HalfThere
01-19-2006, 04:27
New Conquests
This new mod for RTW: BI will take place in a far-a-way fantastic land. New and bizarre units will be present in a way that complements the old favorites. The pace of combat will be similar to normal RTW, though the scale and length will both be increased. The overriding goal of this is change in the campaign aspect of the game. The campaign map is completely different, with new factions and new goals. Competition over regions will be more frequent and fierce, making the balance of power between factions much more dynamic.
This mod is dedicated to the people who play it, therefore: I want your input. If you have an idea for a new unit, a concept for a wonder, or a thought about factions, backstory, or anything at all, post it here. Whatever is in your mind, I want it in this topic.
You can visit the sister thread to this one in the mod discussion forum here (https://forums.totalwar.org/vb/showthread.php?t=61735).
PM me if you're interested in participating in this project.
Goals
Constant competition and pressure. Regions will change hands often and with extreme violence.
Diverse and unusual armies that play differently from the normal game and most mods.
Certain provinces will have special importance to different factions. This might be in the form of an economic boost, recruitment of a special unit, or something else entirely. This will add a new level to prioritization.
Emerging factions that can wreak havoc on their targets, and shift the entire balance of power.
True naval strategy. You won't be able to ignore boats anymore.
News
2/25/06: Updated progress chart.
2/22/06: Major updates of all sorts in this first post, including the addition of a new map and 6 new faction outlines.
2/20/06: I've been a bit distracted lately, but work has still been progressing.
1/26/06: Posted faction military doctrines, added Faction: Yunambi.
1/22/06: Announcement: I have decided, for the moment being, to narrow the scope of my efforts. For the time being, I will focus on a demo, a prologue similar in concept to the Vanilla RTW prologue. It will feature a campaign set around Ure (where the Purple and Green factions are) and it will feature Ure Maxon and the Democratic Agreggate of Ure duking it out. The nation of Yunambi will also appear. Historical battles may be included as well.
1/19/06: Preliminary maps and faction descriptions posted
1/18/06: Mod begun
Map Preview
Here is the newest version of the overall map, it is currently void of terrain, but, as the french say, se la vie.
https://img377.imageshack.us/img377/8269/knownworldlabeled0lm.th.jpg (https://img377.imageshack.us/my.php?image=knownworldlabeled0lm.jpg)
Shaded bubble letters designate a continent, all capital letters designate a region, and first letter capital rest lower-case designates a sub-region.
The demo will be devoted largely to covering the norther part of the region Ure, in the Northwest.
Factions summaries
The capitol city of each faction roughly corresponds to the location of it's number on the map.
*This faction begins as a horde.
1. Ure Maxon
Long has this great republic reigned over all the lands both South and North of the Grand Strait, but now it's power is waning. Though it still retains it's many great trading ports and controls both the Strait and the Isthmus, recent revolt has crippled it's once-unstoppable army and navy. Though still wealthy, there is a long way to go before its military can be revived to completely supress the threat of the insolent DAU.
Military Doctrine: Wealth has been the main means of conquest for Ure Maxon historically, but it resorts to military without too many reservations. Cheap, numerous and mobile, light infantry and cavalry are the name of the game for Ure Maxon. They have good short-range skirmishers but mediocre long-range ones. Well-disciplined but lightly-equipped cavalry and spearmen are their elites.
2. Aggregate Democratic States of Ure
Made up of coastal cities with large populations but little arable land, the DAU has had a long-standing rivalry with it's eastern neighbor, Ure Maxon. Usually it has been the underdog in these conflicts, and at times it has even been brought humiliatingly under the yolk of that other country. Now, however, with a superior navy and state-of-the-art technology, it seems that the perfect time for revenge may be at hand.
Military Doctrine: The strength of the ADSU has never been in its military machine, but rather it’s advanced technology and strong navy. It’s army, therefore, is composed of a haphazard mish-mash of units, resembling the military philosophy of Ure Maxon but not as efficiently executed. To compensate for this, however, they have several advanced troops, poorly trained perhaps, but equipped with intimidating and unusual weaponry.
3. Yunambi
Neighbors of the Kwazuzu tribe, they are similar in culture and climate but have had more contact with foreign peoples. This gives them a minor advantage in troop variety. Apart from that, they are mainly oriented around infantry. They lack, however, the spectacular archers of their eastern brethren.
Military Doctrine: Due to a harsh nomadic upbringing, the average Yunambi warrior is strong and brave, if not well-disciplined for fighting a field battle. They have some basic cavalry due to their contact with Ure Maxon, even though there are no domesticated animals in their native land. Their main strength comes from hearty infantry and strong, skilled archers.
4. Ludora
This largely land-locked nation began as small city almost directly south of the Great Strait. Over time, it blossomed into the mighty land power that it is today. Other small nations have been obliterated in it's path, and as the empire grew so did the arrogance of its people. Unforunately recent conflict with Dyto Siddia and naval invasion by the Dragon Islanders have brought defeat and unease. The only place that victory reports are coming from is the west, and even there disturbing rumors of retribution are beginning to surface. If Ludor is to retain its proper place as a world superpower, then it must act quickly and decisively, lest its richer border provinces be taken and the upkeep for its mighty army become too much to bear.
Military Doctrine: Land power is the key to them. Thus, they have developed an extremely powerful and force intended to annihilate an enemy rather than merely scare them off. It’s troops are generally intended to fight face to face and break through enemies with sheer force and brutality instead of deception and flanking. With top-notch training and equipment, Ludorian troops are expensive but powerful. The one downfall of their military machine is limited ranged capabilities.
5. The Sand Union
This is a loose conglomerate of various desert tribes. Central authority has existed here in name for hundreds of years, but until recently has had little power. Even more recent is the advent of expansionist ambitions, yet they have already been successful in taking regions to the south. The infrastructure of the Sand Union is still relatively primitive, however, and thus unrest is high, population low, and technology limited.
Military Doctrine: These desert nomads specialize in camel-mounted cavalry. They also have a variety of light infantry including bowmen, and a few heavily armored units from the southern tribes near the Zatakin Sea. Attuned mostly to desert fighting, their units are less adept in the tight, rigid formations of civilized warfare. However, they are learning the ways of their neighbors quickly, and are fiery, confident warriors to begin with.
6. The Kolga Kingdom
Long isolated from other empires by seas and mountains, this relatively prosperous empire received a wake-up call when it almost simultaneously encountered armed invasion from both the Sand Union to it's North and Ludor from the East. The people have pulled together, determined to drive these twin threats out of Kolgan territory at any cost. On their side is the long tradition of horsemanship in the Kingdom, as well as the formidable resources accumulated by a historically well-managed government.
Military Doctrine: In this land where men are taught to ride as soon as they can fit in a saddle, there exists wide variety of horse archers, chariots, lancers, and armored cavalry. Infantry is looked down upon, usually consisting of the poorest members of society, and therefore neglected in training and equipment. Though the horses bred in Kolga are some of the finest, other technologies, especially metallurgy, are primitive due to cultural factors and historic isolation.
7. The Dragon Island Empire
This is the greatest naval power in the world, its superb ships matched only by its lust for expansion into new lands which has brought it into conflict with many other empires. In its conquests the varied and deadly native creatures, including the dragons for which the island is named, have also helped immensely. Given it's naval dominance, it was a shock for all citizens of the island when soldiers from the Empire of the Branch set foot on the island and occupied it's capital. The blow to morale and administration has been nothing short of catastrophic, and not only the outlying colonies but also the very existance of DIE itself is in jeopardy.
Military Doctrine: The Dragon Island Empire has a terrific navy, one of the most advanced in the world, but is in other areas erratic. There are, of course, the famed fire-spewing dragons of the isle (though they are notoriously hard to transport via sea), but the human inhabitants of the land often make poor soldiers. Archers and pikemen, along with a variety of auxillary units and mercenaries, make up a workable but underwhelming land force. The true strength of the DIE’s force lies in its dragons and other vicious (and expensive) beasts.
8. Kwazuzu
This nation in the arid far north has a great many wants. There is a lack of food, of domesticatable animals, and of peace. The surrounding city-states have long harassed it, and this has forced the people of Kwazuzu to develop new and distinct military methods in order to maintain the expanse of their lands. With varied and powerful infantry, these people must forge their destiny as a great country.
Military Doctrine: The Kwazuzu people, related closely to the Yunambi tribes in terms of military tactics, come from a harsh and barren land with no domesticated animals. They are, therefore, unique amongst the nations of the Daga circle in their complete lack of cavalry. Despite this, the training and equipment of both their missile units and infantry are highly sophisticated for a relatively low price, due to a long tradition of reliance on footsoldiers.
9. The Empire of the Branch
Its emperor is iron-fisted, its army's reach breath-taking, and its wealth immeasurable. Originating in peninsula off the southern part of the continent, the people of the branch spread South into the verdant mainland and enjoyed peace and prosperity while on the borders their troops fought for expansion. In hundreds of years no foreign threat has infiltrated the interior of the Empire even as it has destroyed other nations with ease. Now, however, something troubling has emerged. In the South skirmishes have begun against Dyto Siddia, and they have not all been successful. The Empire, luckily, can afford to lose some of its mainland territories temporarily if necessary so long as the peninsula is well defended. If that is lost, however, who knows what havoc it might wreak.
Military Doctrine: The Empire of the Branch has a strong, diverse and professional army. Disciplined pikemen march alongside flexible bow-bearing swordsmen and powerful cavalry, allowing the employment many possible tactics to destroy enemy armies. This faction also possesses gunpowder weapons, giving some of it’s recruits primitive longarms and besieging towns with mighty but cumbersome cannons.
10. Dyto Siddia
These semi-pastoral people have a legacy of peacefulness, content to let others do the warring and expanding while it enjoys the wealth of its rich harvests. No more. The last king, upon seeing the sea, declared that Dyto Siddia should travel beyond the vast expanses of the ocean and bring it's civilization to all the other peoples of the world. Ever since, this kingdom has been preparing to do just that. Without any military tradition, however, it's troops are poorly trained and equipped. This is unacceptable, given that between them and the sea lies the Empire of the Branch.
Military Doctrine: Dyto Siddia is in the process of creating its first military. The sudden urgency for a military have turned it in an unorthodox direction. Instead of horses, these people ride their native cattle into battle, charging bulls into enemy lines to be followed up by somewhat motley infantry. Luckily, a history of marksmanship as a popular sport in Dyto Siddia has helped it develop good missile troops in a short period of time.
11. The Shadow States
The land of these secretive people is half mountains and half tundra, almost unlivable by the standards of normal humans. Yet, the Shadow peoples have endured it for hundreds of years and continue to do so. To allow their population to grow and thrive they have had one great advantage. Their lands are ripe with ores of all sorts, valuable for trading and production. Still, that has not been enough. In recent times they have expanded seawards into the the island of Azra, bringing them into conflict with the Dragon Islanders. The island still produces rich harvests and has brought new prosperity and a higher standard of living. This has whetted their appetite for good lands, and now they seek also to expand east and west on the mainland. Their potent, almost demonic military promises to be a great help in this goal.
Military Doctrine: Based around ferocious and brutal men and beasts, the Shadow States’ armies are imposing and dangerous. Although their infantry is armed to the teeth, most cavalry is highly specialized and missile troops are poor. They have a secret weapon of sorts in the form of their strange and frightening war machines, artillery the likes of which scares even battle-hardened veterans.
12. Batadasta
A relatively small nation, Batadasta has nonetheless gained a certain degree of comfort in the relatively harsh clime in which most of its population lives. However, recent times have brought the wrath of the Shadow States upon it. Right now it seems likely that this threat will obliterate Batadasta unless it adapts a new and bold strategy.
Military Doctrine: Batadasta is made up of semi-barbaric but proficient warriors. Recent military reforms in the face of the Shadow States’ aggression have begun to institute a little discipline upon these men, but they are still far from professional. The traditional weapon in this region is the axe, whether thrown from a distance or swung. A few units use other weapons, such as slings and bows, but only out of military necessity. Cavalry here is scarce and expensive, but well-utilized when they can be afforded.
13. Unnamed desert nomads
Can you think of details to flesh out this nation? It really needs some, so post!
14. Walden Kingdom
After the great Maxonian conqueror Ciamak Ochen died a power gulf appeared and his empire fractured. This is one of the major kingdoms that came into existence during that hectic time, and still exists today. Though influenced by Urish culture, it's rich indigenous traditions seperate it from most of the successor kingdoms. Can you think of details to flesh out this nation? If so, post!
15. Kasima
After the great Maxonian conqueror Ciamak Ochen died a power gulf appeared and his empire fractured. This is one of the major kingdoms that came into existence during that hectic time, and still exists today. This area has always had an odd mix of culture due to many foreign influences, but with the conquest a strong sense of identity, as part of Ure, came into being. Can you think of details to flesh out this nation? If so, post!
16. Massits
These nomadic people from the poisonous southern swamplands are a crude and despised group, but as the old Imperial proverb goes, "Beware the weak and wretched dog, it is he who bites." Can you think of details to flesh out this nation? If so, post!
17. Kal-Tek
A people whose whole culture is based around the sea, an important aspect of life when one lives in an archipelago. They have gone through cultural rises and falls, and in the past have had periods of great success when they colonized many far lands. Can you think of details to flesh out this nation? If so, post!
18. Gin Babbaroc
This former colony of the Kal-Tek is a unique blend between the cultures of the Branch and those of their motherland (or, more accurately, mothersea). It is a rich and prosperous nation, but its relations with its neighbors can only be called strained at best. Can you think of details to flesh out this nation? If so, post!
19. ???
Post your ideas for factions, these last two slots are reserved until I see someone else create a concept that catches my eye.
20. ???
Post your ideas for factions, these last two slots are reserved until I see someone else create a concept that catches my eye.
X. Rebels
These are the free and independent peoples of the world. They often lie between great empires, usually in lands that have either recently revolted or that nobody has bothered to conquer yet. Some control great cities with strong garrisons, and should not be taken lightly.
Demo
Graphics
-Campaign map: 60%
-Units: 20% (A special things to Richyg13 and Palissa)
-Other: ???%
Text editing
-Campaign map: 0%
-Units: 50%
-Buildings: 0%
-Traits: 0%
-Other: ???%
Concepts
-Factions: 100%
-Units: 100%
-Buildings: 30%
-Other Features: 50%
Everything else
-Testing: 5%
-Historical battles: 10%
-The X factor: ???%
End-Note
I repeat: I want YOUR input. If you have an idea for a new unit, a concept for a wonder, or a thought about factions, backstory, or anything at all, post it here. Whatever is in your mind, I want it in this topic.
This new mod for RTW: BI will take place in a far-a-way fantastic land. New and bizarre units will be present in a way that complements the old favorites. The pace of combat will be similar to normal RTW, though the scale and length will both be increased. The overriding goal of this is change in the campaign aspect of the game. The campaign map is completely different, with new factions and new goals. Competition over regions will be more frequent and fierce, making the balance of power between factions much more dynamic.
This mod is dedicated to the people who play it, therefore: I want your input. If you have an idea for a new unit, a concept for a wonder, or a thought about factions, backstory, or anything at all, post it here. Whatever is in your mind, I want it in this topic.
You can visit the sister thread to this one in the mod discussion forum here (https://forums.totalwar.org/vb/showthread.php?t=61735).
PM me if you're interested in participating in this project.
Goals
Constant competition and pressure. Regions will change hands often and with extreme violence.
Diverse and unusual armies that play differently from the normal game and most mods.
Certain provinces will have special importance to different factions. This might be in the form of an economic boost, recruitment of a special unit, or something else entirely. This will add a new level to prioritization.
Emerging factions that can wreak havoc on their targets, and shift the entire balance of power.
True naval strategy. You won't be able to ignore boats anymore.
News
2/25/06: Updated progress chart.
2/22/06: Major updates of all sorts in this first post, including the addition of a new map and 6 new faction outlines.
2/20/06: I've been a bit distracted lately, but work has still been progressing.
1/26/06: Posted faction military doctrines, added Faction: Yunambi.
1/22/06: Announcement: I have decided, for the moment being, to narrow the scope of my efforts. For the time being, I will focus on a demo, a prologue similar in concept to the Vanilla RTW prologue. It will feature a campaign set around Ure (where the Purple and Green factions are) and it will feature Ure Maxon and the Democratic Agreggate of Ure duking it out. The nation of Yunambi will also appear. Historical battles may be included as well.
1/19/06: Preliminary maps and faction descriptions posted
1/18/06: Mod begun
Map Preview
Here is the newest version of the overall map, it is currently void of terrain, but, as the french say, se la vie.
https://img377.imageshack.us/img377/8269/knownworldlabeled0lm.th.jpg (https://img377.imageshack.us/my.php?image=knownworldlabeled0lm.jpg)
Shaded bubble letters designate a continent, all capital letters designate a region, and first letter capital rest lower-case designates a sub-region.
The demo will be devoted largely to covering the norther part of the region Ure, in the Northwest.
Factions summaries
The capitol city of each faction roughly corresponds to the location of it's number on the map.
*This faction begins as a horde.
1. Ure Maxon
Long has this great republic reigned over all the lands both South and North of the Grand Strait, but now it's power is waning. Though it still retains it's many great trading ports and controls both the Strait and the Isthmus, recent revolt has crippled it's once-unstoppable army and navy. Though still wealthy, there is a long way to go before its military can be revived to completely supress the threat of the insolent DAU.
Military Doctrine: Wealth has been the main means of conquest for Ure Maxon historically, but it resorts to military without too many reservations. Cheap, numerous and mobile, light infantry and cavalry are the name of the game for Ure Maxon. They have good short-range skirmishers but mediocre long-range ones. Well-disciplined but lightly-equipped cavalry and spearmen are their elites.
2. Aggregate Democratic States of Ure
Made up of coastal cities with large populations but little arable land, the DAU has had a long-standing rivalry with it's eastern neighbor, Ure Maxon. Usually it has been the underdog in these conflicts, and at times it has even been brought humiliatingly under the yolk of that other country. Now, however, with a superior navy and state-of-the-art technology, it seems that the perfect time for revenge may be at hand.
Military Doctrine: The strength of the ADSU has never been in its military machine, but rather it’s advanced technology and strong navy. It’s army, therefore, is composed of a haphazard mish-mash of units, resembling the military philosophy of Ure Maxon but not as efficiently executed. To compensate for this, however, they have several advanced troops, poorly trained perhaps, but equipped with intimidating and unusual weaponry.
3. Yunambi
Neighbors of the Kwazuzu tribe, they are similar in culture and climate but have had more contact with foreign peoples. This gives them a minor advantage in troop variety. Apart from that, they are mainly oriented around infantry. They lack, however, the spectacular archers of their eastern brethren.
Military Doctrine: Due to a harsh nomadic upbringing, the average Yunambi warrior is strong and brave, if not well-disciplined for fighting a field battle. They have some basic cavalry due to their contact with Ure Maxon, even though there are no domesticated animals in their native land. Their main strength comes from hearty infantry and strong, skilled archers.
4. Ludora
This largely land-locked nation began as small city almost directly south of the Great Strait. Over time, it blossomed into the mighty land power that it is today. Other small nations have been obliterated in it's path, and as the empire grew so did the arrogance of its people. Unforunately recent conflict with Dyto Siddia and naval invasion by the Dragon Islanders have brought defeat and unease. The only place that victory reports are coming from is the west, and even there disturbing rumors of retribution are beginning to surface. If Ludor is to retain its proper place as a world superpower, then it must act quickly and decisively, lest its richer border provinces be taken and the upkeep for its mighty army become too much to bear.
Military Doctrine: Land power is the key to them. Thus, they have developed an extremely powerful and force intended to annihilate an enemy rather than merely scare them off. It’s troops are generally intended to fight face to face and break through enemies with sheer force and brutality instead of deception and flanking. With top-notch training and equipment, Ludorian troops are expensive but powerful. The one downfall of their military machine is limited ranged capabilities.
5. The Sand Union
This is a loose conglomerate of various desert tribes. Central authority has existed here in name for hundreds of years, but until recently has had little power. Even more recent is the advent of expansionist ambitions, yet they have already been successful in taking regions to the south. The infrastructure of the Sand Union is still relatively primitive, however, and thus unrest is high, population low, and technology limited.
Military Doctrine: These desert nomads specialize in camel-mounted cavalry. They also have a variety of light infantry including bowmen, and a few heavily armored units from the southern tribes near the Zatakin Sea. Attuned mostly to desert fighting, their units are less adept in the tight, rigid formations of civilized warfare. However, they are learning the ways of their neighbors quickly, and are fiery, confident warriors to begin with.
6. The Kolga Kingdom
Long isolated from other empires by seas and mountains, this relatively prosperous empire received a wake-up call when it almost simultaneously encountered armed invasion from both the Sand Union to it's North and Ludor from the East. The people have pulled together, determined to drive these twin threats out of Kolgan territory at any cost. On their side is the long tradition of horsemanship in the Kingdom, as well as the formidable resources accumulated by a historically well-managed government.
Military Doctrine: In this land where men are taught to ride as soon as they can fit in a saddle, there exists wide variety of horse archers, chariots, lancers, and armored cavalry. Infantry is looked down upon, usually consisting of the poorest members of society, and therefore neglected in training and equipment. Though the horses bred in Kolga are some of the finest, other technologies, especially metallurgy, are primitive due to cultural factors and historic isolation.
7. The Dragon Island Empire
This is the greatest naval power in the world, its superb ships matched only by its lust for expansion into new lands which has brought it into conflict with many other empires. In its conquests the varied and deadly native creatures, including the dragons for which the island is named, have also helped immensely. Given it's naval dominance, it was a shock for all citizens of the island when soldiers from the Empire of the Branch set foot on the island and occupied it's capital. The blow to morale and administration has been nothing short of catastrophic, and not only the outlying colonies but also the very existance of DIE itself is in jeopardy.
Military Doctrine: The Dragon Island Empire has a terrific navy, one of the most advanced in the world, but is in other areas erratic. There are, of course, the famed fire-spewing dragons of the isle (though they are notoriously hard to transport via sea), but the human inhabitants of the land often make poor soldiers. Archers and pikemen, along with a variety of auxillary units and mercenaries, make up a workable but underwhelming land force. The true strength of the DIE’s force lies in its dragons and other vicious (and expensive) beasts.
8. Kwazuzu
This nation in the arid far north has a great many wants. There is a lack of food, of domesticatable animals, and of peace. The surrounding city-states have long harassed it, and this has forced the people of Kwazuzu to develop new and distinct military methods in order to maintain the expanse of their lands. With varied and powerful infantry, these people must forge their destiny as a great country.
Military Doctrine: The Kwazuzu people, related closely to the Yunambi tribes in terms of military tactics, come from a harsh and barren land with no domesticated animals. They are, therefore, unique amongst the nations of the Daga circle in their complete lack of cavalry. Despite this, the training and equipment of both their missile units and infantry are highly sophisticated for a relatively low price, due to a long tradition of reliance on footsoldiers.
9. The Empire of the Branch
Its emperor is iron-fisted, its army's reach breath-taking, and its wealth immeasurable. Originating in peninsula off the southern part of the continent, the people of the branch spread South into the verdant mainland and enjoyed peace and prosperity while on the borders their troops fought for expansion. In hundreds of years no foreign threat has infiltrated the interior of the Empire even as it has destroyed other nations with ease. Now, however, something troubling has emerged. In the South skirmishes have begun against Dyto Siddia, and they have not all been successful. The Empire, luckily, can afford to lose some of its mainland territories temporarily if necessary so long as the peninsula is well defended. If that is lost, however, who knows what havoc it might wreak.
Military Doctrine: The Empire of the Branch has a strong, diverse and professional army. Disciplined pikemen march alongside flexible bow-bearing swordsmen and powerful cavalry, allowing the employment many possible tactics to destroy enemy armies. This faction also possesses gunpowder weapons, giving some of it’s recruits primitive longarms and besieging towns with mighty but cumbersome cannons.
10. Dyto Siddia
These semi-pastoral people have a legacy of peacefulness, content to let others do the warring and expanding while it enjoys the wealth of its rich harvests. No more. The last king, upon seeing the sea, declared that Dyto Siddia should travel beyond the vast expanses of the ocean and bring it's civilization to all the other peoples of the world. Ever since, this kingdom has been preparing to do just that. Without any military tradition, however, it's troops are poorly trained and equipped. This is unacceptable, given that between them and the sea lies the Empire of the Branch.
Military Doctrine: Dyto Siddia is in the process of creating its first military. The sudden urgency for a military have turned it in an unorthodox direction. Instead of horses, these people ride their native cattle into battle, charging bulls into enemy lines to be followed up by somewhat motley infantry. Luckily, a history of marksmanship as a popular sport in Dyto Siddia has helped it develop good missile troops in a short period of time.
11. The Shadow States
The land of these secretive people is half mountains and half tundra, almost unlivable by the standards of normal humans. Yet, the Shadow peoples have endured it for hundreds of years and continue to do so. To allow their population to grow and thrive they have had one great advantage. Their lands are ripe with ores of all sorts, valuable for trading and production. Still, that has not been enough. In recent times they have expanded seawards into the the island of Azra, bringing them into conflict with the Dragon Islanders. The island still produces rich harvests and has brought new prosperity and a higher standard of living. This has whetted their appetite for good lands, and now they seek also to expand east and west on the mainland. Their potent, almost demonic military promises to be a great help in this goal.
Military Doctrine: Based around ferocious and brutal men and beasts, the Shadow States’ armies are imposing and dangerous. Although their infantry is armed to the teeth, most cavalry is highly specialized and missile troops are poor. They have a secret weapon of sorts in the form of their strange and frightening war machines, artillery the likes of which scares even battle-hardened veterans.
12. Batadasta
A relatively small nation, Batadasta has nonetheless gained a certain degree of comfort in the relatively harsh clime in which most of its population lives. However, recent times have brought the wrath of the Shadow States upon it. Right now it seems likely that this threat will obliterate Batadasta unless it adapts a new and bold strategy.
Military Doctrine: Batadasta is made up of semi-barbaric but proficient warriors. Recent military reforms in the face of the Shadow States’ aggression have begun to institute a little discipline upon these men, but they are still far from professional. The traditional weapon in this region is the axe, whether thrown from a distance or swung. A few units use other weapons, such as slings and bows, but only out of military necessity. Cavalry here is scarce and expensive, but well-utilized when they can be afforded.
13. Unnamed desert nomads
Can you think of details to flesh out this nation? It really needs some, so post!
14. Walden Kingdom
After the great Maxonian conqueror Ciamak Ochen died a power gulf appeared and his empire fractured. This is one of the major kingdoms that came into existence during that hectic time, and still exists today. Though influenced by Urish culture, it's rich indigenous traditions seperate it from most of the successor kingdoms. Can you think of details to flesh out this nation? If so, post!
15. Kasima
After the great Maxonian conqueror Ciamak Ochen died a power gulf appeared and his empire fractured. This is one of the major kingdoms that came into existence during that hectic time, and still exists today. This area has always had an odd mix of culture due to many foreign influences, but with the conquest a strong sense of identity, as part of Ure, came into being. Can you think of details to flesh out this nation? If so, post!
16. Massits
These nomadic people from the poisonous southern swamplands are a crude and despised group, but as the old Imperial proverb goes, "Beware the weak and wretched dog, it is he who bites." Can you think of details to flesh out this nation? If so, post!
17. Kal-Tek
A people whose whole culture is based around the sea, an important aspect of life when one lives in an archipelago. They have gone through cultural rises and falls, and in the past have had periods of great success when they colonized many far lands. Can you think of details to flesh out this nation? If so, post!
18. Gin Babbaroc
This former colony of the Kal-Tek is a unique blend between the cultures of the Branch and those of their motherland (or, more accurately, mothersea). It is a rich and prosperous nation, but its relations with its neighbors can only be called strained at best. Can you think of details to flesh out this nation? If so, post!
19. ???
Post your ideas for factions, these last two slots are reserved until I see someone else create a concept that catches my eye.
20. ???
Post your ideas for factions, these last two slots are reserved until I see someone else create a concept that catches my eye.
X. Rebels
These are the free and independent peoples of the world. They often lie between great empires, usually in lands that have either recently revolted or that nobody has bothered to conquer yet. Some control great cities with strong garrisons, and should not be taken lightly.
Demo
Graphics
-Campaign map: 60%
-Units: 20% (A special things to Richyg13 and Palissa)
-Other: ???%
Text editing
-Campaign map: 0%
-Units: 50%
-Buildings: 0%
-Traits: 0%
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Concepts
-Factions: 100%
-Units: 100%
-Buildings: 30%
-Other Features: 50%
Everything else
-Testing: 5%
-Historical battles: 10%
-The X factor: ???%
End-Note
I repeat: I want YOUR input. If you have an idea for a new unit, a concept for a wonder, or a thought about factions, backstory, or anything at all, post it here. Whatever is in your mind, I want it in this topic.