LATEST VERSION
https://www.twcenter.net/forums/show...1#post16118811
Intro
This micromod aims to revamp EBII's Hellenistic Polis, Hellenistic Colony, and Colony Points systems. The goal is to provide a fresh yet challenging experience for Hellenistic factions, first and foremost. Historical accuracy follows extremely closely in second, with gameplay balance trailing far behind in third. After all, history was not fair, and interpreting history in an interesting way is bound to make some factions strong, while others weak. Again, I must disclose that I am not a real historian, and that all these micromod changes are based off of evidence available to the average guy. So, not much.
First is an overview of the changes and the reasons why they were changed. At the end of this post are the installation steps, so scroll down if you want to install first, ask questions later.
Colonization
The Hellenistic Polis's building description makes this important point:
- It must be populated by Greek or Macedonian descendents. It's not enough to simply have a hellenized foreign population - a batch of Greek or Macedonian colonists MUST be transplanted into a future colony site and establish their housing, livelihoods, and political institutions.
Its gameplay mechanics implies the following:
- Some areas will never go above a level 1 polis because either Hellenes don't want to go there (Numidian deserts...), or they've never even heard of it (Britain... Tin Isles maybe?). That's also represented by drastically diminished recruitment in areas beyond Hellenistic knowledge
Comments and posts by EBII team members on twcenter reveals additional context:
- The age of Archaic Greek colonization around the Mediterranean and Black Sea was over by 272BC. The economic and societal issues that pushed thousands of Greeks to leave their homelands have been solved. Those that left would enjoy productive livelihoods in their new colonies, while those that remained would be grateful that their ancestral lands have stabilized again.
- Thus, by 272BC, very few Greeks and even Macedonians would willingly abandon their comfy homes to try their luck in a barbarian land. It takes, as QuintusSertorius has put it, "royal power" to coerce them into packing their bags and settling somewhere else. Thus, a faction gaining colony points is essentially conducting a royal census and determining that a new batch of unlucky Hellenes is ready for relocation. A strong military loyal to only the king to enforce this is also needed. This is why KH, a strong but not domineering coalition of city states, cannot gain colony points. This is also why Epeiros loses the ability to gain colony points upon decentralizing into a federation.
Here's my own amateur take/addition to these points:
- The many Hellenistic kings of the day would establish a new polis mostly a political move. They'd often name the polis after themself and place the polis in a more symbolic than strategic place. This requires some degree of international clout to actually work. Other polities may see this move as a proclamation of power...
Vanilla EBII already portrays this nearly perfectly. Only Hellenistic factions currently ruled by a monarchy can transplant colonists to new lands, and they are limited by how many well-developed poleis exist under their control to periodically supply those colonists. However, there are a few discrepancies in EBII's colony system that leaves room for creative submodding.
1. Some Hellenistic factions don't begin the game with enough political legitimacy or military force to transplant colonists. Actually, more than half of them don't!
- Makedonia: With so many claimants to the Macedonian throne in the last 20 years, what makes the Antigonids so special? They don't even control Pella at the start of 272BC!
- Epeiros: Epieros was a confederation of Greek tribes that was only held together by Pyrrhus's military acumen and sheer force of will. Despite stunning successes in Italy and Sicily, he had to abandon campaigns at both, tarnishing his reputation and draining his forces.
- Pergamon/Bactria: Both are subordinate to the Seleucids, even if the relationship is tenuous. Pergamon's direct control is limited to just the fortress of Pergamon, while Bactria is still officially a Seleucid satrapy. Neither could gain reputation by establishing a new polis, or garrisoning a small army in a strategic fortress, without angering their Seleucid overlords.
- Pontos: Pontos's Founder barely escaped Antigonus Monopthalamus just one generation ago. Only 10 years ago did he proclaim himself king, though all he controlled at the start of 272BC was a strip of land above Cappodacia and Galatia. Barely any Greek populations are under Pontos's control. Even fewer would want to obey a Pontic king. Furthermore, Pontos constantly forged alliances with other powers in Anatolia just to stay alive. A sound, but not "strong", move.
2. The recruitment from the Hellenistic Military Colony literally features non-Hellenes in some places. Examples are Galatian Colonists in Anatolia and Egypt, Thracian Colonists in Anatolia, Egypt, the entirety of the East, and the western shore of the Black Sea. Bosporan Horse Archers and Bosporan Archers, both of which come from Scythian and Sarmatian stock, are available around the Pontic coast. Where are they coming from? Because they couldn't have originated from a xenophobic greek polis, yet they require "colony points" generated from a polis to be made available.
3. A colony point is generated every 16 turns for every 1 Metropolis or 3 Poleis under a faction's control. Although this is just an arbitrary gameplay construct, it still dampens realism for Bactria, which began sending colonists into India as early as 200BC. Thing is, most Bactrian players won't be able to generate colonists (the points gained from the Seleucid missions are often squandered all over the place) by 200BC, often needing even more time to acquire 1 Metropolis or 3 Poleis. This is also not to mention that no system exists to account for Minor Poleis, or summing up both Minor and normal Poleis to procure colony points.
To address these issues, this micromod will feature a different colony point system:
- 1 colony point is automatically generated every 16 turns for factions that have achieved legitimacy.
- The following factions start out as "legitimate": Seleucids, Ptolemies, and Bosporans
- The following factions need the following reforms to become "legitimate": Macedonians|Kingship, Epeiros|Centralisation, Pergamon|Independence, Pontos|Imperial, Bactrians|Independence
This addresses the previous historical points, but also enforces gameplay balance (even though that isn't a focus point). Now, the western Diadochi factions of Epeiros, Makedonia, and to a lesser extent Pergamon won't generate huge gluts of colony points due to owning half a dozen Metropolis by turn 50. They'll be forced to carefully spend them (once they start acquiring them!). Meanwhile, the Seleucids and Ptolemies will ironically get a head start in Hellenistic colonization. This is definitely stretching history, but not wholly inaccurate. After all, a huge number of Macedonians and Greeks were deported to the east in the immediate aftermath of Alexander's conquest, draining mainland Hellas of manpower. It will take a while for it to recover, while the Seleucids and Ptolemies constantly rub their hands thinking of where to colonize next. You may also argue that this nerfs the Hellenistic factions as a whole by severely capping the rate that colony points are earned, but that argument is void. Vanilla Hellenistic colony point management are the only ones that have both of:
- No drawbacks
- HUGE existing infrastructure around the map
- Near-unlimited growth
All other types don't:
- Boii colony points require an Authority-decreasing Confederation building, and thus are practically capped at around 3 every 16 turns, unless the player enjoys constantly deserting generals.
- Arevaci colony points are capped at 2 every 16 turns, cause scripted rebellions, have a limited area of recruitment, and need to be squandered everywhere due to the scarcity of Urbanised Tribal States culture
- Roman colony points are capped at 1 every 16 turns, and need to be squandered everywhere after the Marian Reforms due to the scarcity of Western Mediterranean culture
- Carthaginian colony points are capped at 4 every 16 turns, need to be squandered everywhere due to the scarcity of Western Mediterranean culture, and have a limited area of recruitment.
None of them are widespread at the beginning of the game. If anything about Hellenistic colony point management needs to be nerfed, its the near-unlimited growth. So no more accumulating dozens of Metropoleis and Poleis for exponential colony point accumulation. Be grateful for the existing massive Polis and Military Colony buildings around Alexander's former empire at the start of the campaign.
So, colony points are now more limited. It would behoove this micromod to make Polis and Colony buildings worthwhile, right? Right you are!
Hellenistic Colony
Colonies, as mentioned before, have strange standardized recruitment. Every faction gets the same recruitment, whether it be Macedonian phalangites in some regions, Galatian colonists in others, and huge amounts of Cretans all around the eastern Mediterranean coast. This is undesirable and dare I say a little ahistorical for the following reasons:
- Military colonies need to be manned by LOYAL troops. Otherwise, they'd just revolt with their military training and equipment, like the Machimoi Phalangites did to their Ptolemaic masters after the Battle of Ralphia. Thus the following factions realistically could recruit, albeit with realistic concerns of disloyalty:
- Pontos: Macedonian Phalangites who need to be intensely loyal to a true Hellenistic monarch
- Non-Bosporans: Bosporan Archers/Horse Archers who are loyal only to the Bosporan crown
- Literally Everyone: Cretans, who historically once held the entire (remaining) Seleucid Empire hostage in the 1st century BC. That was the Cretan Tyranny period. Only the Ptolemies managed to successfully settle the dubious Cretans, and even then was only able to do so because of their reliable status as rich paymasters.
- As a corollary to the above point, some factions simply didn't have a precedent for settling certain troops. Remember, Hellenistic Military Colonies are complex arrangements where trained, yet trusted, troops are given a plot of land and expected to keep their fighting skills sharp and monitor the local population. You can't just conquer an enemy Hellenistic kingdom's lands and instantly appropriate its military colonists. You need to either win them over, or replace them with men loyal to YOU.
- Now for a gameplay reason: standardized recruitment makes every faction play the same. Nearly every area under Hellenistic influence can provide Phalangites, Thracian Colonists, Hellenistic Swordsmen, Hellenistic Lancers (Early/Late). As a result, troop compositions are very similar for every faction, in any area, for both the player and AI.
The solution? Every faction gets their own unique recruitment for a Hellenistic military colony. This achieves:
- each faction's historical actual or desired army compositions
- each faction's loyal ethnicities
You'll have to read the export_descr_buildings.txt code to find the commented descriptions for the full details, but here's a brief overview of what each faction's 3rd level military colony provides after the Thorakitai Reforms. It's just cherrypicked history strung together to form unique, interesting rosters
Makedonia:
1 Aspidiotai Hippeis: Antigonid medium cavalry
1 Thureopherontes Hippeis: Antigonid Prodromoi
1 Thraikioi Mezenai: Paionians
2 Phalangitai: Chalkaspides, the expeditionary force
2 Deuteroi Phalangitai: Leukaspides, the reserves force (free upkeep)
1 Thureophoroi: Flank Guards
1 Katoikoi Thraikes/Thureophoroi: Population swap between Hellenistic settlements, and Thracian settlements. The former gets Thracian guards, the latter gets Macedonian guards.
1 Illyrioi Thureophoroi/Thureophoroi: Population swap between Hellenistic settlements, and Paionian settlements. The former gets Paionian guards, the latter gets Macedonian guards.
Epeiros:
1 Aspidiotai Hippeis: Epeiros medium cavalry
1 Thureopherontes Hippeis: Epeirote Prodromoi
2 Deuteroi Phalangitai: Ambraciote phalanx - less professional than their Antigonid counterparts
2 Machairaphoroi: after contact with the romans
2 Thureophoroi: after contact with the romans
2 Euzonoi: after contact with the romans
Pergamon:
1 Aspidiotai Hippeis: Mysian settlers
1 Thrakioi Mezenai: Tralles tribe, settled first in the city of Tralleis
2 Thureopherontes Hippeis: lots of crappy light cavalry, the same kind that supported the Romans at Magnesia. Sorry, that was the best Pergamon had to offer...
1 Thureophoroi: The best of Pergamon's light troops.
1 Katoikoi Thraikes: Tralles tribe, settled first in the city of Tralleis
1 Katoikoi Galatai: Aigosages tribe, historically they rebelled and were exterminated, but not in this timeline...
2 Euzonoi: lots of crappy light infantry, the same kind that supported the Romans at Magnesia. Sorry, that was the best Pergamon had to offer...
1 Kretikoi Toxotai: Pergamon had treaties with Cretan city states and even garrisoned or settled them in military colonies
Bosporans:
1 Bosporitai Hippeis: The best of the re-armed nomads
2 Aspidiotai Hippeis: Lots of lancers to fight against nomads
2 Thureopherontes Hippotoxotai: Re-armed nomads to fight against even more nomads
1 Bosporitai Logades: Re-armed nomads
2 Thureophoroi: Based off of stele in Pantikapiaon
2 Thureopherontes Toxotai: re-armed nomads
Pontos:
2 Aspidiotai Hippeis: Pontos fielded mostly cavalry, and would have ordered Hellenistic colonists to arm themselves similarly
1 Thureopherontes Hippotoxotai: Settlers from the Bospohorus
3 Katoikoi Galatai: Historically Pontos settled a huge number of Galatians in Cappodacia.
2 Machairaphoroi: "Imitation Legionaries", drawn from Hellenistic blood
1 Thureophoroi: Generic Hellenistic troops. C'mon, give me a free square.
1 Thureopherontes Toxotai: Settlers from the Bospohorus
Seleucids:
1 Aspidiotai Hippeis/Kataphraktoi: In lands where the locals have mighty warhorses (the "dogs" resource), the Seleucids procure them for the military colonists to fight as cataphracts. Otherwise, the smaller lancer unit was used
1 Aspidiotai Hippeis: The Seleucids would field plenty of lancers, classified as "Thessalians" in surviving Seleucid texts
1 Thureopherontes Hippeis/Eranag Aswar i Ashtan: "Tarentine" cavalry, as classified in surviving Seleucid texts. Often of mixed blood heritage, so Iranis are recruited in the Iranian/Syrian regions
3 Phalangitai: All professional active-duty troops due to the Selecuids' history of nonstop campaigning. Classified as "Macedonians"
2 Thureophoroi: Flank guards, and Elephant-guards. Use them for protecting your elephants
1 Euzonoi: "Thracians"
1 Toxotai/Eranag Payadag/Aryanag Payadag: "Cretans", though of mixed blood, and recruited as Western/Eastern Iranian Archer-Spearmen in the Syrian/Iranian regions
Ptolemies:
1 Agema Kleruchon Hippeon: Elite settler guard from Macedonian, Thracian, and Greek origins
1 Phalangitai: Severe shortage of true Macedonian phalangites. You'll have to use Egyptian/Iranian phalangites...
1 Thureophoroi: As attested by a surviving mural. Most likely formed by Pelopennesians.
1 Machairaphoroi: As attested by a surviving mural. According to the RIS team, these were actually formed by the Machimoi?
1 Katoikoi Thraikes: As attested by surviving Egyptian documentation
1 Katoikoi Galatai: Not very reliable, but heavily attested to by surviving artifacts and documentation in Egypt
1 Ioudaioi Taxeis: As attested by surviving Egyptian documentation
1 Kretikoi Toxotai: As attested by surviving Egyptian documentation. Cretans were the most prevalent Greek ethnicity, even more so than the Pelopennesians.
1 Uazali: As attested by surviving Egyptian documentation. Yes, the Ptolemies even settled Anatolians.
1 Toxotai: "Persians", as they were called in surviving Egyptian documentation. More likely an administrative or tactical label, since the Ptolemies would have a hard time acquiring Iranian settlers.
Bactrians:
3 Baktrioi Hippeis: The Greco-Baktrians fielded a massive cavalry arms, such as the 10,000 that attacked Antiochus III at the Battle of the Arius
3 Baktrioi Hippotoxotai: The Greco-Baktrians honed horse archery in its mixed Greek and Macedonian settlers.
2 Thureophoroi: Attested to by Thureos imagery in Baktrian artifacts
2 Vratyakshatriya Kauntikas: EBII description says they're Iranian yeomen brought by Baktrians into India, but why not bring them elsewhere? This unit looks cool as .
Notice the lack of Thorakitai? Only the Seleucids and Ptolemies are historically attested to have Thorakitai, and they only get 1 measly unit from the Reform colony building. Oh, and the Polis in Korinthos too, but we'll get to that.
Recruitment is also barred from a faction until it achieves legitimacy. Too bad. Some factions (Pergamon) have real crappy recruitment. So sad.
Hellenistic Polis
It's simple. Exaggerate each city-state's most defining military trait and make its recruitment glaringly reflective of that. Note that recruitment is separated into 2 categories: "Militia" recruitment, which is present in every single region, and "Regional Additions", which is only present in regions with a significant Hellenistic presence by 272BC. That means only regions like mainland Greece, Greece's colonies, and Macedonian settlements in the east have additional recruitment on top of the militia recruitment. That also means that, borrowing from the "forced Hellenistic relocation" concept, regions outside of these areas only have militia recruitment. However, not all is lost! In regions where a polis represents a recent forced colonization by Hellenes, you get a myriad of income boni representing local resource exploitation and sending it back to their mother polis. But anyways, here's an overview of some polis locations that yield especially interesting recruitment. They're the regional recruitment at level 3 polis after the Thorakitai reforms:
Taras:
3 Hippeis Tarentinoi: Be grateful there's so many of these now
1 Deuteroi Phalangitai: Leukaspides trained by Pyrrhus
1 Thureophoroi: contact with the Italics
1 Euzonoi: contact with the Italics
Korinthos
2 Thorakitai: the only Thorakitai in mainland Greece! Fought the Romans during the Siege of Corinth, and promptly got massacred..
2 Deuteroi Phalangitai: the Achaian League's attempt at countering the Antigonid phalanx
2 Sphendonitai: the Achaian slingers which were sort of a big deal
Thermon
3 Thureophoroi: The most common unit fielded by the Aitolians
3 Euzonoi: The second most common. These represent the brigands and pirates that other mainland Greeks keep complaining about.
Chersonessus
2 Thureopherontes Hippotoxotai: re-armed nomads
1 Pontikoi Hoplitai: rather traitorous mercenaries
1 Bosporitai Logades: more reliable re-armed nomads
2 Thureopherontes Toxotai: re-armed nomads
Edessa
1 Lonchophoroi Hippeis: This represents the local Macedonian colony established either during Alexander's conquest or the Diadochi empire-building stage. Formerly these lancers would be represented by the military colony recruitment.
1 Thureopherontes Hippeis: Locals of mixed Hellenistic and Iranian blood
1 Deuteroi Phalangitai: This represents the local Macedonian colony established either during Alexander's conquest or the Diadochi empire-building stage. Formerly these phalangites would be represented by the military colony recruitment.
3 Toxotai: Locals of mixed Hellenistic and Iranian blood
Parapromisidae
1 Hippeis Indohellenikoi: Greek nobles of the Indo-greek communities
2 Vratyakshatriya Kauntikas: Iranian yeomen deported to India
3 Vratyakshatriya Tomarabharas: Greek and Indian descendants that don't care about the caste system
Messena
None, everyone got ing massacred by the Mamertines
AI Problems
The EBII AI is scripted to allow Hellenistic factions to be able to build and upgrade the Hellenistic Colony anytime, anywhere, once they've hit 5 regions. That was already sketchy enough with vanilla EBII's colony and polis recruitment, but with this micromod's buffed colony and polis recruitment, AI factions will enjoy a glut of high-tier troops. Vanilla EBII already has a countermeasure for this: placing a Foreign Military Colony all around the Seleucid and Ptolemaic Empire to prevent construction of their Hellenistic counterparts. Still though, there's a risk that the AI factions will become overpowered, while the player is still limited.
The End Result
As a Hellenistic faction, your source of colony points will be capped at 1 every 16 turns, and that's only after you achieve legitimacy. However, the recruitment you get from the polis and colony is much stronger, much more specific, somewhat more historically accurate, and hopefully more enjoyable. Each faction will, at least on a military level, play extremely different due to their regional and factional recruitment being unique
Installation Steps
Here's the download. It's very small.
Revamped Colony.zip
export_descr_buildings.txt
First, make a backup of <installation path>/data/export_descr_buildings.txt!!! This is extremely important. Place it somewhere safe on your computer. Use it to restore a mishandled installation
Open the export_descr_buildings-SNIPPETS.txt file in the micromod folder. That contains the replacement export_descr_buildings.txt code (we will call it SNIPPET). Now open the original export_descr_buildings.txt file in your EBII installation folder at <installation path>/data/export_descr_buildings.txt. (we will refer to it as EDB). Inside of EDB, use a good text editor to search for these characters
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;\n;;;;;;;;; EBII POLEIS / COLONIES ;;;;;;;;;\n;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
It will bring you to the beginning of the vanilla EDB code for colonies. Drag from the first line
building hinterland_hellenistic_polis
all the way down until you highlight
material stone
construction 10
cost 12000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
Delete all those lines. You should see something like this now
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;; EBII POLEIS / COLONIES ;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
building colony_eastern
{
religion rel_c
levels eastcol_one eastcol_two eastcol_three
{
eastcol_one requires factions { cul_1, cul_3, cul_4, f_nabatu, f_carthage, f_numidia, f_saka, f_sauromatae, } and not building_present govallied and not building_present govslave and not building_present colony_hellenistic and building_present core_building and building_present roads_garrison and building_present_min_level govmakedonia makedonia2 or building_present_min_level govepeiros epeiros2 or building_present_min_level govseleukid seleukid1 or building_present_min_level govptolemaioi ptolemaioi2 or building_present_min_level govbaktria baktria1 or building_present_min_level govhayasdan hay_admin or building_present_min_level govpontos pontos3 or building_present_min_level govparthia parth_pbm or building_present_min_level govgandhara gandhara_viceroyal or building_present_min_level govpergamon pergamon2 or building_present_min_level govnabatu nabatu_admin or building_present_min_level govkh kh1 or building_present_min_level govbospor bosptyra or building_present_min_level govsaka saka_autsat or building_present_min_level govsauro sauro_admin or building_present_min_level govcarthage carthage_colony or building_present_min_level govnumidia numidia4
{
capability ;;; Recruitment pool - 6 * 0.03
{
See that gap between the formatted title and the "building colony_eastern"? Copy and paste the entirety of SNIPPET into this gap inside EBD. Then you're done! Boot up EBII and if it doesn't crash, the installation was successful for just the recruitment. If it fails, copy and paste your backup EDB into EDB's file path.
You need to modify the colony point management as well though.
campaign_script.txt
First, make a backup of <installation path>/data/world/map/campaign/imperial_campaign/campaign_script.txt!!! This is extremely important. Place it somewhere safe on your computer. Use it to restore a mishandled installation
Open the campaign_script-SNIPPETS.txt file in the micromod folder. That contains the replacement campaign_script.txt code (we will call it SNIPPET). Now open the original campaign_script.txt file in your EBII installation folder at <installation path>/data/world/map/campaign/imperial_campaign/campaign_script.txt. (we will refer to it as CAMPAIGN). Inside of CAMPAIGN, use a good text editor to search for these characters
; === MAKEDONIA ===
It will bring you to the beginning of the vanilla CAMPAIGN code for colony point management. Drag from the first line BELOW
; === MAKEDONIA ===
all the way down until you see something like
;
; Disable the event counter at the end of faction turn - applies for both the player as well as the AI.
;
monitor_event FactionTurnEnd FactionType f_bosporan
set_event_counter ecBosporanColonistsOn 0
set_event_counter f_bosporan_Polis2 0 ; resetting counter for three polis_two test
end_monitor
Delete all those lines. You should see something like this now
; === MAKEDONIA ===
; === ROME ===
See that gap between the MAKEDONIA title and the ROME title? Copy and paste the entirety of SNIPPET into this gap inside CAMPAIGN. Then you're done! Boot up EBII and start a Seleucid campaign. The Hellenistic Colonization building should be visible in the building browser. Then, start a Makedonia campaign. The Hellenistic Colonization building should NOT be visible in the building browser. That's because you haven't achieved the reforms yet. If the game doesn't crash, and these two conditions are satisfied, then you're done! Enjoy the new campaign.