This will definitely be helpful, thanks
The roman mints active in 356 AD that could be theoretically put in the game (being in provincial capitals).
Alexandria
Antiochia
Byzanthium
Cyzicus
Rome
Sirmium
Thessalonica
Triers
Lugdunum
A full economic overhaul would be complicated and would run in all the kind of issues, such as scale (for example what does a unit in the game stand for in terms of upkeep) and the very limits of our knowledge of the roman world. In particular the size of the late roman army and the characteristics of the roman economy are hotly debated topics. I will just put some info that might be of some help, time permitting.
awesome, you just saved me a lot of time
I agree with ur second point too, i just try and use this sort of info to spice up my mods. I feel like historical accuracy helps with the immersion factor
And got some extra materials:
Spoiler Alert, click show to read:
Last edited by Lifthrasir; December 02, 2016 at 08:18 AM.
Think I'm starting to feel inspired to do the nomadic factions
Very compliments for your great work! I can't wait any estimated data release?
CAMPIONI del MONDO!!!!!
I really need to reskin the naval troops and create a little differentiation between East and West Romans. I can probably get most of that done this weekend then its just a matter of balancing the starting cities and armies which can be done in a day.
So if everything goes according to plan I hope to have it out by next weekend.
Last edited by Athos187; December 01, 2016 at 10:15 AM.
Reunite Rome mod:
Got permission to incorporate this mod into the overhaul, you can check it out here:
http://steamcommunity.com/sharedfile.../?id=744362633
This is another bit of inspiration for the mod. I really want to capture the dynamism of the late Roman cavalry, so you can expect a nice mix of cavalry units in your starting armies:
As part of this I am going to incorporate Jacobeast's Equites Sagittarii Romani mod so that the Western Romans can get mounted archers:
http://steamcommunity.com/sharedfile.../?id=762747879
Last edited by Athos187; December 01, 2016 at 02:36 PM.
Whetever its need to add campaign war wearness, and 12 turn per years.
War weariness is added to all my mods but a lot of people prefer 4 turns a year.
What if used alone submod ? That could be great.
Maybe i will make it the 12 turn submod if you've done.
Last edited by mhawari; December 03, 2016 at 04:44 AM.
Yes that's the spirit, Maybe later u will add Hara Huna (Kidarite), Berber Tribe's, Moors (Mauri), Onugurs, and more.
Ya as I'm learning more about the time period I'm seeing the other faction changes I need to make
Need some pictures for reference for units?
I want to do the germans, the goths and the sarmatians next. I actually need to do some startpos editing of the nomadic factions to make things a bit more historically accurate too so will take longer.
The more I read about this time period the more I realize how much stuff needs to be changed
Last edited by Athos187; December 04, 2016 at 12:17 PM.
This might be help http://www.twcenter.net/forums/showt...1-1-2016-09-09