This mini mod or sub-mod adds sub-factions to factions belonging to the Greek or Latin cultures (romans, sabines, etruscans, hellenic cities, syracuse etc). It also offers some game play changes for other races
Version 0.3
FIVE TURNS PER YEAR
There are now 5 turns per year Summer, Summer, Autumn, Winter, Spring.
Autumn and Spring have partly reduced movement while winter has a marked movement penalty
The aim was to give the player a warning with autumn that winter was coming and get armies back to settlement. Spring has been added to balance movement out
All scripted events such as the Via scripts adjusted to 5 TPY. Greek philosophers not adjusted
CHARACTER SPECIALIZATION
High level generals are now excluded from acquiring high level administration skills
High level governors are now excluded from acquiring high levels of command skills (except good seige defense)
In order to acquire higher levels of governorship or administration skills characters will need to spend a number of turns in a settlement
There is a new trait that will increase as your character spends time in a settlement
-- Briefly settled (at least 1 turns in a settlement and with little movement)
-- Temporarily settled (at least than 2 turns in a settlement and with little movement)
-- Contentedly settled (at least than 3 turns in a settlement and with little movement)
-- Happily settled (at least 4 turns in a settlement and with little movement)
-- Permanently settled (at least 5 turns in a settlement and with little movement)
Using more than 60% of movement points or ending a turn out of a settlement will drop the settled level by one
Acquiring higher level admin skills require being at least "Happily settled". Once that threshold is reached the odds of acquiring traits has been increased to compensate (3-5x)Spoiler Alert, click show to read:
Note that the mechanisms and odds for acquiring bad traits have not been adjusted so your characters' skills can decay giving an opportunity for re-training.
To Play
Decide which characters will be governors and make sure they spend at least 4 turns in a settlement and acquire "Happily settled" trait.
ROMANS, GREEKS, ETRUSCANS - Sub Factions and Civil War
The factions are based on the Roman civil wars of the 1st Century BC (a bit early but I am assuming the player may conquer quicker than the ancient Romans did). Each general will be assigned to one of two sub-factions : Optimates or Populares. Sub-factions are 85% inherited father to son.
-- Once the player has conquered more than 15 settlements then when a General of 6 or more stars has a victory that general has a 33% chance of acquiring an ancillary("Hero to his men") that will give -9 Loyalty if the general is from the opposite sub-faction to the Faction Leader (this still works for Romans who have 2 consuls who may be of different factions!!).
-- Once any general has that ancillary the Faction Leader has a 25% chance per turn of acquiring an Ancillary ("Rules in Difficult Times") that gives -9 Authority.
-- General with no loyalty and faction leader with no authority = ...
To Play
Once you have conquered more than 15 regions you will need to temporarily "retire" high level generals to a safe city or your capital if your faction leaders aren't from the same faction.
TRIBAL RACES
For the player only, after you take 10 settlements your faction leader will get one of two ancillaries, "Sacker of cities" or "Tribal Raider".
These have relevant combat bonuses vs certain factions
If your leader has the trait "Tribal raider" your diplomats will have a influence penalty, they have an influence bonus if your leader is a Sacker of Cities
To Play
If your leader has the trait Sacker of Cities try to unite the tribes and attack the city states
If your leader has the trait Tribal raider concentrate on taking settlements from your neighbours or turtle
Your other generals are unaffected
Installation
No longer save game compatible (but is save game compatible bewteen version 0.2 and 0.3)
You need to have PI2 version 0.97 and Morfeasnki patch installed
Unzip then paste the included files in the data folder into your mod\data folder.
Original files included to reverse the changes but your save game will no longer work
Notes:
I have checked that the code "works" but I have yet to see ensuing chaos as I was testing very early game and my cities were too orderly.
I have asked SigniferOne and Kea for permission to release but have not received reply. I will take this down if the PI2 mod leaders ask
Future plans - probably bug-fixing only
Credits
SigniferOne and KEA and the PI2 team for making this great mod which I have become a little addicted to.
special thanks to Withwnar who talked me through the coding