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Thread: Mini-factions of Thera

  1. #1

    Default Mini-factions of Thera

    The sub-mod "Mini-factions of Thera" continues, I'm going to root out any bugs I can find and continue to improve the submod, adding more units to the new factions, improving the game-play, balancing the economy and the units, adding more portraits and ancillaries and creating new interesting factions and stories.
    The sub mod will be ready in late October

    The sub mod “Minifactions of Thera” has the following changes:


    -----GAME-----

    - 9 new factions (Men of Ysmirr, Varia Noble Seats, House Vexille, Blessed Armada of Deliverance, The Decadent Republic of Vezzarra, Padméa-Phobosia, The Triarchy, The Hadean Priesthood and the Sons of Areus)

    - 12 changed factions (Sovereign Order of the Dragon, Vikian Jarldoms, Black Army of Faust, The Golden Bank, Order of the Valiant Knights, Clergy of Mistland, Holy Sword Brethren, The Wise Taharids, Slaver Corsairs of Vashta Dynasty, Sublime Shahdom of the Immortals, The Hegemony of Constantium and The Horde of Lao)

    - removed old vanilla ancillaries and replaced with new ancillaries (faction ancillaries: Throne of Chromirr, Golden Scimitar; office ancillaries:
    Order Reclusiarch, Vizier of the Slave Soldiers; person ancillaries: Shelamzion the Courtesan, Jan Helman the Reformer; regional ancillaries: Padméan Dancer, Numari Slave Guard; and the Spoils of War, given to the commanders who take rich cities of Mesocala and other important cities)

    - changed units (some have regional names, ex: Corellian Company, Vleh Shepards, Beustrian Battle Brothers; faction elites have other names, ex: Angels of Death, Courtier Horsemen, Leonguard)


    - changed unit owners


    - Constantium has 4 political parties with different ideologies


    - regions, cities and castles renamed (ex: Haar-City of Light, Vezzarra-City of Carnivals, Bendeli-Seray of Thiefs, Sybaryon-City of Pleasure)


    - starting campaigns in the middle of wars (ex: Armada of Deliverance and the League of Privateers are engaged in a huge naval battle; Tushkans led by Tahar are about to destroy the retreating crusaders in the desert, Vlad Dracule sent his eldest son to deal with a traitor boyar)


    - all rebels reworked, they have now their own specific regional names and troops (ex:
    Thiefdoms, Huang Prefects, Patrician Conspiracy, City-States of Hesperos, Plague Horrors, Wolfmen) and are more connected to the playable factions stories and campaigns

    - 13 personalized Legions of Constantium


    - changed stories


    - changed religions (ex: The Creed, Pleasure Cults)


    - all starting rulers, commanders and princesses have personalized portraits


    - Crusade changed to “Purge” -in the name of the Demiurge, for the Purity of The Faith


    - Jihad changed to “Serpent's Retribution” -The
    priests and shamans visited by the Serpent God will preach for new campaigns of retribution, greater the Greystoke's Retribution over the Inquisition's capital of Haar

    - changed interface


    - N&S content

    - changed cultures

    - new loading screens

    - changed offices, titles and names

    -
    proper portraits for Jotnarr Commanders

    -
    proper portraits for Zuabii Commanders

    -
    proper portraits for Tushkan Commanders

    -
    proper portraits for Numari Commanders


    -
    proper portraits for Taifa Commanders


    -
    proper portraits for Immortals Commanders


    -
    proper portraits for Corsair Commanders


    -
    proper portraits for Hesperosi Commanders


    -
    proper portraits for Lykan Commanders


    -
    proper portraits for Reptarri Commanders


    -
    proper portraits for Sumari Commanders


    -
    proper portraits for Chuan Commanders


    - new banners

    - legendary generals
    (ex: mercenary commander Comrebo Labienza for the Golden Bank; Tashfin the Scorpion for the Taharids; tribune Quintus Torvus for the Legions; Haluk the Viper for the Immortals; Grand Admiral Makabius Vulker for the Armada of Deliverance)

    - changed quotes

    -
    re-balanced unit upkeep

    - new diplomatic relations

    - new provinces and cities


    - new recruitment buildings for naval troops and slave soldiers

    - rebels are more powerful and harder to conquer

    - major ongoing revolutions
    (ex: Vexille
    Rebellion and Peasant Uprising on Salia landmass; Boravian religious unrest on Bellika landmass; Gladiator Rebellion on Avernus landmass; Reptarri Slave Revolt on Hadealandmass)

    - all Chivalric Kingdoms and Grand Duchies transformed to Religious Military Orders

    - 3 rival maritime powers
    (League of Privateers, Armada of Deliverance and the Slaver Corsairs)

    - now all continents have at least one playable faction


    - new victory conditions

    - new AI campaign labels, borrowed from Europa Barbarorum II

    - some small errors with family trees and buildings in descr_strat repaired

    - new faction images

    - all unit-infos appear now

    - more units for the mini-factions

    - rebels have distinct religions, dominant in their respective regions (ex: Keshim are heretic, Otjuks adopted Elgabalus as their god, Reptarri and Zacatecos worship animal deities, and so on)

    - more realistic and more limited AOR

    -----NORSELUND-----

    - the Warlord of Ysmirr has become a Serpent cultist. Now Ysmirr, Padmea, the Chosen of Kukulkan and the League of Privateers have the same religion, making the cult of the Serpent God, a serios rival to the Demiurgic Creed

    - the assassination of the Ruler of Chromirr at his wedding with a princess of Brewall started a succession crisis that implicate the forces loyal to the new princess of Chromirr and her Brewalic Heroes, the Order of the Holy Sword, the son of the Warlord of Ysmirr and the Zhulaki Raiders.

    -----CHIVALRIC WORLD-----

    - new portraits for all Chivalric leaders, generals, princesses and priests

    - two landmasses renamed (Europa becomes Salia and Thetra becomes Galba) along with some provinces and cities

    - now House Vexille is beyond redemption, as the faction religion is changed to heretic so they wont appear in the circle who elects the Grand Inquisitor, they are isolated and will have to resist against the full power of the Inquisition and the militant Orders

    - the Good Knights failed to secure Salia and the Grand Inquisitor placed them under the authority of the Valiant Knights

    - Northern Invasions on Translavia, Mistland, Salia and Galba

    - the islands of Translavia are home for the main castle of the Valiant knights, an Inquisitorial Mining Prison and the Fortified Depositary of the Inquisition

    - changed diplomatic relations, the Inquisition has more power over the Chivalric Orders

    - the alliance system is more dynamic and the player will now have to consider more seriously if he attacks a faction, because next turn, the faction’s allies will declare war, or if he enters in alliance with a faction that has powerful enemies; for the Chivalric Orders and Armies will be especially difficult to be at war with a Chivalric rival and not suffer excommunication, isolation and crusades, from the Inquisition; the player will have to prepare his faction to face those consequences …or pursue, by other means, a secret war against rivals; disrupting their economy or social order, eliminating powerful rulers or undermining their alliances, to isolate them and then start the military invasion, while keeping good relation with the Inquisition, by tributes or religious zeal

    - the Slaver Corsairs have assembled a vast fleet, planning to make a surprise attack on Haar, the center of the Inquisition, but the fleet was caught by a great storm and failed to reach the Inquisitorial island. The remnants landed somewhere on the shores of Translavia, where the Corsairs started to raid and enslave the locals.

    - new scenario in Translavia, a decisive battle is about to begin as the Varia Boyars have betrayed Vlad Dracule and have joined with the Vikian Warbands, blocking the Vlohian Host after crossing a river

    - the conflict between the warring factions of Translavia will be dwarfed a far greater and terrifying threat that is beginning to unleash upon the Landmass.

    -----BELLIKA-----

    - new portraits for all Moderate leaders, generals, princesses and priests

    - Otterbach, the greatest crusading noble house (that was the main rebel sub-faction antagonist of Faust), becomes playable, so the players can have the option to resist against sectarian tendencies that spread in Northern Bellika and defend the Inquisition’s interests, fighting with zeal and swords against the guns of Faust, the mercenaries of the Golden Bank and the heretics; and, perhaps, save the doomed crusade in the Tushkan Desert (or, at least, recover the lost banner)

    - the starting regions of all Mercantilist Factions in Northern Bellika are changed, so these factions will have more room to expand

    - new faction: Vezzara

    - “the Money States”, as are collectively known the city-states of Vezzara, Sardova and Tyragliano, belong to the Bellikan Mercantilist Culture and the Vezzarans have colonies on Mesocala and Huang-Chuan

    - Vezzara has a different religion, inspired by an ancient cult of a Bellikan tribe that once inhabited the region at the coming of the Demiurgic Creed. The Money States and especially Vezzara, were wronged by the Inquisition and Otterbach Overlords and Vezzaran Patricians chose to reject the Demiurge and replace him with The Laughing God at the center of worship, and, they also have developed a hedonistic decadent society obsessed by pleasure, luxury and never ending carnivals

    - in Vezzara, all the patricians and commanders are wearing masks in public

    -----SLAVERS WORLD-----

    - new portraits for all Slaver leaders, generals, princesses and priests

    - after Immortals takeover the Malikate, the Vashta escaped and became corsairs

    - the ministerial offices of the slaver factions become more important, and all slavers start with holders of the titles in positions of power, in accordance with their offices

    - new infrastructure system for the slavers

    -----MESOCALA-----

    - The Inquisition commanded the Order of Blood Knights to establish a base on Mesocalan coast, competing with the explorers of Faust, of the Golden Bank and those of the Money States

    - new Meso ancillaries

    -----SOUTHERN CONTINENTS-----

    - The Renegade Legion becomes the second pillar of the Sons of Areus

    - new faction: Priesthood of Death, (it’s the former Hispania moved from between the Cross and the Crescent, between the Uruks and the Legions)

    - the former priests of callisto are transferred to the Priesthood of Death

    - now the Freehold has only former gladiators and slaves of all species in its armies, becoming a true Spartacus-like faction

    - gladiator rebels from Avernus, and the Reptarri miners from Hadea, joined the Freehold

    - new spark of conflict: the people of the island of Samotra were attacked by pirates and desperately called for help both the Hegemony of Constantium and the Padmeans. When help arrived, the pirates were gone, but the two rival armies are on the same tiny island, beginning a war that can mean the end o one of them (like in the real time history, Rome and Carthage started the First Punic War when they were called to help by the same city-state in Sicily)

    - The Tyrant of Sybaryon joins forces with the Ethureans and the lost colony of Trantosia, to resist against the Legions of Constantium, forming the Triarchy

    - now the Freehold has not only Uruk but also Lykan, Reptarri and Human commanders

    - the Lao Horde wont be the single playable faction on the continent of Huang-Chuan, now there are three factions competing for it’s domination, along with three rebel groups: Huang Prefects, Chuan Military Junta and Sumari Hordes
    Last edited by Boyar of Translavia; September 09, 2018 at 05:05 AM.

  2. #2
    Incredible Bulk's Avatar Vicarius
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    Default Re: Mini-factions of Thera

    Nice great news

  3. #3

    Default Re: Mini-factions of Thera

    Splendid!

  4. #4
    Bellus88's Avatar Ducenarius
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    Default Re: Mini-factions of Thera

    Quote Originally Posted by Boyar of Translavia View Post
    The sub-mod "Mini-factions of Thera" continues, I'm going to root out any bugs I can find and continue to improve the submod, adding more units to the new factions, improving the gameplay, balancing the economy and the units, adding more portraits and ancillaries and creating new interesting factions and stories.
    The old changes can be found in the thread "Thera Submod is coming" and some of the new changes that will be present in my new version I will post here:

    -----GAME-----

    - new AI campaign labels, borrowed from Europa Barbarorum II

    - some small errors with family trees and buildings in descr_strat repaired

    - new faction images in menu and campaign

    - all unit-infos appear now

    - more units for the mini-factions

    - new rebel subfactions: Sidenites, Zuabii Caravaners, Endorians, Reptarri, Boravian Sects, Pirate Incursions, Religious Unrests and Thiefdoms

    - new victory conditions

    - more realistic and more limited AOR

    -----NORSELUND-----

    - the Warlord of Ysmirr has become a Serpent cultist. Now Ysmirr, Hadean League, the Priesthood of Kukulkan and the Privateers have good relations, making the cult of the Serpent God, a serios rival to the Gnostic Creed

    -----CHIVALRIC WORLD-----

    - new portraits for all Chivalric leaders, generals, princesses and priests

    - two landmasses renamed (Europa becomes Salia and Thetra becomes Galba) along with some provinces and cities

    - now Vexille and Premysle houses are beyond redemption, as the factions religion is changed to heretic so they wont apear in the circle who elects the Gand Inquisitor, they are isolated and will have to resist against the full power of the Inquisition and the militant Orders

    - the Good Knights failed to secure Salia and the Grand Inquisitor placed them under the authority of the Valiant Knights

    - scripted Vikian Invasions on Translavia and Salia

    - changed diplomatic relations, the Inquisition has more power over the Chivalric Orders

    - the alliance system is more dynamic and the player will now have to consider more seriously if he attacks a faction, because next turn, the faction’s allies will declare war, or if he enters in alliance with a faction that has powerful enemies; for the Gnostic Orders and Armies will be especially difficult to be at war with a Gnostic rival and not suffer excommunication, isolation and crusades, from the Inquisition; the player will have to prepare his faction to face those consequences …or pursue, by other means, a secret war against rivals; disrupting their economy or social order, eliminating powerful rulers or undermining their alliances, to isolate them and then start the military invasion, while keeping good relation with the Inquisition, by tributes or religious zeal

    - men of Wotan are moved from Norselund to Translavia to be transformed in a faction that is something between Magyars, Saxons and Normans, they are northerners employed by the Varia Boyars, in exchange for land grants and other privileges

    - new scenario in Translavia, a decisive battle is about to begin as the Varia Boyars have betrayed Vlad Dracule and have joined with Vashta slave soldiers, blocking the Vlohian Host after crossing a river

    -----IBELLIKA-----

    - new portraits for all Mercantilist leaders, generals, princesses and priests

    - Otterbach, the greatest crusading noble house (that was the main rebel sub-faction antagonist of Faust), becomes playable, so the players can have the option to resist against sectarian tendencies that spread in Northern Ibellika and defend the Inquisition’s interests, fighting with zeal and swords against the guns of Faust, the mercenaries of the Golden Bank and the heretics; and, perhaps, save the doomed crusade in the Ibellikan Desert (or, at least, recover the lost banner)

    - new faction: Vezzara

    - “the Money States”, as are collectively known the city-states of Vezzara, Sardova and Tyragliano, belong to the Ibellikan Mercantilist Culture and the Vezzarans have colonies on Mesocala and Huang-Chuan

    - Vezzara has a different religion, inspired by an ancient cult of an Ibellikan tribe that inhabited the region at the coming of the Gnostic Creed. The Money States and especially Vezzara, were wronged by the Inquisition and Otterbach Overlords and Vezzaran Patricians chose to reject the Demiurge and replace him with The Laughing God at the center of worship, and, they also have developed a hedonistic decadent society obsessed by pleasure, luxury and never ending carnivals

    - in Vezzara, all the patricians and commanders are wearing masks in public

    -----SLAVERS WORLD-----

    - new portraits for all Slaver leaders, generals, princesses and priests

    - only the factions with the cult of Elgabalus can participate in Great Enslaving Campaigns; Hadean League and Lao Che are influenced by Slaver culture and use slaves, but retain their own religions (in order to have different portraits)

    - The Slaver Corsairs become the new slaver faction of Padmea and all four slaver factions have access to corsairs

    - Padmea is a new slaver faction that is inspired by Carthage, Palmyra and Mysore

    - the ministerial offices of the slaver factions become more important, and all slavers start with holders of the titles in positions of power, in accordance with their offices

    - new infrastructure system for the slavers

    -----MESOCALA-----

    - The Inquisition (Valiant Knights) has established a base on Mesocalan coast, competing with the explorers of Faust, of the Golden Bank and those of the Money States

    - new Meso ancillaries

    - Paynal territories expanded; now Paynal, Otterbach, Vikian Jarls, Golden Bank’s pawns, the Taharids, the Legions and the Privateers start as the largest powers, with five regions each

    -----SOUTHERN LANDMASSES-----

    - a forgotten Hesperosi Colony in Hadea becomes the third pillar of the Sons of Areus, wih Lacedora and Mondas, giving the player more units and provinces

    - new faction: Hadean League, (it’s the former Hispania moved from between the Cross and the Crescent, between the Uruks and the Legions)

    - the former priests of callisto are transferred to the Hadean League

    - now the Freehold has only former gladiators and slaves of all species in its armies, becoming a true Spartacus-like faction

    - gladiator rebels from Avernus, and the Reptarri miners from Hydrapoor, joined the Freehold

    - new spark of conflict: the people of the island of Samotra were attacked by pirates and desperately called for help both the Legions of Constantium and the Padmeans. When help arrived, the pirates were gone, but the two rival armies are on the same tiny island, beginning a war that can mean the end o one of them (like in the real time history, Rome and Carthage started the First Punic War when they were called to help by the same city-state in Sicily)

    - now the Freehold has not only Uruk but also Lykan, Reptarri and Human commanders

    - the Lao Che wont be the single playable faction on the continent of Huang-Chuan, now there are three factions competing for it’s domination

    I didn't like your Mod because it seemed like there were too many pointless factions and it just ruined an already established Lore, also the fact that Dracule had no Blood Knights was bad.

    Can you please have 2 versions of your Mod? The reskin for UI/Portraits was great on it and a reskin of THERA with your unit portraits but no new mini factions would be better.

  5. #5
    Nerva's Avatar Ordinarius
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    Default Re: Mini-factions of Thera

    While I feel you have quite a thing for Translavia, I'm looking forward for what you come up with this time Boyar.

    Cheers!

  6. #6

    Default Re: Mini-factions of Thera

    This looks promising, i'm looking forward to it
    Thank you :')

  7. #7

    Default Re: Mini-factions of Thera

    I've seen that we have a lot of romuli players and I have decided to add more legions for the Hegemony of Constantium:

    1 Primus Murus!
    --Legio I "Castra" is the first legion of Constantium and was first created to man the walls of Constantium. At the moment, the first Legion, together with Legio III "Scutum", is stationed to guard the mountain pass between Hadea and Avernus, tasked with keeping whatever horde comes from the dark lands of Hadea at bay. It is composed of 7 legionary cohorts of praeventores and 3 auxiliary cohorts of torvii. Its composition can be adjusted according to the budget, the wish of the commander or the situation of a campaign. The legion has soldiers that are expert in archery, fort building, as well as close combat. The most stern defenders are the best to be entrusted with the command of this Legion.

    2 Vae Victis!
    --Legio II "Pax Constanta" is the pacifier of Avernus. It was first used to put down a proletarian uprising in Constantium and has developed, in time, a counter-insurgency role, being stationed in the interior Avernus, to keep the peace by suppressing any rebellion. It is composed of 7 legionary cohorts of vigiles and 3 auxiliary cohorts of torvii. Its composition can be adjusted according to the budget, the wish of the commander or the situation of a campaign. The most determined generals are the best to be entrusted with the command of this Legion.

    3 Aut Vincere aut Mori!
    --Legio III "Scutum" was created to guard the frontiers and is specialized in defensive warfare, being similar to Legio I "Castra". Years ago, some peoples of Avernus tired of the heavy tax burden brutally imposed on them in order to maintain the Legions, rebelled against the Hegemony of Constantium and fled into Hadea (where they would eventually create the enclave of Mondas), passing around the third Legion. For this shameful failure, the Legion commander has been ordered to commit suicide and the Legion was decimated. It is composed of 7 legionary cohorts of limitanei and 3 auxiliary cohorts of torvii. Its composition can be adjusted according to the budget, the wish of the commander or the situation of a campaign. The most stern defenders are the best to be entrusted with the command of this Legion.

    4 Aries ad Portas!
    --Legio IV "Expugno" was created in the need of the Hegemony of Constantium to be able to conquer defiant cities and is specialized in siege warfare. The Legion was destroyed by the Uruk at the Battle of Demos but was recreated and dreams to inflict the vengeance of Constantium upon much hated Demos. It is composed of 7 legionary cohorts of expugnavii and 5 auxiliary cohorts of iacii. Its composition can be adjusted according to the budget, the wish of the commander or the situation of a campaign. The most brave and also brutal generals are the best to be entrusted with the command of this Legion.

    5 Divide et Impera!
    --Legio V "Fabiana" was created as a continuation of Legio IV "Expugno" in order to suppress any help that can come to a besieged enemy city. This Legion is specialised in disrupting enemy reinforcements or supply lines by maneuver and guerilla warfare. It is composed of 5 legionary cohorts of antesignani and 5 auxiliary cohorts of speculatores. Its composition can be adjusted according to the budget, the wish of the commander or the situation of a campaign. The most cunning strategists are the best to be entrusted with the command of this Legion.

    6 Invictus Exulti!
    --Legio VI "Invicta", also called "the Front-line Legion" as its role is to hold the line in the big battles. After the Battle of Demos, is was the only Legion that managed to retreat from Hadea to the Heracalan Bastion undefeated. It's invincibility was possible because its open-minded commanders listened to an auxiliary soldier of the Legion, who had the idea that the Uruk heavy infantry can be kept at bay with the heavy bolts of the ballistae. Since then, willing to keep its legendary invincibility, Legio VI "Invicta" has experimented with many new technologies and trained its legionarii and auxiliarii with new types of weapons and tactics, even adopting a foreign weapon called the "arcebus". It is composed of 6 legionary cohorts of arcebusarii and 5 auxiliary cohorts of ballistarii. Its composition can be adjusted according to the budget, the wish of the commander or the situation of a campaign. The most intelligent tacticians and innovators are the best to be entrusted with the command of this Legion.

    7 Ad Maiorem Gloriam!
    --Legio VII "Aqvila" was created by the need to reinforce the other Legions and is specialized in speed and flanking warfare. In order to reach in time to the trouble spots and reinforce the flanks of a comrade Legion in need, all its cohorts are mounted on horseback. It is composed of 5 legionary cohorts of lanciarii and 5 auxiliary cohorts of sagitarii. Its composition can be adjusted according to the budget, the wish of the commander or the situation of a campaign. The generals most capable in taking quick decisions are the best to be entrusted with the command of this Legion.

    8 Audentes Fortuna iuvat!
    --Legio VIII "Audax" was created by the need to reinforce the other Legions and is specialized in shock warfare. In order to reach in time to the trouble spots and reinforce the comrade Legion in need, all its cohorts are mounted on horseback. It has the smallest number of soldiers compared to the other Legions, but all of them are heavily trained and heavily equipped professionals. It is composed of 3 legionary cohorts of cataphractarii and 3 legionary cohorts of clibinarii. Its composition can be adjusted according to the budget, the wish of the commander or the situation of a campaign. The most daring generals are the best to be entrusted with the command of this Legion.

    9 Mare Nostrum!
    --Legio IX "Classiaria" comprises the naval forces of the Hegemony of Constantium. Even though their ancestors from Troylium were famed seafarers, the citizens of Constantium developed as a primarily land-based people and remained so. Because of that, Legio IX "Classiaria" uses foreigners as marines and slaves as rowers and doesn't have the prestige of the other Legions. It is composed of 5 auxiliary cohorts of classiarii, 4 auxiliary cohorts of speculatores, and 4 cohorts of helots. Its composition can be adjusted according to the budget, the wish of the commander or the situation of a campaign. The most adventurous commanders are the best to be entrusted with the command of this Legion.

    10 Arcana Imperii!
    --Legio X "Arcana" is the most special, elite and ruthless of the Legions. It is used only in the most important military missions, against the most dangerous enemies that can be a mortal threat for the Hegemony of Constantium. It is composed of 2 mounted cohorts of arcani, 4 extraordinary cohorts of arcani and 3 feared arcani cohorts of purgationes. Its composition can be adjusted according to the budget, the wish of the commander or the situation of a campaign. The most secretive, skilled and ruthless generals are the best to be entrusted with the command of this Legion.

    11 Ethurea est Fidelis!
    --Legio XI "Fidelissima" is made of the Ethurean loyalists. When Lakridea, the chief polity in Ethurea, formed the Triarchy with Padmea and Trantos, all Ethureans pressed to serve in the auxiliary cohorts of the Legions, deserted and joined the insurrection against Constantium, only this Legion remained loyal to the Hegemony. It is composed of 7 cohorts of ethurean scutarii. Its composition can be adjusted according to the budget, the wish of the commander or the situation of a campaign. The most obedient generals are the best to be entrusted with the command of this Legion.

    12 Amicus Hesperos!
    --Legio XII "Amica" is composed of Hesperosi soldiers raised to fight for the Hegemony of Constantium. They came from the city-states allied with Constantium that need the protection of the Legions and signed treaties that oblige them to provide men for this Legion. It is composed of 4 cohorts of companions, 3 cohorts of falangists, 4 cohorts of hoplites and 4 cohorts of helots. Its composition can be adjusted according to the budget, the wish of the commander or the situation of a campaign. The most loyal generals are the best to be entrusted with the command of this Legion.

    13 Morituri te Salutant!
    --Legio XIII "Rudiaria" is composed of pressed gladiators and other foreigners. "The Last Legion" was raised by necessity, to add one more Legion to aid the war effort of the Hegemony of Constantium. The slaves of this legion are used by their masters without mercy, they are sent to suicidal campaigns. Leading this legion of slaves in suicidal missions is a dishonorable task. Therefore only the men who lost favor or are mistrusted are punished with the command of this Legion.
    Last edited by Boyar of Translavia; April 16, 2018 at 05:56 AM.

  8. #8

    Default Re: Mini-factions of Thera

    I tried this mod enought in those weeks, and i have to say that it's unpolished and unbalanced/kinda random (nudes, bad Photoshops and pics taken randomly here and there)
    Stop add new units/features, and focus on the polish of the mod, because it looks (without offense) pretty "trashy" right now, and i hope to see it evolving in a more serious and polished manner in the future

  9. #9

    Default Re: Mini-factions of Thera

    Thanks for your advice. You're right, but, unfortunately, I'm not very skilled in those areas of modding, I'm a beginner in modding.
    For the future version, I've been experimenting with the labels from the awesome mod Europa Barbarorum II, and I've managed to improve the diplomatic system, aggressiveness of the rebels and of some warlike factions.
    About the nudity, the thing is that I've personalized many M2TW mods that I like to play, and I haven't used it in the others. But it is a decision of mine to use it in Mini-factions of Thera, because I've noticed in the past, on the internet, some interest for a combination of Total War and sexuality, and I just want to give this option for those interested and create a sexualised sub-mod to answer to this demand. I thing that it's good to have mods and sub-mods that cover all the niches. It's like TV networks, they try to cover all areas of information (unfortunately, regarding history niche, they are disappointing as they have programs that have nothing to do with history, or programs that over and over again speak about WWII, over and over, we already know all the details of that war). The world of Thera is a fictional world, does not represent a certain timeline of our history, and so, it's perfect for the role of creating a fantasy sexual society (like the most famous TV show) .
    After I'm done with the new version of this sub-mod, I will have no objection to give it to a veteran modder, to add the needed changes for the balance of the game, if someone wants to do it, of course.
    Last edited by Boyar of Translavia; April 18, 2018 at 03:20 AM.

  10. #10

    Default Re: Mini-factions of Thera

    Maybe you should gather around some modders to help you then, and grab this occasion, because the idea is good and the factions/features are interesting, but everything it's bad-rapresented with those raw and unpolished work, and it's a shame
    I'm currently working with Metal Pidgeon for a mod, so i really can't help you right now, but i suggest you to ask for help, good luck

  11. #11

    Default Re: Mini-factions of Thera

    Can you fking post a download link?....

  12. #12
    Virian's Avatar Civis
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    Default Re: Mini-factions of Thera

    If not then at the bery least send a copy?

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