Originally Posted by
Boyar of Translavia
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