 ways:
    1)You click on a spy
    Spoiler Alert, click show to read: 

    you right click on an enemy province you get to the sabotage menu.
    Spoiler Alert, click show to read: 

    There if you hover the mouse over the varius icons of the selected province you can see the various regional effects (see below on regions) and in the seasonal icon you can see the local omens.
    Spoiler Alert, click show to read: 

    2)If by entering an enemy territory you see an increase in your morale you got mildly good omens. If you also see an increase in attack very good omens if you don’t see any change then the odds are against you and the enemy gets bonuses..In that case if there are enemy troops in that area and you can see their stats (with an agent for example) if you see an increase in both attack and defence (a small white bar over the green bar level) then this means the omens are VERY bad for you and very good for them...





    UNIQUE REGIONS

    There are specific bonuses to regions.so that each one of them has a unique feel but also a specific strategic importance.
    1)Increased ranged accuracy for Crete, Rhodos and Thrace (and better javelins for Thracians)
    2)Trade tariff bonus to many islands and straits like Byzantion,Kyzikos etc.
    3)Siege increase time for all regions when you control Hellispont (gateway of grain import though black sea).Hellispont also produces extra food.
    4)Amphipolis,Argos Orestiko,Antigonia give discounts to navy construction (lush forests there.)
    5) Delphi and all oracles give extra tax income But also extra diplomatic penalties (factions in control they used to lay their hands on the oracle’s coffers and that was irritating for others..).
    6)Almost all islands unlock naval caps due to their naval traditions.
    7)AOR troops are unlocked when you control certain regions.



    EMERGING FACTIONS

    Right now there are 3 Emerging factions.The first 2 represent the two most important rebellions of that time.

    1. Messenia
    2. Amphippolis
    3. Akarnanes

    These are different examples of the same strategy. Athenian occupation in Pylos almost led to a democratic helot revolt (a Spartan nightmare). And Brasidas actions in Macedon made oligarchs of Amphipolis not only to throw away Athenian democratic elements but also to worship Brasidas as their Hero and savior.

    How to achieve a factions emerge?

    Spoiler Alert, click show to read: 
    There are 2 ways
    1)Capture and liberate the appropriate region (Amphipolis and all regions in Laconia province)
    2)Incite a rebellion there after lowering local PO to -100 with agent actions,raiding,sacking settlements.


    By helping a faction to emerge you kill 2 birds with one stone. You create a problem deep inside enemy territory AND gain a valuable ally behind eney lines.



    REINFORCEMENT SYSTEM

    The 5 points that describe the reinforcement system are:
    1)As we have explained above in social system section there are 4 types of units roughly..
    a)Plain units (like javelin men or slingers etc) with no limitations in numbers,recuitment time or unit caps
    b)AOR units with unit cap limitations
    c)Starting core units (core factional units) (these are the characteristic factional units with actual historic numbers).Those units also have cap limitations and cannot be re-recruited
    d)Reserve units (also core factional units) (characteristic factional units but those consist of the young population pool that needs training or reach adulthood).Reserve units are depended from social system, manpower system and have limitations both in caps and recruitment time..

    2)All core factional units away from capital get a "traveling" penalty of 3 turns..

    3)Starting core units are recruited in 1 turn while reserve units need 12 or more turns..(depending on the unit type)

    4)Lets take as an example the case of Athens faction in the province of Euboia in the first round of the game.Euboia has 4 cities from which 2 reduce time for reserve units (manpower system)
    Spoiler Alert, click show to read: 

    Also currently in the province , there is a random event influencing recruitment time.This is shown iwhile hovering at the season icon (In this case we have spring..)
    Spoiler Alert, click show to read: 

    From all above we get
    For reserve units: 12 turns (starting)+3 (traveling)=15
    15-1 (random event) -3 (manpower system)=11




    Spoiler Alert, click show to read: 

    Now starting units are created in 1 turn.Also manpower system does not affect them.Therefore
    1 (turn recruitment) + 3 (travel time) - 1 (random event that affect all) =3




    Spoiler Alert, click show to read: 


    5)Other factors increasing rec time are : Winter (+1 for all) , enemy raiding (+1 for all) , Enemy fortification in your territory (+3 for all).
    Other factors reducing rec time are : Allied champion inspiring local population (-2 for reserve troops only) , a special military edict that puts province in military readiness (-2 for all) with increased costs.. and military buff building (trainer not barracks) (-1 for all).This last building represents the choice of player to declare a region of high priority for reinforcements.If you destroy the building or further upgrade it you loose the bonus.(of course if you upgrade it you get other bonuses from training like attack or defense bonuses but you loose the time bonus as this is only for the L1 trainer building).

    I must stress again that these time penalties only apply to core specialized units (like hoplites).Not AOR local units and not plain units from factions (like archers..etc).



    NEW SIEGE SYSTEM
    New siege mechanism simple presentation

    1)Each region increases the siege holdout time of the whole province.
    why?
    Spoiler Alert, click show to read: 
    This is done because Capitals and big cities were relying on smaller town for resources..So instead going straight to siege a heavily prepared and well supplied city you must first weaken it by taking out the provinces smaller towns..

    TIP
    Spoiler Alert, click show to read: 
    Since the player can attack small towns with no walls with no siege at all, you can simply storm lesser towns that don't have extreme defenses or big garrisons to make your life easier for capitals. Also blockading their port as usual will drop the siege time by half.


    2)Faction capitals have extra bonuses both in siege time but also in various defenses.E.g Athens and Theba. Those two inflict more attrition damage to besiegers due to cavalry usage.
    Historic Tip
    Spoiler Alert, click show to read: 
    they were using guerilla hit and run tactics with their efective cavalry to weaken the besieger.

    Sparta and Corinth have increased rate of fire for their towers
    Historic Tip
    Spoiler Alert, click show to read: 
    increased fighting attitude in civilian population. Renowned in history was the glorious defense of Sparta using old men and women throwing tiles from rooftops against the Epirotic armies much later in time of course..


    3)Military buff buildings also play a role in sieges. Range buff will increase ranged tower effectiveness, cavalry buff enemy attrition, melee buff will train your units there and increase experience therefore effectiveness.

    Spoiler Alert, click show to read: 
    [Due to the fact the Ai does not choose to built buff buildings we will try to make them worthy for building for the AI.If this do not succeed (usually it does not..) then the use of this buildings will remain in case anyone with this mod wants to play a multiplayer game with a friend (that probably has few grams of brain tissue) so those buildings would have a role there mainly..]


    4)Army stances are going to play a more active and strategic role for sieges.
    Fortify for the attacker will protect from extra attrition from the defender (forward bases to counter cavalry or skirmisher activity).
    Fortify for any defending army
    in the region that the siege is happening will increase further the attrition of the attacker (reverse effect of defensive forward bases).
    Raid will decrease the siege time (depriving resources from the defenders).

    So in summary if you want to take a province capital you need to isolated it first both by land and sea and then use 1 or multiple armies in co-junction in order to counter defender tactics. Fortunately the AI even in it's dumb state often uses its armies in fortify stances or raiding. Even in defense AI puts its armies in fortify stance. So the player should take them out first in order to protect its fellow forces from extra attrition..


    BATTLE FATIGUE SYSTEM - SCRIPTS

    INTRODUCTION
    This is an entirely new scripted Battle Fatigue (BF) mechanism..
    Currently in the game the player does not care if he is in war with 1 or 100 factions and if he is losing or winning the current war. With the BF he will care and he will feel the consequences. Now Public order will fluctuate according to parameters. How much money you got ? how many territories ? You gain or loosing land ? winning or loosing battles ? and where ? a big win can boost the prestige of your empire making it more stable while a loss can damage you and promote rebellions. So when a war is declared the player must act in order to maintain the structure of his empire intact. He Is forced to go campaigning , raiding and generally taking actions in order to keep his land controlled. All things count. Number of alliances , troop numbers number of war fronts etc.All mechanisms are dynamic and not constant. A defeat penalty will not go on forever and the same goes for a victory.In a few words there is going to be a feel of winning or loosing. BUT as it was in history a big win can turn the tables and get you back on track..The whole set of mechanics below aim to one thing. Simulate an actual warlike experience where events matter and affect the integrity of your state plus give a feel of winning or losing the war. Rome 2 evolves mainly around war and battles but strangely these events have no outcome in the player apart the obvious ones (win or lose land). In reality things were a bit different a single decisive win could turn the psychology around and transform a situation from hopeless to promising. So with the new set of the Battle Fatigue system (from now on BF) events have an outcome to your PO. This resembles the worry or the demands of the people on how war is going.
    Events are divided to general , those with positive impact to PO and those with negative impact

    GENERAL GAMEPLAY SCRIPTS
    Spoiler Alert, click show to read: 

    • REBELLIONS – WAR DECLARATIONS

    Historic background
    This is one of the most troubled periods in Greek history. Oligarchy and Democracy clash their swords to see who is going to prevail in the Greek world. Governments are over thrown and rebellions are everywhere depending on the winning side of the war. When Athens suffered a setback Oligarchic governments which were suppressed by them raised to claim their lost power. To simulate this we kept some of the early rebellions in the exact dates but for those that happened late in the Peloponnesian war we linked their triggering on events and not on dates. Loosing important regions may trigger the rebellions earlier or later than the actual historic time
    FIXED REBELLIONS
    KORKURA 428 BC
    In reality when hostilities opened between local oligarchy and democrats.Both Sparta and Athens send fleets to promote their interests by supporting the preferred side .Athens won the local sea battles and then helped democrats to get into power in Korkyra. In our case this is simulated quite accurately i think.For 3 turns Korkyra will have a PO near to -100.It is in your power to promote a rebellion there by raiding for example or send a defending fleet to put out the rebellion if it starts.
    MYTILENE 428 BC
    In reality Mytilene turned against Athens but they responded swiftly quelling the rebellion in order to stop its possible spread to nearby regions.
    A) Mytilene rebells in 428 BC as in history
    Spoiler Alert, click show to read: 


    B) If not quelled the rebellion in 5 turns then Chios rebels also
    Spoiler Alert, click show to read: 

    C) If not quelled in another 5 turns rebellion spreads to Ionia
    Spoiler Alert, click show to read: 


    TRIGGERED – REGION LINKED REBELLIONS


    1. By loosing Hellespont Euboia rebells . (Near the end of war during the wars over Hellespont Euboia rebelled)
      Spoiler Alert, click show to read: 
    2. By loosing control over Samos is another trigger for Ionia to rebel. (In history Ionian cities rebelled during the 3rd phase of war arround 412 BC when sparta started challenging Athenian dominion in samos)
      Spoiler Alert, click show to read: 
    3. For almost the same reason Chios rebelled again in the same time. waiting support from Mytilene who was also oligarchic. In our mod if by turn 80 Mytilene is not Athenian then it rebells again
      Spoiler Alert, click show to read: 
    4. If Sparta looses any territory in Lacedaimon Elis and Mantineia brake alliances and go to war against it. This was the case in Battle of Mantineia in which Athens after taking Pylos rallied Elis and Argos against Sparta.Ufortunately for them the Spartan victory discouraged any dreams of non spartan controlled Peloponnesos


    AUTOMATIC WAR DECLARATIONS
    At some points some automatic war declarations may happen according to history. This can be negated by facing in the apropriate time some also scripted army spawns. For example at some point Koinon Aitolon declares war on Athens. Shortly after a Spartan army is spawned in Western Greece. By defeating this army in the same turn it spawns then Aitolia is signing a peace treaty with Athens again. In all situations as above the player is informed with ingame texts.

    ARGOS 30 YEARS TRUCE TREATY

    Added the Argive truce script. When you are not playing as Argos it will remain neutral until 420 BC (very important for the Spartan campaign)
    In History Argos was protected until 420 BC from a previous treaty of 30 years neutrality (which ended in 420) . So you cannot declare war to Argos or Argos to anyone. When this treaty closes to end you are informed with a text to take your measures because around 420 - 418 Athens signed a peace treaty with it , Elis and MAntineia and the BAttle of MAntineia takes place. An Athenian army will spawn in MAntineia in turn 58 and if you defeated it in the same turn Elis , MAntineia will be subjugated and Argos will sign a new (fragile ) peace treaty.


    • SCRIPTED INVASIONS

    In many cases the player will face scripted army spawns for major battles. For example when you play as Sparta you will phase the Athenian coallision in Mantineia etc . The army spawns consist of the original troop composition in higher levels of difficulty and they are reduced (and sometimes not appear at all) in lowert levels. By winning the foes immediately after spawn the player usually gains appropriate diplomatic benefits. In the example above (Mantineia) you subjugate Argos for example.

    IMPORTANT TIP
    Spoiler Alert, click show to read: 
    When Spartan or Boiotian player conquers Naupaktos an automatic response from Athens is triggered and an army is spawned nearby to claim back the city. This DOES NOT HAPPEN when you take the city by a fleet. We chose this approach to encourage the player to follpow history and to simulate Spartan admiral Knemos actions in the area





    • ARMY FUNDING – DIPLOMACY

    The more % of your income is spent for army upkeep the more this is considered a hostile action causing diplomatic harm .
    Values below 50% cause diplomatic bonuses since they are considered acts of low aggression .




    • BATTLEFIELD LOOTING

    After every win you get +500 gold from looting the looser



    • DYNAMIC AI MONEY BOOST

    According to military strength AI gets some money bonuses. More for weaker states and less for stronger


    • NAVAL MOVEMENT ON WINTER

    During winter naval range is reduces considerably since triremes could not sail at all in rough seas




    • SHIP CAPTURING

    When you win a sea battle according to the size of your win you are capturing some ships of the enemy. Those ships are transported to a designated control port for each faction.
    ATHENS (for Athenian faction)
    PYLOS (for Sparta)
    ARGOS (for Argos)
    KORINTH (for korinth)
    OPOS for (for boiotia)
    SMYRNA (for Persia)

    To receive those ships you need to have an admiral docked in the home port with free spaces in his fleet slots (less than 20 ships)










    • NAVAL MAINTENACE – WOOD DECAY


    Prolonged stay in water made the ships vulnerable due to wood decay. Ships needed to dry every now or then. So there are 5 levels of decay reducing ship’s effectiveness. To counter this there are two ways.

    1. Quick repairs. Quick repair cost 50% increase to upkeep only for a turn.They remove decay from ships BUT next turn the problems continue from were they left off. To quickly fix a ship you just go in and out from a port in the same turn.This is useful if a battle is imminent and you need cheaply your ships in top form
    2. Drying – extensive repairs. They cost double upkeep for a turn and the ship must remain in the port for a turn BUT all damage is completely removed.

    Example of 2 ships.

    1. Ship A and B got the same level of damage
      Spoiler Alert, click show to read: 
    2. They go in the prots
      Spoiler Alert, click show to read: 
    3. The ship A leaves the port immediately in the same turn only to receive quick fixes while ship B stays in for a turn to receive extensive repairs
      Spoiler Alert, click show to read: 
    4. Next turn ship A has increased its decay status
      Spoiler Alert, click show to read: 
    5. Ship B is as good as new
      Spoiler Alert, click show to read: 





    POSITIVE BF FACTORS
    Spoiler Alert, click show to read: 

    • TREASURY . Amount of money gives a sense of security. Treasury effects are of 3 types > 20,000 , >10,000 and >5000. So keeping a positive income and an emergency fund will help you during war.
    • NUMBER OF ALLIANCES . The more allies you got the more secured the people. Allies are considered both the defensive and complete allies. Here we have 4 levels. >12 , >9 , >6 and >3.
    • SENDING ARMIES INTO FOREIGN TERRITORY will give the people a sense of winning since you are fighting away from own regions.. Keep in mind though that prolonged stays away have the opposite effect. For land units you can keep troops abroad for 5 turns. Longer expeditions than this cause a minor harm to PO. Sea campaigning permits you to stay away from your ports for longer. Trouble starts after 7 turns of absence . These factors do not apply for Persia.
    • Winning a battle in land
    • Winning a battle in sea
    • Winning a region
    • Annihilating an army

    (For those Battle mechanics see below the specific section for battles)

    NEGATIVE BF FACTORS
    Spoiler Alert, click show to read: 

    • NEW WARS . Each new declaration of war raises the level of PO penalties. People will not feel the same when you are at war with 3 or 6 nations at the same time so no easy declarations of war anymore. You need to think and plan your strategic expansion
    • Each new war also brings a defiance penalty to politically mixed or hostile regions (see political section of the manual) .Political enemies will get more enthusiastic in overthrowing your rule after a new declaration of war since you are having multiple fronts and they feel that it is the ideal time to rebel also.
    • BORDERS WITH ENEMY REGIONS . For every enemy you share borders you get a penalty. So sometimes you may want to close many fronts by asking an ally to take a region for you or completely destroying the threat before opening another front.
    • PROLONGED FIGHTING tires your people . You start with a small boost to morals due to early war enthusiasm but slowly every 10 turns or so PO drops regardless of the overall situation. Of course this can be easily outnumbered when winning all around the map but this battle fatigue situation happened in history and presented quite successfully even as a comedy from Aristophanis in his “Lysistrati” theatrical play
    • Losing a general in battle
    • Losing land
    • Losing naval
    • Losing land battles
    • Special cases of defeats ( all those are explained below)


    BATTLE SECTION -EXPLANATION OF EVENT INTERACTIONS
    (Or how to nullify all those negative penalties..)
    Spoiler Alert, click show to read: 
    Most of the effects above have a time duration but there are ways to remove them faster than it is expected. To do this we use a “Trait-anti-trait” system where a positive event can neutralize a negative and vise versa.
    (In red is the anti-trait and in green the trait for quick reference)

    • Defiance. This can be removed if you make a win in which you completely annihilate the opponent . By completely destroying an army (regardless of size) shows your determination to those easy to defy you and removes the negative effect. Of course another war declaration will re-enable the defiance effect.



    • Land/Sea Defeats or Wins. Defeats are divided in 3 types. Big, small and special . Wins into 2 types : Big and small

    A small defeat (for land) or (for sea) is a defeat in which you lose a battle while not stronger than the enemy and it neutralizes a small win (land) or (naval) (this is a win in which are stronger than the enemy)
    A Big defeat (for navy) (for armies) (this is a defeat in which you lose a battle while stronger than the enemy) neutralizes a Big win (for navy) (for armies) (this is a win in which are not stronger than the enemy)
    A small win , however does not negate a small loss , while
    A Big win or only negates a small defeat ,
    • Loosing/ Wining a siege battle.

    If you fail an attack siege then you only get your removed and you dont face extra penalties since failing a siege was happening very often and not that big deal..

    If you gain land then you get a positive bonus (win land ) and also this removes the following effects Loss land and special defeats (see below ) like Athenian naval defeat and Spartan land defeat .

    There are also some special cases. Loosing a land battle as Sparta is always a Big defeat BUT it can be neutralized by a Big land victory or a Siege Win .
    The same is for every naval defeat as Athens (is neutralized with Big sea victory or a Siege Win )

    • Loosing land gives the Loss Land penalty which is negated from win land
    • News of distant successes of AI in siege or distant big wins in battles also cause a small PO problem and those cannot be negated but they last only 1-2 turns if not happen again.Your only option is to out-dazzle competition with your wins..
    • A loss of General is also cannot be negated .

    As a conclusion when under pressure or after a military setback try to quickly gain land or make some wins in land and sea. You will find that a change is the situation can happen extremely fast .


    WARNING
    Some of the icons above may not be displayed due to UI limitations of the game that only permits up to 9 effect icons to be displayed in a given time BUT they remain active and cause their effects in PO regardless of them appearing in your faction effects screen

    DOWNLOADABLE- PRINATABLE PDF DOCUMENTS WITH :
    EFECTS LIST (HERE)
    EFFECTS INTERACTIONS (HERE)
    Last edited by Phalangitis; July 20, 2017 at 05:30 AM.

  3. #3

    Default Re: GaW Manual

    Feel free to ask any questions you might have.I will be happy to answer.

  4. #4
    Hero of Sparta's Avatar Libertus
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    Default Re: GaW Manual

    Looking good and im itching to play.Sparta seem to be penalised a lot more than other factions,i see why youve done this for historical reasons but im wondering if they will still be enjoyable to play or at too much of a disadvantage? anyhow,keep up the good work,i bought WOS a while back and have not played it yet as im waiting for this to be done for my first campaign.

  5. #5

    Default Re: GaW Manual

    The upkeep earnings for Sparta are great and compensate for manuifacturing profit losses i think.Also you can promote trade if you buid fleets and capture ports so this option is also open.Additionaly Sparta starts with no fleet at all and the discounts from Perian funding for building fleets are greater than Athens for example..
    In any case before release extensive game testing will happen.
    Thanks for sharing your views.

  6. #6
    =ANTiKES='s Avatar Miles
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    Default Re: GaW Manual

    great! Finally someone has to think twice before mindlessly attacking the entire world map, rambo style


  7. #7
    Hero of Sparta's Avatar Libertus
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    Default Re: GaW Manual

    Sounds good when you put it like that if you need able bodies for any testing just let me know im always willing to lend a helping hand.

  8. #8

    Default Re: GaW Manual

    sure send me your steam name either here or with PM to send you an invite for the steam group.Beta starts in a month or so..

  9. #9
    LiberalsSuckit's Avatar Laetus
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    Default Re: GaW Manual

    I would also really love to test this if you're looking for bodies.

  10. #10
    Linke's Avatar Hazarapatish
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    Default Re: GaW Manual

    I think the best way is to open up a post for beta testers, were we also state the requirements. Like you need to be willing to spend enough time every week (beta testing won't go on forever), I believe you might not have your choice on what faction to play (we need to test every faction), and you should be able to write a report like every week or be at our weekly voice chats.

  11. #11
    Hero of Sparta's Avatar Libertus
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    Default

    Sure no problem,steam name is Celtic warrior,happy to help any way i can,least i can do considering the work you guys are putting in.

    Quote Originally Posted by Linke View Post
    I think the best way is to open up a post for beta testers, were we also state the requirements. Like you need to be willing to spend enough time every week (beta testing won't go on forever), I believe you might not have your choice on what faction to play (we need to test every faction), and you should be able to write a report like every week or be at our weekly voice chats.
    Not a problem with spending required amount of time per week,not concerned which faction i play for testing,report weekly?done,no problem.The more we can help the sooner this fantastic mod will be ready.
    Last edited by M@x1mus; April 29, 2015 at 04:58 AM.

  12. #12
    Linke's Avatar Hazarapatish
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    Default Re: GaW Manual

    Ok when we're ready you'l be able to enjoy the beta. Phal says a month left but I personaly think in less time.

  13. #13

    Default Re: GaW Manual

    A public thread on Beta testing will be openned soon from Beta heads Tene and Hopl of Ilis
    What Linke means for weekly chats is that in GaW we are a democracy.Each Sunday we gather and decide about what we do for the mod all together.
    You all be notified soon guys.

  14. #14
    =ANTiKES='s Avatar Miles
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    Default Re: GaW Manual

    Quote Originally Posted by Linke View Post
    I think the best way is to open up a post for beta testers, were we also state the requirements. Like you need to be willing to spend enough time every week (beta testing won't go on forever), I believe you might not have your choice on what faction to play (we need to test every faction), and you should be able to write a report like every week or be at our weekly voice chats.
    Quote Originally Posted by Phalangitis View Post
    A public thread on Beta testing will be openned soon from Beta heads Tene and Hopl of Ilis
    What Linke means for weekly chats is that in GaW we are a democracy.Each Sunday we gather and decide about what we do for the mod all together.
    You all be notified soon guys.
    Awesome, I hope that I can test athens on legendary even tho linke said we might won't have a say in this matter but I guess athens isn't that popular anyway, so I'm good .

    Just take all the time you need, guys, if you think that there's even more possible with the GaW PP history project!

    I won't rush you like big bad Sega does, haha . And I'll help ofc anyway even when I won't get the athenians! The sole reason why I bought R2 was to play strategos so I'm ofc very motivated in helping you with the beta.
    Last edited by =ANTiKES=; April 29, 2015 at 08:45 AM.


  15. #15

    Default Re: GaW Manual

    Quote Originally Posted by =ANTiKES= View Post
    Awesome, I hope that I can test athens on legendary even tho linke said we might won't have a say in this matter but I guess athens isn't that popular anyway, so I'm good .
    I don't think you have any chance of surviving in legendary my friend..

  16. #16
    =ANTiKES='s Avatar Miles
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    Default Re: GaW Manual

    Quote Originally Posted by M@x1mus View Post
    I don't think you have any chance of surviving in legendary my friend..
    Let's test that

    Btw, you guys as modders, would you like us testers to also include video footage if possible when we report something? I understand that a lot of recording software offers free trials so people could record for free and upload it to youtube so that you can watch it!?
    Last edited by =ANTiKES=; April 29, 2015 at 11:26 AM.


  17. #17
    Hero of Sparta's Avatar Libertus
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    Default Re: GaW Manual

    Quote Originally Posted by =ANTiKES= View Post
    Let's test that

    Btw, you guys as modders, would you like us testers to also include video footage if possible when we report something? I understand that a lot of recording software offers free trials so people could record for free and upload it to youtube so that you can watch it!?
    Steady matey,im old school and have only now started using mods,thats all a bit advanced for me lol. Baby steps,baby steps,let me get the hang of mods before im bombarded with too much techy info and my head explodes.

  18. #18

    Default Re: GaW Manual

    I think no recording will be wanted..Unless some rare special cases..
    Beta heads like Tene and Holplite of Ilis will post soon i hope (maybe from monday) a thread with all requirements and stuff..

    (I still want you guys to get some fun in the proccess though..Dont tell anyone but i am the good cop.. )

  19. #19
    =ANTiKES='s Avatar Miles
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    Default Re: GaW Manual

    Quote Originally Posted by Phalangitis View Post
    I think no recording will be wanted..Unless some rare special cases..
    Beta heads like Tene and Holplite of Ilis will post soon i hope (maybe from monday) a thread with all requirements and stuff..

    (I still want you guys to get some fun in the proccess though..Dont tell anyone but i am the good cop.. )
    it's cool, just trying to make your life as convenient as possible I'll be back when the thread is up!


  20. #20
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: GaW Manual

    I like the unique regions Reminds me of RTW... Get the Statue of Zeus = everybody's happy!

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