Salve !
Hello everyone,
After more than half a year of hard work, it is finally ready.
This project started because:
- firstly, I am an huge fan of SPQR and basically this mode is the only one I play, when I play RTW;
- secondly, I always felt that SPQR 9.0 is not so well refined as it should have.
To detail the changes better, I will put them in two categories:
1. Visuals
A couple of them you can find in this tread https://www.twcenter.net/forums/show...e-campaign-map
The others down bellow:
a. A complete removal of all the water triangles, on the shores, on the entire map (I may have missed a few).
b. Removed a glitch with the disappearing shores that I have encountered.
before
after
c. The edge ...
before
after
d. Reworked the Peloponnesus region.
before
after
e. Reworked the Carpathian mountains region.
before
after
before
after
And many other changes here and there that I hope you will discover for yourself.
2. Campaign map
The new map is an enhanced version of the SPQR 9.0 old map.
The map has 32 new regions.
The other mainly visual, but not exclusively visual changes to the map are:
- renaming of some regions and towns;
- replacing of some towns;
- redrawing of some regions and borders;
- redrawing of some river courses;
- reworking of resources, this includes adding, removing and replacing of resources on the map.
The other changes that I made are:
- corrected the victory conditions and triggers (it is now displayed correctly under the faction summary window button and it will trigger);
- a new map in the background on the select faction menu (at the beginning of the imperial campaign);
- the UI will show now all the buildings under the "show building browser" button;
- the buildings are not all roman anymore (the already build buildings in the towns, from the beginning of the game);
- reworked all the temples (the bonusses are now, as much as possible, in accordance with the description of the temple);
- the temples will give bonuses only to the faction which built them, except the roman temple of Jupiter. For example if one faction will worship the god Ares in one particular town and if that town will be conquered by another faction who worships completely different gods, it will not receive any bonuses, which makes sense;
- brought back the temple of Athena for the greek_cities, and added slightly better bonuses for the city of Athens if the temple is built there;
- repositioned a lot of ports for better trade routes;
- created some land bridges between Scandinavian lands and the main land Europe, because the faction Germania is deprived of the ability to build ships, it can not move troops between the two landmasses and in late game it has the tendency to mass troops in Scandinavia and leave main land Europe not so well defended;
- all the factions are now aggressive, no more passive nations except romans_senate. Using hidden resources and some modifications in the export_descr_buildings file I managed to achieve something interesting (a different approach on the super factions fix, but not entirely a fix). I created for each faction (except the romans faction) an realm, if the AI conquers new regions outside of this realm it will receive a lot of negative bonuses in the new regions and that will always lead to riots and rebellion. So... like this all the factions will be aggressive but they can not become superpowers. Some regions are FREE_FOR_ALL. For this playing with the 4turns/year script (SPQR script) is mandatory. This effect will be greater between factions with different cultures and/or if you will play the game (campaign map difficulty) on H/VH settings. On H/VH population boom bonus will be smaller;
- every region has now recruitable mercenaries, I also changed the recruitment pools (playing on H or VH campaign map difficulty will make the AI recruit mercenaries);
- new rebel factions names and new rebel army compositions;
- corrected some mistakes in the SPQR script related with the towns mainly named "Locus", there was a coordinate inversion between many towns (Locus_Picti comes in to my mind now). The coordinates from Locus_Picti were allocated to another town and if the generate unit command was trigger through the script near the town Locus_Picti it would have generated the unit in a different location and not in the Locus_Picti town;
- the Marian reforms will now take place in the 5 regions that surrounds Latium (Roma) when you build the imperial palace. I changed it in this way because in one of my simulations the Senate had actually triggered the reforms, before I managed to conquer it. Maybe you, as a player, would like to be in control, when to trigger the reforms. In this way the Senate will not be able to trigger the reforms anymore;
- after the Marian reforms are triggered you will receive a small law bonus in the towns where you can recruit the legionary first cohorts (the 28 legionary first cohorts) to reflect the fact that better trained and better organized troops will lead to more control over the local population and more submission from them. Also after the Marian reforms are triggered all the other factions will receive a +1 to recruits_exp_bonus to balance a little the fact that you will get access to far better troops;
- the AI factions will not be able to recruit elite units from anywhere, anymore. The barbarian factions will be able to recruit elite units only from the regions where the barbarians live, the same for greek, egyptian, carthaginian and eastern factions;
- in the towns Sparta, Hierosolyma, Susa and Babylon you will be able to build large_stone_walls, to reflect their importance from that period of history;
- corrected some small mistakes in the export_descr_buildings.txt file like the fact that the amphitheater was not available to be built on the 4th tier level of the town, only on the 5th tier level;
- some small adjustments to the buildings bonuses to make it all more coherent;
- and other changes that I can not remember right now, but when I will, I will write them down.
The changes related to towns, regions or rebel tribes manes were made using some ancient maps and a lot of wikipedia. I always tried to be as accurate as possible and I tried to keep their latin names.
The battlemap gameplay is left untouched !!!
I really hove you will enjoy this and do not get disappointed because I dedicated a lot of my free time in to this and I worked with passions and love on it.
This is not an official patch and it has not been yet approved by Lt1956. This is just a new coat of paint for SPQR that I'm anxious to share with you all. Everything that do not fits the mod correctly, can be changed or scraped.
I have not created this modifications for personal glory or gain and I do not intend to offend the creator of this mod, Lt1956, by adding submods to the forum. I just want to share some ideas.
The files needed you can download from here:
https://drive.google.com/file/d/1ded...ew?usp=sharing
https://filetransfer.io/data-package/BGXQHeXq#link
From here you can download the extra ancient maps pack (not needed for the game):
https://drive.google.com/file/d/1pux...ew?usp=sharing
https://filetransfer.io/data-package/EA6NLm0G#link
Just override the files from the archive in to the game folder. Enjoy !!!