Atraphoenix
05-27-2009, 14:27
you can also activate gov3 or gov2 if you want, they are still in EDU you will just add ", parthia" to the ownership. I still find the ex-gov types of pahlava more logical in comparison with the current one.
as I am on a time consuming project I left it alone.
gov4
}
gov4 requires factions { britons, dacia, gauls, germans, scythia, spain, egypt, saba, carthage, romans_scipii, numidia, romans_brutii, romans_julii, greek_cities, macedon, thrace, seleucid, } and building_present hinterland_precursor and not hidden_resource not_here
{
capability
{
; -------------------------------------------------------------------------------------
; ------------------------------ BARBARIANS -------------------------------
; -------------------------------------------------------------------------------------
; ------------------------------ CASSE -------------------------------
taxable_income_bonus bonus 2 requires factions { britons, }
recruits_exp_bonus bonus 1 requires factions { britons, }
law_bonus bonus -1 requires factions { britons, }
; ------------------------------ AEDUI -------------------------------
taxable_income_bonus bonus 2 requires factions { gauls, }
recruits_exp_bonus bonus 1 requires factions { gauls, }
law_bonus bonus -1 requires factions { gauls, }
; ------------------------------ ARVERNI -------------------------------
taxable_income_bonus bonus 2 requires factions { scythia, }
recruits_exp_bonus bonus 1 requires factions { scythia, }
law_bonus bonus -1 requires factions { scythia, }
; ------------------------------ IBERIA -------------------------------
taxable_income_bonus bonus 2 requires factions { spain, }
recruits_exp_bonus bonus 1 requires factions { spain, }
law_bonus bonus -1 requires factions { spain, }
; ------------------------------ SWEBOZ -------------------------------
trade_base_income_bonus bonus 2 requires factions { germans, }
recruits_exp_bonus bonus 1 requires factions { germans, }
law_bonus bonus -1 requires factions { germans, }
; ------------------------------ GETAI -------------------------------
trade_base_income_bonus bonus 2 requires factions { dacia, }
happiness_bonus bonus 1 requires factions { dacia, }
law_bonus bonus -1 requires factions { dacia, }
; -----------------------------------------------------------------------------
; ------------------------------ SEMITIC -------------------------------
; -----------------------------------------------------------------------------
; ------------------------------ CARTHAGE -------------------------------
trade_base_income_bonus bonus 2 requires factions { egypt, }
recruits_exp_bonus bonus 1 requires factions { egypt, }
population_loyalty_bonus bonus -1 requires factions { egypt, }
; ------------------------------ SABA -------------------------------
trade_base_income_bonus bonus 2 requires factions { saba, }
recruits_exp_bonus bonus 1 requires factions { saba, }
population_loyalty_bonus bonus -1 requires factions { saba, }
; ------------------------------------------------------------------------------
; ------------------------------ EASTERN -------------------------------
; ------------------------------------------------------------------------------
; ------------------------------ HAYASDAN -------------------------------
trade_base_income_bonus bonus 2 requires factions { romans_scipii, }
recruits_exp_bonus bonus -2 requires factions { romans_scipii, }
population_loyalty_bonus bonus -1 requires factions { romans_scipii, }
happiness_bonus bonus 1 requires factions { romans_scipii, }
; ------------------------------ PAHLAV -------------------------------
happiness_bonus bonus 2 requires factions { parthia, }
trade_base_income_bonus bonus 1 requires factions { parthia, }
population_growth_bonus bonus 1 requires factions { parthia, }
law_bonus bonus -1 requires factions { parthia, }
population_loyalty_bonus bonus -1 requires factions { parthia, }
gov3
}
gov3 requires factions { britons, dacia, gauls, germans, scythia, spain, egypt, saba, carthage, romans_scipii, numidia, romans_brutii, romans_julii, greek_cities, macedon, thrace, seleucid, } and building_present hinterland_precursor and not hidden_resource not_here
{
capability
{
; -------------------------------------------------------------------------------------
; ------------------------------ BARBARIANS -------------------------------
; -------------------------------------------------------------------------------------
; ------------------------------ CASSE -------------------------------
happiness_bonus bonus 1 requires factions { britons, }
law_bonus bonus 1 requires factions { britons, }
recruits_morale_bonus bonus 1 requires factions { britons, }
trade_base_income_bonus bonus -1 requires factions { britons, }
; ------------------------------ AEDUI -------------------------------
happiness_bonus bonus 1 requires factions { gauls, }
law_bonus bonus 1 requires factions { gauls, }
recruits_morale_bonus bonus 1 requires factions { gauls, }
trade_base_income_bonus bonus -1 requires factions { gauls, }
; ------------------------------ ARVERNI -------------------------------
happiness_bonus bonus 1 requires factions { scythia, }
law_bonus bonus 1 requires factions { scythia, }
recruits_morale_bonus 1 requires factions { scythia, }
trade_base_income_bonus bonus -1 requires factions { scythia, }
; ------------------------------ IBERIA -------------------------------
happiness_bonus bonus 1 requires factions { spain, }
law_bonus bonus 1 requires factions { spain, }
recruits_morale_bonus 1 requires factions { spain, }
trade_base_income_bonus bonus -1 requires factions { spain, }
; ------------------------------ SWEBOZ -------------------------------
taxable_income_bonus bonus 1 requires factions { germans, }
recruits_exp_bonus bonus 1 requires factions { germans, }
happiness_bonus bonus 1 requires factions { germans, }
; ------------------------------ GETAI -------------------------------
taxable_income_bonus bonus 1 requires factions { dacia, }
recruits_exp_bonus bonus 1 requires factions { dacia, }
; -----------------------------------------------------------------------------
; ------------------------------ SEMITIC -------------------------------
; -----------------------------------------------------------------------------
; ------------------------------ CARTHAGE -------------------------------
trade_base_income_bonus bonus 3 requires factions { egypt, }
; ------------------------------ SABA -------------------------------
happiness_bonus bonus 1 requires factions { saba, }
recruits_exp_bonus bonus 1 requires factions { saba, }
trade_base_income_bonus bonus 1 requires factions { saba, }
recruits_morale_bonus bonus -1 requires factions { saba, }
population_loyalty_bonus bonus -1 requires factions { saba, }
; ------------------------------------------------------------------------------
; ------------------------------ EASTERN -------------------------------
; ------------------------------------------------------------------------------
; ------------------------------ HAYASDAN -------------------------------
law_bonus bonus -2 requires factions { romans_scipii, }
recruits_morale_bonus bonus -1 requires factions { romans_scipii, }
taxable_income_bonus bonus 1 requires factions { romans_scipii, }
; ------------------------------ PAHLAV -------------------------------
law_bonus bonus 1 requires factions { parthia, }
population_loyalty_bonus bonus -1 requires factions { parthia, }
trade_base_income_bonus bonus 2 requires factions { parthia, }
population_growth_bonus bonus 1 requires factions { parthia, }
; ------------------------------ PONTOS -------------------------------
happiness_bonus bonus 1 requires factions { carthage, }
recruits_exp_bonus bonus 1 requires factions { carthage, }
trade_base_income_bonus bonus 1 requires factions { carthage, }
recruits_morale_bonus bonus -1 requires factions { carthage, }
population_loyalty_bonus bonus -1 requires factions { carthage, }
gov2
}
gov2 requires factions { britons, dacia, gauls, germans, scythia, spain, egypt, saba, carthage, romans_scipii, numidia, romans_brutii, romans_julii, greek_cities, macedon, thrace, seleucid, } and building_present_min_level hinterland_precursor expansion and not hidden_resource not_here
{
capability
{
; -------------------------------------------------------------------------------------
; ------------------------------ BARBARIANS -------------------------------
; -------------------------------------------------------------------------------------
; ------------------------------ CASSE -------------------------------
happiness_bonus bonus 2 requires factions { britons, }
trade_base_income_bonus bonus -2 requires factions { britons, }
recruits_morale_bonus bonus 1 requires factions { britons, }
; ------------------------------ AEDUI -------------------------------
happiness_bonus bonus 2 requires factions { gauls, }
trade_base_income_bonus bonus -2 requires factions { gauls, }
recruits_morale_bonus bonus 1 requires factions { gauls, }
; ------------------------------ ARVERNI -------------------------------
happiness_bonus bonus 2 requires factions { scythia, }
trade_base_income_bonus bonus -2 requires factions { scythia, }
recruits_morale_bonus bonus 1 requires factions { scythia, }
; ------------------------------ IBERIA -------------------------------
happiness_bonus bonus 2 requires factions { spain, }
trade_base_income_bonus bonus -2 requires factions { spain, }
recruits_morale_bonus bonus 1 requires factions { spain, }
; ------------------------------ SWEBOZ -------------------------------
happiness_bonus bonus 1 requires factions { germans, }
law_bonus bonus 1 requires factions { germans, }
recruits_morale_bonus 1 requires factions { germans, }
trade_base_income_bonus bonus -1 requires factions { germans, }
; ------------------------------ GETAI -------------------------------
law_bonus bonus 1 requires factions { dacia, }
recruits_exp_bonus bonus 1 requires factions { dacia, }
population_growth_bonus bonus -1 requires factions { dacia, }
; -----------------------------------------------------------------------------
; ------------------------------ SEMITIC -------------------------------
; -----------------------------------------------------------------------------
; ------------------------------ CARTHAGE -------------------------------
taxable_income_bonus bonus 1 requires factions { egypt, }
trade_base_income_bonus bonus 1 requires factions { egypt, }
population_growth_bonus bonus -1 requires factions { egypt, }
; ------------------------------ SABA -------------------------------
population_loyalty_bonus bonus 1 requires factions { saba, }
recruits_morale_bonus bonus 1 requires factions { saba, }
population_growth_bonus bonus -1 requires factions { saba, }
; ------------------------------------------------------------------------------
; ------------------------------ EASTERN -------------------------------
; ------------------------------------------------------------------------------
; ------------------------------ HAYASDAN -------------------------------
law_bonus bonus -2 requires factions { romans_scipii, }
recruits_morale_bonus bonus -1 requires factions { romans_scipii, }
taxable_income_bonus bonus 1 requires factions { romans_scipii, }
; ------------------------------ PAHLAV -------------------------------
recruits_morale_bonus bonus 1 requires factions { parthia, }
construction_cost_bonus_military bonus 2 requires factions { parthia, }
trade_base_income_bonus bonus 1 requires factions { parthia, }
; ------------------------------ PONTOS -------------------------------
population_loyalty_bonus bonus 1 requires factions { carthage, }
recruits_morale_bonus bonus 1 requires factions { carthage, }
population_growth_bonus bonus -1 requires factions { carthage, }
these are descriptions still kept :
ex gov 1 :
{gov1_parthia} Pahlav Shahwar Zand Shahrab (Parthian Royal Clan Satrapy)
{gov1_parthia_desc}
(requires Homeland Government Resource)\n\nThe Parthian king holds vast estates in the royal domain from which he extracts his revenues, and this region is among them. The well-maintained satrapy provides greater trade benefits and a sense of order amongst the populace. The king's direct influence allowed for economical creation of military structures, which could instruct troops in a variety of warmaking methods.\n\nHISTORICAL NOTES: Without these estates it is unlikely Parthian kings could maintain power, for the Parthians were not overly concerned with exactly who held power as long as he held the Divine Glory. Kinship lies at the root of royal power and those the king could trust and depend on were chiefly composed of the families and kindred of the royal clan. For this reason the king was chiefly concerned with increasing the royal domain and extending his personal authority.\n\nFeudalism emerged in Parthia for much the same reasons as it did elsewhere: for military reasons, the Parthians needed a landed equestrian system. The aristocratic military elite were the effective rulers of Parthia and these warriors were invariably horsemen. This class of warriors required a substantial landed estate to maintain cavalry away from the steppe, particularly the heavily armoured cataphracts for which Parthia was so renowned.\n\nThough founded by a militant and capable people, the feudal and decentralized structure of the kingdom explains why the Parthians rarely took strong offensive action against its enemies. It was easy for a Parthian king to assemble a great host beneath his banner but impossible to hold it together for any meaningful length of time. To maintain such an army would require a bureaucratic infrastructure, a strong economy, a well-maintained transportation system, and regional power holders subjugated to a central government. This simply wasn't possible on the nomadic eastern frontier. Such a concentration of power was not in the best interests of the powerful. Furthermore, local clan aristocracy was often powerful enough to maintain social and political positions against royal encroachments.\n\nSTRATEGY: This form of government is only available in regions comprising the faction's historical Homeland. It is slow to establish and allows the development of all available civic structures. The faction's best troops can be recruited here with appropriate support buildings, but regional auxiliaries are at best limited.
{gov1_parthia_desc_short}
When a Parthian Royal Clan Satrapy is established as we have now done here, albeit slowly, all faction buildings and troop types are made available.
abandoned gov 2:
{gov2_parthia} Pahlav Vuzurgan Zand (Parthian Great Clan March)
{gov2_parthia_desc}
(requires Expansion Government Resource)\n\nThe king is wise to respect the privileges of local magnates who play an important role in the kingdom. The scattered and constantly shifting camps of the steppe nomads are held together by ties of blood and loyalty to their chieftains. Compromise, persuasion, and an understanding of tribal needs are essential to effective rule. The great clans are satraps with large nomadic confederations whose loyalty is assured by gifts and favours from the clan lords. It is essentially impossible for the noble rulers to force direct control over the clans. However, the clan lords are capable of acting as sponsors to the great king, providing trade, services, and pastures.\n\nControl of trade routes is essential, and the karwansarai are fortified trade stations with small garrisons to keep the routes strong. The constant need for garrisons produces a stronger sense of purpose and loyalty amongst soldiers from the region. The ubiquity of these garrisons helps reduce the cost of training structures built in the region.\n\nHISTORICAL NOTES: The Parthians established border marches on the eastern frontiers to defend against nomad incursions. It is from these border marches that the great clan marches descend. The lords of these marches enjoy considerable power and autonomy. Some are nearly independent feudal kingdoms, controlled by the despotic satrap from his capital. The heads of the great Parthian feudal families, such as the Suren or Karen clans, were by far the largest property holders in the satrapy. The best example of these great lords is Eranshahr-Spahbed Suren-Pahlav who led the forces of his clan against the Romans at the battle of Carrhae. There he destroyed seven Roman legions and took their standards as war trophies.\n\nSeveral of the eminent noble clans had a vote in the Royal council, and the powerful Suren clan had the right to crown the Parthian king. Every Parthian aristocrat was allowed and expected to field armed retainers of his own. When the throne was occupied by a weakling, the naturally contentious Parthian nobility would vie for power between themselves and the greatest clans hoped to seize the throne itself.\n\nIn less turbulent times usurpers could not hope to seize the reins of government, for there were none to seize. Leadership was relatively informal and largely based on Parthian respect for a strong king. Any imbalance in power between tribes resulted in common tribesmen seeking to place themselves under the authority of a more capable leader. Direct alliances made with the great king's satrap made those tribes more prominent than their rivals. The influence of a satrap was often immense since he placed members of his own clan in positions of responsibility and cultivated clients within his satrapy.\n\nEven so, tribal allegiance was never secure. The satraps maintained a constant presence to force submission if necessary. The true allegiance of most tribesmen was to extended families, clans, and tribes. These free tribesmen constituted a mobile, ready-made cavalry force who would allow strong leaders to command them. The nomadic groups in turn were dependent on the kingdom and performed military service when called upon to do so.\n\nSTRATEGY: This government can be instituted in the faction's historical Homeland or Expansion regions. It is moderately slow to establish and allows the development of most civic structures. Recruitment largely consists of the faction's core troops, with some regional auxiliaries available for selection.
{gov2_parthia_desc_short}
The Parthian Great Clan March we have now completed has been moderately slow to establish, yet allows for most faction building and troop types in an Expansion province.
abandoned gov 3:
{gov3_parthia} Pahlav Kumarift (Parthian Principality)
{gov3_parthia_desc}
This province is far from the steppe and governed by Parthian aristocracy. Noble families rule semi-independent principalities in many parts of the empire with little direct involvement of the royal government back in the capital. They have no tribal host to call upon, so the local population must supply troops. The lands of the region's recent nobility are distributed to Parthian aristocrats upon conquest, which can cause some unrest amongst the populace. Lordship of a recently conquered and still hostile people gives Parthian lords an incentive to hold together and remain loyal to clan overlords. Strict economic controls maintain order and significantly boost trade, which brings many to the region in search of fortune. Traditional Parthian structures will never find a home in the region, but troops levied are often allowed to retain local fighting styles.\n\nHISTORICAL NOTES: The great lords retained their principalities in a feudal relationship with the Parthian great king. When necessary the aristocracy, clan host, and local commanders brought their mustering levies to the king's service. The Parthian clans bestowed candidates for top military and administrative positions in the kingdom, such as generals and satrap governors, and they provided supply troops from their large estates.\n\nThough Parthian armies did utilize foot soldiers, their numbers were small and they are much less significant than other armies. This was not so in the principalities. Parthian lords ruled a sedentary people not adapted to the rigour of nomadic life and without the great herds of horses that allowed the formation of most Parthian armies.\n\nSTRATEGY: This economically-focused government takes relatively little time to establish and is perfectly suited for Outlying regions with large populations. It less beneficial for sparsely populated regions with few existing civic structures. Troop selection is typically restricted to regional auxiliaries, with some factional troops available.\n\nThis government can exist anywhere. It may be beneficial for newly conquered Homeland or Expansion regions when short-term economic needs are vital. It is always possible to replace this government after the faction returns to a state of solvency. To do so, simply dissolve the government (represented by the "Destroy Building" icon in the lower left of this description box). Any government in transition can fan the flames of unrest and halt civic development, so take care to re-establish military occupation quickly.
{gov3_parthia_desc_short}
A Parthian Principality such as we have constructed here now retains many local troop types and is fast to establish, but offers limited faction building selection.
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.