Has that been yet? It is 20th feb in GMT
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Has that been yet? It is 20th feb in GMT
yep, sorry tried to type somethin yesterday but my internet was down...this isnt my comp either im not at home.
But, we do need one more Roman faction to start...im going to play the senate.
If any rules would like to be suggested, please do so, that way i can consider them when i get home.
I will be having a few other threads...dont know what yet but one of them is definatley a senate thread. This is where we will count the offices and who is in them...we can make it so the more offices your faction holds the more influence you have over decisions
The campaign will be called The Gloy of Rome, so i will ask about a prefix (GoF) for all threads.
is it too late to join?
OK so all Romans will be controlled? If so doubling up would be an issue, fine by me.
Nope Elite! Just in time!
You can be the Julii..unfortunatley our game didnt get enough hype and died early with only around 5 players...but we are going to have a good ol roman game called The Glory of Rome.
EVERYONE HERE NOTE:
After this game, I plan on starting another PBeM (rtw). I plan un running campaign after campaign, so look forward to more games all! This campaign has so few amount of people that i thought mine as well just make my first PBeM a small roman one. But, hey, like i said we can add in more factions as the game progresses.
https://forums.totalwar.org/vb/showthread.php?t=64876
Here is how to set up the scripts. I will send you guys the scripts when we have scraped out the rules.
Now, on to rules discussion..
Known rules:
-I will be the senate. We will start the game in the roman alliance, where we cant break it.
-We will have a few different threads. We will have the game thread of course, the OOC thread (out of context) to discuss out of game, and the senate thread. Probably the most important will be the senate thread. In this thread, we will elect officials, governors, generals, you name it. We will declare enemys of Rome, allys, who to target, what to do...basically this will be the thread where the game is planned. In the Game thread, we will tell each other when the turn is up, what we did on that turn (if we want to :beam:) and everything else having to do with just the game. in the OOC thread, we will discuss random things, preferably game based, in an unformal way.
-We will be using RTW v1.5 with the vanilla Mundus Magnus map (just the map)
Vanilla Mundus Magnus map
Follow the instructions to install it, shouldn't be too hard but if it is just ask :yes:
note: It is advised that you install a fresh copy of RTW. This way, we can all be sure we have the same version. INSTALL IT TO A CUSTOM FOLDER. By this, i mean do not install it on C://program files/ etc, just make a folder on your desktop called "Glory of Rome" or something, and when you install the game choose that folder. This will make it so you dont erase your previous game in anyway. Also, after you do this, check to make sure your shortcut starts uo the NEW install.
-We will be having recruitable generals. I will be posting the necessary file, so after you install your new RTW, just copy/paste it into the data folder and there you have it :beam:. You dont have to edit anything on your part.
-any other rules you guys want are open for discussion. I will discuss the Senate thread more in-depth later on. It will have its own post.
I'm happy with those rules, will you be setting missions for us? I'd like that.
Cool. Cool. So, we will have a Roman campaign. It will be:
-Tom0 as the Scipii
-HannibalBarc as the Brutii
-Elite Ferret as the Julii
-Me as the powerful, great Senate :laugh4:
Under this post I will post the rules for the Senate thread. If you happen to post before I do, stay close if you want the rules soon. :yes:.
Sorry everyone, but i had somethings i had to take care of in the middle of typing up that post.
The Senate Thread:
Spoiler Alert, click show to read:The main purpose of this thread will be to re-create the ancient Senate of Rome.
Every few game years, we will elect new Senate officials. Voting and the number of votes each family holds is based upon:
A. The current offices held. Each office will hold a certain value.
B. The number of family members one's faction has in the Senate.
C. The Senate (TruePraetorian) and their favorability to the faction.
-You would get more votes if The Senate looks upon you favorably.
---Senate Positions---
There are 600 Senators of Rome. Out of these Senators, only a selected few abtain offices. The Julii, Brutii, and Scipii families are Senators based upon birth. Anyone born into their name is automatically qulaified to become a magistrate. Every other member of the Senate is controled by the Senate (TruePraetorian).
The current senate positions are listed but are liable to change:
Listed in decending order:
2 Consuls—Chief magistrates who convened and presided over the Senate and assemblies, initiated and administered legislation, served as generals in military campaigns, and represented Rome in foreign affairs. Consuls could appoint and/or serve as dictator for up to 6 months in times of emergency when the constitution was suspended. When their term of office was completed, consuls usually governed a province as proconsul.
8 Praetors—Served primarily as judges in law courts, but could convene the Senate and assemblies; they assumed administrative duties of consuls when these were absent from Rome. When their term of office was completed, praetors might govern a province as Propraetor.
2 Censors—Elected every 5 years for terms of 1½ years; revised lists of senators and equestrians; conducted census of citizens and property assessments for tax purposes; granted state contracts.
2 Aediles—Supervised public places, public games, and the grain supply in the city of Rome;2 were required to be plebeians,and the other two (who had more status) could come from either order; the latter 2 were called curule aediles. We will only use the two that are non-plebian. There is originally 4.
20 Quaestors—Administered finances of state treasury and served in various capacities in the provinces; when elected quaestor, a man automatically became eligible for membership in the Senate, though censors had to appoint him to fill a vacancy.
---Term Specifics---
Consul - 1 year - minimum age 41 - Imperium
Praetor - 1 year - minimum age 40 - Imperium
Censor - 1 1/2 years - No Imperium (A list of Censors is chosen every 5 years)
Aedile - 1 year - No Imperium
Quaestor - 1 year - minimum age 30- No Imperium
Imperium - The right to veto a vote from a magistrate who ranks lower then yourself.
--Votes per Office--
Consul - 10
Praetor - 8
Censor - 6
Aedile - 4
Quaestor - 2
-34 Senators hold a total of 144 votes, 566 regular senators hold 566 votes: A total of 710-
-A Magistrate may not vote for himself-
--Votes Needed per Office--
Consul - 70
Praetor - 35
Censor - 25
Aedile - 20
Quaestor - 10
-Voting: Family members are elected to high positions through the number if votes. You can only progress one rank at a time (Quaestor to Aedile, Aedile to Censor, etc.). The Senate (TruePraetorian) will vote in accordance to these factors.
---Office Benifits---
Each office has its own benifits; Notably making the faction in question stronger, richer, and more influential.
Consul - Has Imperium over every other magistrate, even other Consuls. This power allows him to veto any decision made by a lesser magistrate, e.g. Votes to attack a faction or send a legion into enemy territory. The Consul has the ability to command the Legions under Senate request. The Consul is the last choice in the chain of voting, for the sole reason that he (they) have the ability to veto any bill trying to be passed over any other Senator. After serving his 1 year turn, he may either be re-elected or seek governership over a province. If he fails to become re-elected the year after his term is up, he has one of two choices:
1. Run for election the next year. This excludes him from becoming a proconsul if he fails to be re-elected. or,
2. Accept his proconsulship. If he does, he ends his political career and may govern his province. If no provinces are left, The Senate will choose a province owned by a lesser proconsul.
Proconsuls still have the ability to lead The Legions if requested by the Senate.
Praetor - Has Imperium, with the same rules as the Consul. He is the second-to-last member of magistrates that can vote on a bill or law. His imperium applys to everyone under him, and the other Praetor. Praetors have the right to command The Legions by request of Senate, just as a consul does. The only exception is he may not choose his territory if he becomes a propraetor; his territory will be assigned to him. A propraetor may serve in the same territory as a proconsul, but the proconsul has authority over the propraetor. The propraetor still has command over The Legions if requested by the Senate. After serving his 1 year term, the Praetor may follow the political path as noted below:
1. He may run for election as Consul. If he fails his election:
2. He may run again for the office of Praetor. If he fails this election:
3. He may either run once more for Praetor only the following year, or may become a propraetor, governing a province or commanding The Legions at the Senates discretion.
4. If he chooses to run for Praetor again instead of taking Propraetorship, his political career will come to an end, and he may only vote as other Senators.
Censor - Does not have Imperium over smaller magistrates. The Censor is responsible in maintaining the Morals of the State. A Censor has command of The Legions at the request of The Senate. To maintain the Morals of the State, the Censor will be responsible for noting the current status among other factions. He will make posts every 6 months about the state of the Republic, her allies, and her enemies. Since there is two Censors, each will be given their own sphere of influence on which to report, dictated by The Senate. After serving thier term, the Censor may run for Praetor. If one Censor dies while holding office, the other must resign on religous meanings. The consequences for failing to resign is punishment by death.
Aedile - Does not have Imperium. The Aedile is responsible for the building and development of citys. Each Aedile will be assigned a sphere of influence designated by The Senate. Aediles do not have command of The Legions, but may serve as secondary commanders if requested by the Senate, as can every Senator. Each turn, the Aedile will advise the bulding of specific structures based upon various factors, such as public order and monetary income. A faction may request funding for specific building projects from the Aedile, who will publicly announce it. After an Aedile's term is up, he may run for re-election or may seek the office of Censor.
Quaestor - Does not have Imperium. The Questor's will be each assigned a province at the beginning of their term. They will notify the Senate about any monetary problems, profits, etc. as to maintain the Republic's economy. After a Quastor's term is up, he may seek re-election, or run for Aedile.
----------------------
--The Legions--
The Legions are the sole protection of Rome and her borders. They will be maintained by The Senate. If directed to do so, the Legions may be recruited to assault an enemy of Rome or her allies. After the need for the Legion is done, the Legion may be disbanded by The Senate. Many magistrates may take command of The Legions at the Senates request. The Legions will be commanded by said magistrates, or by a General of Rome. Note, General's of Rome will never qualify as Senators, as they hold no senate standing and do not count as family members. Unless instructed to disband, The Legion will remain alive as long as the Senate needs it. Funding for The Legions will be provided by The Senate, as to maintain complete control.
--Voting--
Voting will be conducted in 5 phases:
1. A member of The Senate will suggest such a bill.
2. The Senate will vote upon the bill.
3. If the vote succeeds, the bill passes to the Praetor.
4. If the bill is accepted by both Praetors, the bill passes to the Consuls
5. If the bill is accepted by both Consuls, the bill is immediatley set into place.
Bills can take the form of anything, from declaring Rome's enemys to restraints on Legion funding. These bills will be announced in a seperate thread of laws and orders, only to be written in by The Senate (TruePraetorian)
--Rome's economy--
All matters that need funding, such as Legions, will be done so at the Senate's expense. Therefore, each faction is expected to pay 3/4ths of their semi-annual income to The Senate of Rome. Any cities that do not make a profit (negative money) will be fully paid for by The Senate. This method is to ensure that The Senate has complete control over the ruling familys and military, while still leaving enough money to be spent on things such as bribing votes.
Any profits made from the spoils of war may be kept by the faction in question.
Failure to comply with these rules will result in an investigation by numerous Quaestors. If results show that the faction in question has not been paying its taxes, the faction will be stripped of all Senate rank. If further disobeyement occurs, The Senate will not hesitate to outlaw said faction.
--Bribing Votes--
At the expense of 1000 denarii, the faction of choice will recieve one extra vote on the family member of thier choosing. This may be used multiple times to gain political offices.
--Missions of Rome--
The Senators and magistrates of Rome will all vote on all matters, as stated above. When a bill is passed needing a faction to complete a task, and the task is completed, The Senate will reward the faction with monetary value for its tasks.
i.e. War has been declared on Gaul. The Senators have agreed that taking the city of Patavium would greatly boost economy and trade throughout northern Rome. The task was voted upon, and it was agreed that Consul Flavius Julius and Praetor Marcus Julius, who were both of northern Rome, to take command of Legio Gallia XI and assault the city within. After completing said task within the year, Consul Flavius Julius and Praetor Marcus Julius are awarded the sum of 10,000 denarii for their efforts, as long as they agree to retrain Legio Gallia XI. They agree, and are awarded 10,000.
Here is more on the story :yes:
With the new amount of 10,000 denarii, the money is spent bribing 10 votes from the Senate. These 10 votes give Consul Flavius Julius 72, just enough votes to be re-elected as Consul. Before his re-election, he used his 10 votes on Praetor Marcus Julius, who reaches 70 votes. Both Julii are now Consuls of Rome, giving the Julii great authority for the next few years. Both can vote during elections with 10 votes, to make sure the Julii are kept in office.
These are the benifits of progressing through the Senate ranks.
More may be added to this. Please, read all of it..it has all the information you need. If there are any questions, ask them in this thread. If it is unclear how an office will work, I will demonstrate by making an entire post of a "turn".
Note, everything is based on the 6 month turn, so 1 year is 2 turns.
Tell me how ya think about these! Took me a few hours to type it up!
Took me a few hours to read it :p
* How do you deduct bribing money/ taxation to be paid to the senate from your own funds?
* I'll probably need some help installing to a custome folder but when I get home I will give it a go first. The map and new units should not be a problem.
* Is it possible for consuls to run in absentia?
* Will there be enough family members early on to fill all Senate places?
* Will there be a Civil War?
* Will the Senate fight battles?
very nice, I love the depth you've gone into. My only question is will the player decide whether to make his family members into generals or senate members as the rules state they cannot be both.
No, the rules state that any Senator with the ability to command Legions may do so when requested upon. All family members with the Cognomen Julii, Brutii, and Scipii are of Senatorial birth. The Senate, just like in the ancient days, would elect the most eligible to serve as Generals: Usually being Consuls or Praeotrs, or Generals (who were not senators).
You have to remember, the main purpose of the Senate and its positions is the ability to vote. We can make the rules any way we so choose them, so long as the Senate gives majority vote.
Quote:
Originally Posted by Tom0Took me a few hours to read it :p
* How do you deduct bribing money/ taxation to be paid to the senate from your own funds?
* I'll probably need some help installing to a custome folder but when I get home I will give it a go first. The map and new units should not be a problem.
* Is it possible for consuls to run in absentia?
* Will there be enough family members early on to fill all Senate places?
* Will there be a Civil War?
* Will the Senate fight battles?
1. My own funds will be the funds of the empire. As the senate, i have power over every Senator that is not human controled. There are 600 senators, meaning that 600 votes will be semi-randomly given to the most eligible. Your character's standing with the Senate (which will be decided on the tasks he has completed at the senates will) will have to most effect. Therefore, when i said taxes will be deducted from your faction, it means you will send a diplomat to give the necesary monetary value. Then, whenever you request funds, it can be granted. As for bribing from my funds, such money will be deducted and evenly distributed among your factions. For example, if I spend 1,000d on 1 vote, the next turn when you pay taxes, you faction will pay 333d less then the previous amount; giving you 333d extra in private income.
2.No problem ill walk you through it :yes: But there are not new units, we will just be enabling recruitable generals.
3. Please describe the meaning of absentia...and if its what i think it is then yes, they can still run after they return from a campaign.
4. Yes, but remember any Senate position not filled by a family member will be filled by a "imaginary" Senator...one that does not belong to one of the four factions. Therefore, his votes will be completley semi-random.
5. I hope not! But yes, if you have the funds and military power, you can challenge the Senate itself. I will warn you, though, the Senate will have a very able military to defend itself.
6. The Senate may elect officials from the Maxentius family, so yes it may.
Is there any consequences for disobeying the senate? Can we RP rogue generals who take forces out without the senates permission?
This just gets better
Consequences for disobeying the Senate?? Of course!Quote:
Originally Posted by Elite FerretIs there any consequences for disobeying the senate? Can we RP rogue generals who take forces out without the senates permission?
I am not soley The Senate.
We are all Senate. Therefore, all of us vote on all matters..offices just help you attain what you want faster. If a general or family member feels like saying "No, I will not", then The Senate (all of us!) will hold a meeting to agree upon punishment. Senate favor for the character will surely drop if mission after mission is failed..leading to less and less political power. Grudges may be held for generations against the family...even those who are not directly related! For example, if Marcus Julius does not attack Gaul after ordered to do so for 10 years by the Senate (20 turns), then his son, Oppius Julius, may be seen as "like father, like son". The Julii family may be disgraced and have to regain there honor. Alternatively, Marcus could be hated by his son Oppius, and vote to banish him. This would surely help Oppius and his Senate standing!
As for RPing rogue generals...why not?? If a general gets a message from the Senate saying "do not bring troops into Latium" and he does...well..The Senate will just have to do something about that! Maybe an assassination? Who knows. In the Roman world, anything is possible.
Any dates for starting yet?
As soon as this mini-checklist is comlete:
- Contact Hanibalbarc or find the third Roman faction
- Make sure everyone is set up the correct way
-Get a prefix for the game threadsGot it. It is GoR PBM
- Make sure all of the rules are agreed upon and understood
So, ive PMed Hanibal but he hasn't gotten back with me. Does anyone recall him saying something about a vacation? I do for some reason.. if that is the case then we need to find another Roman. Shouldn't be too hard.
I am going to post another post after this one to describe in detail how to set up your game.
You guys like the rules? If so, then we have nothing to worry about.
Game should start within the next 48 hours if we can get another Roman faction.
Please, any questions on The Senate, setting up the game, PBM's...anything, please ask!!
Well, my internet hates me. After about a half an hour of typing a very detailed post on how to set up the game, it quit on me...leaving everything gone.
Here is the shortened version:
-Make a folder on your desktop called "The Glory of Rome"
-Install RTW into this folder (--/desktop/The Glory of Rome/)
-Download Mydraals script generator. Follow the webpages instructions.
-Generate a script. For players type 4, for factions type them in this exact order:
romans_julii
romans_brutii
romans_scipii
romans_senate
put this new script in data/scripts.
-go to data/export_descr_buildings, rename it to "original export_descr_buildings" You will be copying a new export_descr_buildings into your data folder when I get the uploader working.
Done!
For the uploader, I will notify you on when i get it going. It is found on the forums, im just pming TosaInu for more information. When it is up, i will provide more instructions on how to use it.
--NOTE--
The script we are using has more then one roman faction. Because we are playing with four, when you run the script, take your turn, then end the turn, it will save and THEN CTD. DO NOT WORRY. The script has been known to CTD when playing with numerous roman factions, it screws up nothing; The game was saved before the CTD occured.
Well, with "careful" searching, it took me all of 5 minutes to relize at the top of the Throne Room there is a thread that shows the campaign save uploader. Ha!
Here is the link where you will upload your save file:
http://www.mizus.com/files/pbmupload.php
And this is where you will download your turn when it is passed to you:
http://www.mizus.com/files/pbm/
ALL FILES UPLOADED MUST BE ZIPPED.
google it if you dont know how.
With that said and done, i cant upload the export_descr_buildings file, so I copied mine.
Copy and paste this into a new text file. Call the file export_descr_buildings, and place it in your data folder.
Spoiler Alert, click show to read:;This file is generated from a spreadsheet
;Please do not modify by hand
hidden_resources sparta rome italy
building core_building
{
levels governors_house governors_villa governors_palace proconsuls_palace imperial_palace
{
governors_house requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian peasant" 0 requires factions { spain, }
recruit "barb peasant briton" 0 requires factions { britons, }
recruit "barb peasant dacian" 0 requires factions { dacia, }
recruit "barb peasant gaul" 0 requires factions { gauls, }
recruit "barb peasant german" 0 requires factions { germans, }
recruit "barb peasant scythian" 0 requires factions { scythia, }
recruit "carthaginian peasant" 0 requires factions { carthaginian, }
recruit "east peasant" 0 requires factions { eastern, }
recruit "egyptian peasant" 0 requires factions { egyptian, }
recruit "greek peasant" 0 requires factions { greek, }
recruit "roman peasant" 0 requires factions { roman, }
}
construction 1
cost 400
settlement_min village
upgrades
{
governors_villa
}
}
governors_villa requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian peasant" 0 requires factions { spain, }
recruit "barb peasant briton" 0 requires factions { britons, }
recruit "barb peasant dacian" 0 requires factions { dacia, }
recruit "barb peasant gaul" 0 requires factions { gauls, }
recruit "barb peasant german" 0 requires factions { germans, }
recruit "barb peasant scythian" 0 requires factions { scythia, }
agent diplomat 0 requires factions { barbarian, }
recruit "carthaginian peasant" 0 requires factions { carthaginian, }
agent diplomat 0 requires factions { carthaginian, }
recruit "east peasant" 0 requires factions { eastern, }
agent diplomat 0 requires factions { eastern, }
recruit "egyptian peasant" 0 requires factions { egyptian, }
agent diplomat 0 requires factions { egyptian, }
recruit "greek peasant" 0 requires factions { greek, }
agent diplomat 0 requires factions { greek, }
recruit "roman peasant" 0 requires factions { roman, }
agent diplomat 0 requires factions { roman, }
}
construction 2
cost 800
settlement_min town
upgrades
{
governors_palace
}
}
governors_palace requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian peasant" 0 requires factions { spain, }
recruit "barb peasant briton" 0 requires factions { britons, }
recruit "barb peasant dacian" 0 requires factions { dacia, }
recruit "barb peasant gaul" 0 requires factions { gauls, }
recruit "barb peasant german" 0 requires factions { germans, }
recruit "barb peasant scythian" 0 requires factions { scythia, }
agent diplomat 0 requires factions { barbarian, }
recruit "carthaginian peasant" 0 requires factions { carthaginian, }
agent diplomat 0 requires factions { carthaginian, }
recruit "east peasant" 0 requires factions { eastern, }
agent diplomat 0 requires factions { eastern, }
recruit "egyptian peasant" 0 requires factions { egyptian, }
agent diplomat 0 requires factions { egyptian, }
recruit "greek peasant" 0 requires factions { greek, }
agent diplomat 0 requires factions { greek, }
recruit "roman peasant" 0 requires factions { roman, }
agent diplomat 0 requires factions { roman, }
upgrade_bodyguard 1 requires factions { barbarian, }
}
construction 3
cost 1600
settlement_min large_town
upgrades
{
proconsuls_palace
}
}
proconsuls_palace requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian peasant" 0 requires factions { spain, }
recruit "barb peasant briton" 0 requires factions { britons, }
recruit "barb peasant dacian" 0 requires factions { dacia, }
recruit "barb peasant gaul" 0 requires factions { gauls, }
recruit "barb peasant german" 0 requires factions { germans, }
recruit "barb peasant scythian" 0 requires factions { scythia, }
agent diplomat 0 requires factions { barbarian, }
recruit "carthaginian peasant" 0 requires factions { carthaginian, }
agent diplomat 0 requires factions { carthaginian, }
recruit "east peasant" 0 requires factions { eastern, }
agent diplomat 0 requires factions { eastern, }
recruit "egyptian peasant" 0 requires factions { egyptian, }
agent diplomat 0 requires factions { egyptian, }
recruit "greek peasant" 0 requires factions { greek, }
agent diplomat 0 requires factions { greek, }
recruit "roman peasant" 0 requires factions { roman, }
agent diplomat 0 requires factions { roman, }
upgrade_bodyguard 1 requires factions { barbarian, }
}
construction 4
cost 3200
settlement_min city
upgrades
{
imperial_palace
}
}
imperial_palace requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian peasant" 0 requires factions { spain, }
recruit "barb peasant briton" 0 requires factions { britons, }
recruit "barb peasant dacian" 0 requires factions { dacia, }
recruit "barb peasant gaul" 0 requires factions { gauls, }
recruit "barb peasant german" 0 requires factions { germans, }
recruit "barb peasant scythian" 0 requires factions { scythia, }
agent diplomat 0 requires factions { barbarian, }
recruit "carthaginian peasant" 0 requires factions { carthaginian, }
agent diplomat 0 requires factions { carthaginian, }
recruit "east peasant" 0 requires factions { eastern, }
agent diplomat 0 requires factions { eastern, }
recruit "egyptian peasant" 0 requires factions { egyptian, }
agent diplomat 0 requires factions { egyptian, }
recruit "greek peasant" 0 requires factions { greek, }
agent diplomat 0 requires factions { greek, }
recruit "roman peasant" 0 requires factions { roman, }
agent diplomat 0 requires factions { roman, }
recruit "roman praetorian cohort i" 0 requires factions { roman, } and marian_reforms
upgrade_bodyguard 1
}
construction 6
cost 6400
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building defenses
{
levels wooden_pallisade wooden_wall stone_wall large_stone_wall epic_stone_wall
{
wooden_pallisade requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
wall_level 0
tower_level 1
}
construction 1
cost 400
settlement_min town
upgrades
{
wooden_wall
}
}
wooden_wall requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
wall_level 1
gate_strength 1
tower_level 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
stone_wall
}
}
stone_wall requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
wall_level 2
tower_level 1
gate_defences 1
gate_strength 1
}
construction 3
cost 1600
settlement_min city
upgrades
{
large_stone_wall
}
}
large_stone_wall requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
wall_level 3
tower_level 1
gate_defences 2
gate_strength 2
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
epic_stone_wall
}
}
epic_stone_wall requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
wall_level 4
tower_level 2
gate_defences 2
gate_strength 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building barracks
{
levels muster_field militia_barracks city_barracks army_barracks royal_barracks
{
muster_field requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian city militia" 0 requires factions { spain, }
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "barb infantry dacian" 0 requires factions { dacia, }
recruit "barb infantry gaul" 0 requires factions { gauls, }
recruit "warband spear german" 0 requires factions { germans, }
recruit "barb horse archers scythian" 0 requires factions { scythia, }
recruit "carthaginian city militia" 0 requires factions { carthage, }
recruit "numidian javelinmen" 0 requires factions { numidia, }
recruit "east infantry" 0 requires factions { eastern, }
recruit "egyptian nubian spearmen" 0 requires factions { egyptian, }
recruit "greek hoplite militia" 0 requires factions { greek, }
recruit "roman city militia" 0 requires factions { roman, }
}
construction 2
cost 600
settlement_min town
upgrades
{
militia_barracks
}
}
militia_barracks requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian city militia" 0 requires factions { spain, }
recruit "carthaginian infantry" 0 requires factions { spain, }
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "barb infantry dacian" 0 requires factions { dacia, }
recruit "barb infantry gaul" 0 requires factions { gauls, }
recruit "warband spear german" 0 requires factions { germans, }
recruit "barb horse archers scythian" 0 requires factions { scythia, }
recruit "warband sword briton" 0 requires factions { britons, }
recruit "warband sword gaul" 0 requires factions { gauls, }
recruit "warband axe german" 0 requires factions { germans, }
recruit "warband axe scythian" 0 requires factions { scythia, }
recruit "warband falx dacian" 0 requires factions { dacia, }
recruit "carthaginian city militia" 0 requires factions { carthage, }
recruit "numidian javelinmen" 0 requires factions { numidia, }
recruit "carthaginian infantry" 0 requires factions { carthage, }
recruit "numidian desert warriors" 0 requires factions { numidia, }
recruit "east hillmen" 0 requires factions { eastern, }
recruit "east infantry" 0 requires factions { eastern, }
recruit "egyptian nubian spearmen" 0 requires factions { egyptian, }
recruit "egyptian nile infantry" 0 requires factions { egyptian, }
recruit "greek hoplite militia" 0 requires factions { greek, }
recruit "greek levy pikemen" 0 requires factions { seleucid, macedon, }
recruit "warband falx thracian" 0 requires factions { thrace, }
recruit "greek hoplite" 0 requires factions { greek_cities, }
recruit "roman city militia" 0 requires factions { roman, }
recruit "roman hastati" 0 requires factions { roman, } and not marian_reforms
recruit "roman infantry auxillia" 0 requires factions { roman, } and marian_reforms
}
construction 3
cost 1200
settlement_min large_town
upgrades
{
city_barracks
}
}
city_barracks requires factions { barbarian, carthaginian, armenia, pontus,, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian city militia" 0 requires factions { spain, }
recruit "carthaginian infantry" 0 requires factions { spain, }
recruit "spanish scutarii" 0 requires factions { spain, }
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "barb infantry dacian" 0 requires factions { dacia, }
recruit "barb infantry gaul" 0 requires factions { gauls, }
recruit "warband spear german" 0 requires factions { germans, }
recruit "barb horse archers scythian" 0 requires factions { scythia, }
recruit "warband sword briton" 0 requires factions { britons, }
recruit "warband sword gaul" 0 requires factions { gauls, }
recruit "warband axe german" 0 requires factions { germans, }
recruit "warband falx dacian" 0 requires factions { dacia, }
recruit "barb warguard gaul" 0 requires factions { gauls, }
recruit "barb warguard briton" 0 requires factions { britons, }
recruit "barb warguard dacian" 0 requires factions { dacia, }
recruit "warband dhaxe german" 0 requires factions { germans, }
recruit "warband axe scythian" 1 requires factions { scythia, }
recruit "carthaginian city militia" 0 requires factions { carthage, }
recruit "numidian javelinmen" 0 requires factions { numidia, }
recruit "carthaginian infantry" 0 requires factions { carthage, }
recruit "numidian desert warriors" 1 requires factions { numidia, }
recruit "carthaginian medium infantry" 0 requires factions { carthage, }
recruit "east hillmen" 0 requires factions { eastern, }
recruit "east infantry" 0 requires factions { eastern, }
recruit "east heavy infantry" 0 requires factions { armenia, }
recruit "east hoplite" 0 requires factions { pontus, }
recruit "egyptian nubian spearmen" 0 requires factions { egyptian, }
recruit "egyptian nile infantry" 0 requires factions { egyptian, }
recruit "egyptian infantry" 0 requires factions { egyptian, }
recruit "greek hoplite militia" 0 requires factions { greek, }
recruit "greek levy pikemen" 0 requires factions { seleucid, macedon, }
recruit "warband falx thracian" 0 requires factions { thrace, }
recruit "greek hoplite" 0 requires factions { greek_cities, }
recruit "greek pikemen" 0 requires factions { thrace, seleucid, macedon, }
recruit "greek hoplite elite" 0 requires factions { greek_cities, }
recruit "roman city militia" 0 requires factions { roman, }
recruit "roman hastati" 0 requires factions { roman, } and not marian_reforms
recruit "roman infantry auxillia" 0 requires factions { roman, } and marian_reforms
recruit "roman princeps" 0 requires factions { roman, } and not marian_reforms
recruit "roman legionary cohort i" 0 requires factions { roman, } and marian_reforms
}
construction 4
cost 2400
settlement_min city
upgrades
{
army_barracks
}
}
army_barracks requires factions { carthaginian, armenia, pontus,, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian city militia" 0 requires factions { spain, }
recruit "carthaginian infantry" 0 requires factions { spain, }
recruit "spanish scutarii" 0 requires factions { spain, }
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "barb infantry dacian" 0 requires factions { dacia, }
recruit "barb infantry gaul" 0 requires factions { gauls, }
recruit "warband spear german" 0 requires factions { germans, }
recruit "barb horse archers scythian" 0 requires factions { scythia, }
recruit "warband sword briton" 0 requires factions { britons, }
recruit "warband sword gaul" 0 requires factions { gauls, }
recruit "warband axe german" 0 requires factions { germans, }
recruit "warband falx dacian" 0 requires factions { dacia, }
recruit "barb warguard gaul" 0 requires factions { gauls, }
recruit "barb warguard briton" 0 requires factions { britons, }
recruit "barb warguard dacian" 0 requires factions { dacia, }
recruit "warband dhaxe german" 0 requires factions { germans, }
recruit "warband axe scythian" 1 requires factions { scythia, }
recruit "carthaginian city militia" 0 requires factions { carthage, }
recruit "numidian javelinmen" 0 requires factions { numidia, }
recruit "carthaginian infantry" 0 requires factions { carthage, }
recruit "numidian desert warriors" 1 requires factions { numidia, }
recruit "carthaginian medium infantry" 0 requires factions { carthage, }
recruit "carthaginian heavy infantry" 0 requires factions { carthage, }
recruit "numidian legionaries" 0 requires factions { numidia, }
recruit "east hillmen" 0 requires factions { eastern, }
recruit "east infantry" 0 requires factions { eastern, }
recruit "east heavy infantry" 0 requires factions { armenia, }
recruit "east hoplite" 0 requires factions { pontus, }
recruit "east hoplite brazen shield" 0 requires factions { pontus, }
recruit "east legionary" 0 requires factions { armenia, }
recruit "egyptian nubian spearmen" 0 requires factions { egyptian, }
recruit "egyptian nile infantry" 0 requires factions { egyptian, }
recruit "egyptian infantry" 0 requires factions { egyptian, }
recruit "egyptian elite guards" 0 requires factions { egyptian, }
recruit "greek hoplite militia" 0 requires factions { greek, }
recruit "greek levy pikemen" 0 requires factions { seleucid, macedon, }
recruit "warband falx thracian" 0 requires factions { thrace, }
recruit "greek hoplite" 1 requires factions { greek_cities, }
recruit "greek pikemen" 0 requires factions { thrace, seleucid, macedon, }
recruit "greek hoplite elite" 0 requires factions { greek_cities, }
recruit "greek royal pikemen" 0 requires factions { macedon, }
recruit "greek silver shield pikemen" 0 requires factions { seleucid, }
recruit "greek hoplite spartan" 0 requires factions { greek_cities, } and hidden_resource sparta
recruit "greek bastarnae" 0 requires factions { thrace, }
recruit "roman city militia" 0 requires factions { roman, }
recruit "roman hastati" 0 requires factions { roman, } and not marian_reforms
recruit "roman infantry auxillia" 0 requires factions { roman, } and marian_reforms
recruit "roman princeps" 0 requires factions { roman, } and not marian_reforms
recruit "roman legionary cohort i" 0 requires factions { roman, } and marian_reforms
recruit "roman legionary first cohort i" 0 requires factions { roman, } and hidden_resource rome and marian_reforms
recruit "roman triarii" 0 requires factions { roman, } and not marian_reforms
recruit "roman legionary cohort ii" 0 requires factions { roman, } and marian_reforms
recruit "roman praetorian cohort i" 0 requires factions { roman, } and marian_reforms
}
construction 6
cost 4800
settlement_min large_city
upgrades
{
royal_barracks
}
}
royal_barracks requires factions { seleucid, roman, }
{
capability
{
recruit "carthaginian city militia" 0 requires factions { spain, }
recruit "carthaginian infantry" 0 requires factions { spain, }
recruit "spanish scutarii" 0 requires factions { spain, }
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "barb infantry dacian" 0 requires factions { dacia, }
recruit "barb infantry gaul" 0 requires factions { gauls, }
recruit "warband spear german" 0 requires factions { germans, }
recruit "barb horse archers scythian" 0 requires factions { scythia, }
recruit "warband sword briton" 0 requires factions { britons, }
recruit "warband sword gaul" 0 requires factions { gauls, }
recruit "warband axe german" 0 requires factions { germans, }
recruit "warband falx dacian" 0 requires factions { dacia, }
recruit "barb warguard gaul" 0 requires factions { gauls, }
recruit "barb warguard briton" 0 requires factions { britons, }
recruit "barb warguard dacian" 0 requires factions { dacia, }
recruit "warband dhaxe german" 0 requires factions { germans, }
recruit "warband axe scythian" 1 requires factions { scythia, }
recruit "carthaginian city militia" 0 requires factions { carthage, }
recruit "numidian javelinmen" 0 requires factions { numidia, }
recruit "carthaginian infantry" 0 requires factions { carthage, }
recruit "numidian desert warriors" 1 requires factions { numidia, }
recruit "carthaginian medium infantry" 0 requires factions { carthage, }
recruit "carthaginian heavy infantry" 0 requires factions { carthage, }
recruit "numidian legionaries" 0 requires factions { numidia, }
recruit "east hillmen" 0 requires factions { eastern, }
recruit "east infantry" 0 requires factions { eastern, }
recruit "east heavy infantry" 0 requires factions { armenia, }
recruit "east hoplite" 0 requires factions { pontus, }
recruit "east hoplite brazen shield" 0 requires factions { pontus, }
recruit "east legionary" 0 requires factions { armenia, }
recruit "egyptian nubian spearmen" 0 requires factions { egyptian, }
recruit "egyptian nile infantry" 0 requires factions { egyptian, }
recruit "egyptian infantry" 0 requires factions { egyptian, }
recruit "egyptian elite guards" 0 requires factions { egyptian, }
recruit "greek hoplite militia" 0 requires factions { greek, }
recruit "greek levy pikemen" 0 requires factions { seleucid, macedon, }
recruit "warband falx thracian" 0 requires factions { thrace, }
recruit "greek hoplite" 1 requires factions { greek_cities, }
recruit "greek pikemen" 0 requires factions { thrace, seleucid, macedon, }
recruit "greek hoplite elite" 0 requires factions { greek_cities, }
recruit "greek royal pikemen" 0 requires factions { macedon, }
recruit "greek silver shield pikemen" 0 requires factions { seleucid, }
recruit "greek hoplite spartan" 0 requires factions { greek_cities, } and hidden_resource sparta
recruit "greek bastarnae" 0 requires factions { thrace, }
recruit "greek argyraspid" 0 requires factions { seleucid, }
recruit "roman city militia" 0 requires factions { roman, }
recruit "roman hastati" 0 requires factions { roman, } and not marian_reforms
recruit "roman infantry auxillia" 0 requires factions { roman, } and marian_reforms
recruit "roman princeps" 0 requires factions { roman, } and not marian_reforms
recruit "roman legionary cohort i" 0 requires factions { roman, } and marian_reforms
recruit "roman legionary first cohort i" 0 requires factions { roman, } and hidden_resource rome and marian_reforms
recruit "roman triarii" 1 requires factions { roman, } and not marian_reforms
recruit "roman legionary cohort ii" 0 requires factions { roman, } and marian_reforms
recruit "roman legionary first cohort ii" 0 requires factions { roman, } and hidden_resource rome and marian_reforms
recruit "roman praetorian cohort urban i" 0 requires factions { roman, } and marian_reforms
recruit "roman praetorian cohort i" 0 requires factions { roman, } and marian_reforms
}
construction 7
cost 9600
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building equestrian
{
levels stables cavalry_barracks hippodrome circus_maximus
{
stables requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian warhounds" 0 requires factions { spain, }
recruit "carthaginian cavalry" 0 requires factions { spain, }
recruit "barb cavalry gaul" 0 requires factions { gauls, }
recruit "barb cavalry german" 0 requires factions { germans, }
recruit "barb cavalry dacian" 0 requires factions { dacia, }
recruit "barb cavalry scythian" 0 requires factions { scythia, }
recruit "barb wardogs briton" 0 requires factions { britons, }
recruit "barb wardogs dacian" 0 requires factions { dacia, }
recruit "barb wardogs gaul" 0 requires factions { gauls, }
recruit "barb wardogs german" 0 requires factions { germans, }
recruit "barb wardogs scythian" 0 requires factions { scythia, }
recruit "carthaginian cavalry" 0 requires factions { carthage, }
recruit "numidian cavalry" 0 requires factions { numidia, }
recruit "east cavalry" 0 requires factions { pontus, }
recruit "east horse archer" 0 requires factions { armenia, parthia, }
recruit "egyptian cavalry" 0 requires factions { egyptian, }
recruit "greek light lancer" 0 requires factions { macedon, }
recruit "greek cavalry" 0 requires factions { seleucid, thrace, greek_cities, }
recruit "roman medium cavalry" 0 requires factions { roman, } and marian_reforms
recruit "roman light cavalry" 0 requires factions { roman, } and not marian_reforms
recruit "roman wardogs" 0 requires factions { roman, }
}
construction 3
cost 1200
settlement_min large_town
upgrades
{
cavalry_barracks
}
}
cavalry_barracks requires factions { spain, scythia, germans, gauls, dacia, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian warhounds" 0 requires factions { spain, }
recruit "carthaginian cavalry" 0 requires factions { spain, }
recruit "carthaginian medium cavalry" 0 requires factions { spain, }
recruit "barb cavalry gaul" 0 requires factions { gauls, }
recruit "barb cavalry german" 0 requires factions { germans, }
recruit "barb cavalry dacian" 0 requires factions { dacia, }
recruit "barb cavalry scythian" 0 requires factions { scythia, }
recruit "barb wardogs briton" 0 requires factions { britons, }
recruit "barb wardogs dacian" 0 requires factions { dacia, }
recruit "barb wardogs gaul" 0 requires factions { gauls, }
recruit "barb wardogs german" 0 requires factions { germans, }
recruit "barb wardogs scythian" 0 requires factions { scythia, }
recruit "barb noble cavalry gaul" 0 requires factions { gauls, }
recruit "barb noble cavalry german" 0 requires factions { germans, }
recruit "barb noble cavalry dacian" 0 requires factions { dacia, }
recruit "barb scythian nobles scythian" 0 requires factions { scythia, }
recruit "barb noble horse archers scythian" 0 requires factions { scythia, }
recruit "carthaginian cavalry" 0 requires factions { carthage, }
recruit "numidian cavalry" 0 requires factions { numidia, }
recruit "carthaginian medium cavalry" 0 requires factions { carthaginian, }
recruit "carthaginian elephant forest" 0 requires factions { carthage, } and resource elephants
recruit "numidian camel riders" 0 requires factions { numidia, } and resource camels
recruit "east cavalry" 0 requires factions { pontus, }
recruit "east horse archer" 0 requires factions { armenia, parthia, }
recruit "east heavy cavalry" 0 requires factions { pontus, }
recruit "east persian cavalry" 0 requires factions { parthia, }
recruit "east cataphract archer" 0 requires factions { armenia, }
recruit "egyptian cavalry" 0 requires factions { egyptian, }
recruit "egyptian nubian cavalry" 0 requires factions { egyptian, }
recruit "greek light lancer" 0 requires factions { macedon, }
recruit "greek cavalry" 0 requires factions { seleucid, thrace, greek_cities, }
recruit "greek medium cavalry" 0 requires factions { greek, }
recruit "greek elephant small" 0 requires factions { seleucid, } and resource elephants
recruit "roman cavalry auxillia" 0 requires factions { roman, }
recruit "roman light cavalry" 0 requires factions { roman, } and not marian_reforms
recruit "roman medium cavalry" 0 requires factions { roman, } and marian_reforms
recruit "roman wardogs" 0 requires factions { roman, }
recruit "roman generals guard cavalry early" 0 requires factions { roman, } and not marian_reforms
recruit "roman generals guard cavalry" 0 requires factions { roman, } and marian_reforms
recruit "greek general's guard cavalry early" 0 requires factions { seleucid, greek_cities, macedon, } and not marian_reforms
recruit "greek general's guard cavalry" 0 requires factions { seleucid, greek_cities, macedon, } and marian_reforms
}
construction 4
cost 2400
settlement_min city
upgrades
{
hippodrome
}
}
hippodrome requires factions { carthage, eastern, parthia, egyptian, greek_cities, macedon, seleucid, roman, }
{
capability
{
recruit "carthaginian warhounds" 0 requires factions { spain, }
recruit "carthaginian cavalry" 0 requires factions { spain, }
recruit "carthaginian medium cavalry" 0 requires factions { spain, }
recruit "barb cavalry gaul" 0 requires factions { gauls, }
recruit "barb cavalry german" 0 requires factions { germans, }
recruit "barb cavalry dacian" 0 requires factions { dacia, }
recruit "barb cavalry scythian" 0 requires factions { scythia, }
recruit "barb wardogs briton" 0 requires factions { britons, }
recruit "barb wardogs dacian" 0 requires factions { dacia, }
recruit "barb wardogs gaul" 0 requires factions { gauls, }
recruit "barb wardogs german" 0 requires factions { germans, }
recruit "barb wardogs scythian" 0 requires factions { scythia, }
recruit "barb noble cavalry gaul" 0 requires factions { gauls, }
recruit "barb noble cavalry german" 0 requires factions { germans, }
recruit "barb noble cavalry dacian" 0 requires factions { dacia, }
recruit "barb scythian nobles scythian" 0 requires factions { scythia, }
recruit "barb noble horse archers scythian" 0 requires factions { scythia, }
recruit "carthaginian cavalry" 0 requires factions { carthage, }
recruit "numidian cavalry" 0 requires factions { numidia, }
recruit "carthaginian medium cavalry" 0 requires factions { carthaginian, }
recruit "carthaginian elephant forest" 0 requires factions { carthage, } and resource elephants
recruit "carthaginian elephant african" 0 requires factions { carthage, } and resource elephants
recruit "numidian camel riders" 0 requires factions { numidia, } and resource camels
recruit "east cavalry" 0 requires factions { pontus, }
recruit "east horse archer" 0 requires factions { armenia, parthia, }
recruit "east heavy cavalry" 0 requires factions { pontus, }
recruit "east persian cavalry" 0 requires factions { parthia, }
recruit "east cataphract archer" 0 requires factions { armenia, }
recruit "east cappodocian cavalry" 0 requires factions { pontus, }
recruit "east heavy cataphract" 0 requires factions { armenia, parthia, }
recruit "east elephant" 0 requires factions { parthia, } and resource elephants
recruit "egyptian cavalry" 0 requires factions { egyptian, }
recruit "egyptian nubian cavalry" 0 requires factions { egyptian, }
recruit "egyptian cleruch" 0 requires factions { egyptian, }
recruit "egyptian bedouin" 0 requires factions { egyptian, } and resource camels
recruit "greek light lancer" 0 requires factions { macedon, }
recruit "greek cavalry" 0 requires factions { seleucid, thrace, greek_cities, }
recruit "greek medium cavalry" 0 requires factions { greek, }
recruit "greek elephant small" 0 requires factions { seleucid, } and resource elephants
recruit "greek heavy cavalry" 0 requires factions { macedon, }
recruit "east heavy cataphract" 0 requires factions { seleucid, }
recruit "greek elephant african" 0 requires factions { seleucid, } and resource elephants
recruit "greek incendiary pigs" 0 requires factions { greek_cities, }
recruit "roman cavalry auxillia" 0 requires factions { roman, }
recruit "roman light cavalry" 1 requires factions { roman, } and not marian_reforms
recruit "roman medium cavalry" 0 requires factions { roman, } and marian_reforms
recruit "roman heavy cavalry" 0 requires factions { roman, } and marian_reforms
recruit "roman wardogs" 0 requires factions { roman, }
recruit "roman pigs" 0 requires factions { roman, }
recruit "roman generals guard cavalry early" 0 requires factions { roman, } and not marian_reforms
recruit "roman generals guard cavalry" 0 requires factions { roman, } and marian_reforms
recruit "greek general's guard cavalry early" 0 requires factions { seleucid, greek_cities, macedon, } and not marian_reforms
recruit "greek general's guard cavalry" 0 requires factions { seleucid, greek_cities, macedon, } and marian_reforms
stage_races 1 requires factions { roman,}
}
construction 6
cost 4800
settlement_min large_city
upgrades
{
circus_maximus
}
}
circus_maximus requires factions { carthage, parthia, macedon, seleucid, roman, }
{
capability
{
recruit "carthaginian warhounds" 0 requires factions { spain, }
recruit "carthaginian cavalry" 0 requires factions { spain, }
recruit "carthaginian medium cavalry" 0 requires factions { spain, }
recruit "barb cavalry gaul" 0 requires factions { gauls, }
recruit "barb cavalry german" 0 requires factions { germans, }
recruit "barb cavalry dacian" 0 requires factions { dacia, }
recruit "barb cavalry scythian" 0 requires factions { scythia, }
recruit "barb wardogs briton" 0 requires factions { britons, }
recruit "barb wardogs dacian" 0 requires factions { dacia, }
recruit "barb wardogs gaul" 0 requires factions { gauls, }
recruit "barb wardogs german" 0 requires factions { germans, }
recruit "barb wardogs scythian" 0 requires factions { scythia, }
recruit "barb noble cavalry gaul" 0 requires factions { gauls, }
recruit "barb noble cavalry german" 0 requires factions { germans, }
recruit "barb noble cavalry dacian" 0 requires factions { dacia, }
recruit "barb scythian nobles scythian" 0 requires factions { scythia, }
recruit "barb noble horse archers scythian" 0 requires factions { scythia, }
recruit "carthaginian cavalry" 0 requires factions { carthage, }
recruit "numidian cavalry" 0 requires factions { numidia, }
recruit "carthaginian medium cavalry" 0 requires factions { carthaginian, }
recruit "carthaginian elephant forest" 0 requires factions { carthage, } and resource elephants
recruit "carthaginian elephant african" 0 requires factions { carthage, } and resource elephants
recruit "carthaginian elephant african cataphract" 0 requires factions { carthage, } and resource elephants
recruit "numidian camel riders" 0 requires factions { numidia, } and resource camels
recruit "carthaginian royal cavalry" 0 requires factions { carthage, }
recruit "east cavalry" 0 requires factions { pontus, }
recruit "east horse archer" 0 requires factions { armenia, parthia, }
recruit "east heavy cavalry" 0 requires factions { pontus, }
recruit "east persian cavalry" 0 requires factions { parthia, }
recruit "east cataphract archer" 0 requires factions { armenia, }
recruit "east cappodocian cavalry" 0 requires factions { pontus, }
recruit "east heavy cataphract" 0 requires factions { armenia, parthia, }
recruit "east elephant" 0 requires factions { parthia, } and resource elephants
recruit "east camel cataphract" 0 requires factions { parthia, } and resource camels
recruit "egyptian cavalry" 0 requires factions { egyptian, }
recruit "egyptian nubian cavalry" 0 requires factions { egyptian, }
recruit "egyptian cleruch" 0 requires factions { egyptian, }
recruit "egyptian bedouin" 0 requires factions { egyptian, } and resource camels
recruit "greek light lancer" 0 requires factions { macedon, }
recruit "greek cavalry" 0 requires factions { seleucid, thrace, greek_cities, }
recruit "greek medium cavalry" 0 requires factions { greek, }
recruit "greek elephant small" 0 requires factions { seleucid, } and resource elephants
recruit "greek heavy cavalry" 0 requires factions { macedon, }
recruit "east heavy cataphract" 0 requires factions { seleucid, }
recruit "greek elephant african" 0 requires factions { seleucid, } and resource elephants
recruit "greek royal cavalry" 0 requires factions { seleucid, macedon, }
recruit "greek elephant cataphract" 0 requires factions { seleucid, } and resource elephants
recruit "greek incendiary pigs" 0 requires factions { greek_cities, }
recruit "roman cavalry auxillia" 0 requires factions { roman, }
recruit "roman light cavalry" 2 requires factions { roman, } and not marian_reforms
recruit "roman medium cavalry" 0 requires factions { roman, } and marian_reforms
recruit "roman heavy cavalry" 0 requires factions { roman, } and marian_reforms
recruit "roman praetorian cavalry" 0 requires factions { roman, } and marian_reforms
recruit "roman wardogs" 0 requires factions { roman, }
recruit "roman pigs" 0 requires factions { roman, }
recruit "roman generals guard cavalry early" 0 requires factions { roman, } and not marian_reforms
recruit "roman generals guard cavalry" 0 requires factions { roman, } and marian_reforms
recruit "greek general's guard cavalry early" 0 requires factions { seleucid, greek_cities, macedon, } and not marian_reforms
recruit "greek general's guard cavalry" 0 requires factions { seleucid, greek_cities, macedon, } and marian_reforms
stage_races 2 requires factions { roman,}
}
construction 7
cost 9600
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building missiles
{
levels practice_field archery_range catapult_range siege_engineer
{
practice_field requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian peltast" 0 requires factions { spain, }
recruit "barb peltast gaul" 0 requires factions { gauls, }
recruit "barb peltast german" 0 requires factions { germans, }
recruit "barb slinger briton" 0 requires factions { britons, }
recruit "barb archer dacian" 0 requires factions { dacia, }
recruit "barb archer scythian" 0 requires factions { scythia, }
recruit "carthaginian peltast" 0 requires factions { carthage, }
recruit "carthaginian archer" 0 requires factions { numidia, }
recruit "east peltast" 0 requires factions { armenia, pontus, }
recruit "east slinger" 0 requires factions { parthia, }
recruit "egyptian peltast" 0 requires factions { egyptian, }
recruit "egyptian slingers" 0 requires factions { egyptian, }
recruit "greek peltast" 0 requires factions { greek, }
recruit "roman velite" 0 requires factions { roman, } and not marian_reforms
recruit "roman light infantry auxillia" 0 requires factions { roman, } and marian_reforms
}
construction 3
cost 1200
settlement_min large_town
upgrades
{
archery_range
}
}
archery_range requires factions { spain, scythia, germans, gauls, dacia, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian slinger" 0 requires factions { spain, }
recruit "carthaginian peltast" 0 requires factions { spain, }
recruit "barb peltast gaul" 0 requires factions { gauls, }
recruit "barb peltast german" 0 requires factions { germans, }
recruit "barb slinger briton" 0 requires factions { britons, }
recruit "barb archer dacian" 0 requires factions { dacia, }
recruit "barb archer scythian" 0 requires factions { scythia, }
recruit "warband archer german" 0 requires factions { germans, }
recruit "warband archer dacian" 0 requires factions { dacia, }
recruit "warband archer scythian" 0 requires factions { scythia, }
recruit "warband huntsman gaul" 0 requires factions { gauls, }
recruit "barb ballista dacian" 0 requires factions { dacia, }
recruit "barb onager dacian" 0 requires factions { dacia, }
recruit "barb onager scythian" 0 requires factions { scythia, }
recruit "carthaginian peltast" 0 requires factions { carthage, }
recruit "carthaginian archer" 0 requires factions { numidia, }
recruit "carthaginian slinger" 0 requires factions { carthaginian, }
recruit "east peltast" 0 requires factions { armenia, pontus, }
recruit "east slinger" 0 requires factions { parthia, }
recruit "east archer" 0 requires factions { eastern, }
recruit "egyptian peltast" 0 requires factions { egyptian, }
recruit "egyptian slingers" 0 requires factions { egyptian, }
recruit "egyptian archer" 0 requires factions { egyptian, }
recruit "greek peltast" 0 requires factions { greek, }
recruit "greek archer" 0 requires factions { greek, }
recruit "greek ballista" 0 requires factions { macedon, greek_cities, }
recruit "roman velite" 0 requires factions { roman, } and not marian_reforms
recruit "roman light infantry auxillia" 0 requires factions { roman, } and marian_reforms
recruit "roman archer" 0 requires factions { roman, } and not marian_reforms
recruit "roman archer auxillia" 0 requires factions { roman, } and marian_reforms
recruit "roman ballista" 0 requires factions { roman, }
}
construction 4
cost 2400
settlement_min city
upgrades
{
catapult_range
}
}
catapult_range requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian slinger" 0 requires factions { spain, }
recruit "carthaginian peltast" 0 requires factions { spain, }
recruit "barb peltast gaul" 0 requires factions { gauls, }
recruit "barb peltast german" 0 requires factions { germans, }
recruit "barb slinger briton" 0 requires factions { britons, }
recruit "barb archer dacian" 0 requires factions { dacia, }
recruit "barb archer scythian" 0 requires factions { scythia, }
recruit "warband archer german" 0 requires factions { germans, }
recruit "warband archer dacian" 0 requires factions { dacia, }
recruit "warband archer scythian" 0 requires factions { scythia, }
recruit "warband huntsman gaul" 0 requires factions { gauls, }
recruit "barb ballista dacian" 0 requires factions { dacia, }
recruit "barb onager dacian" 0 requires factions { dacia, }
recruit "barb onager scythian" 0 requires factions { scythia, }
recruit "carthaginian peltast" 0 requires factions { carthage, }
recruit "carthaginian archer" 0 requires factions { numidia, }
recruit "carthaginian slinger" 0 requires factions { carthaginian, }
recruit "carthaginian onager" 0 requires factions { carthaginian, }
recruit "east peltast" 0 requires factions { armenia, pontus, }
recruit "east slinger" 0 requires factions { parthia, }
recruit "east archer" 0 requires factions { eastern, }
recruit "east onager" 0 requires factions { eastern, }
recruit "egyptian peltast" 0 requires factions { egyptian, }
recruit "egyptian slingers" 0 requires factions { egyptian, }
recruit "egyptian archer" 0 requires factions { egyptian, }
recruit "egyptian archer elite" 0 requires factions { egyptian, }
recruit "egyptian onager" 0 requires factions { egyptian, }
recruit "greek peltast" 0 requires factions { greek, }
recruit "greek archer" 0 requires factions { greek, }
recruit "greek ballista" 0 requires factions { macedon, greek_cities, }
recruit "greek heavy peltast" 0 requires factions { greek_cities, }
recruit "greek onager" 0 requires factions { greek, }
recruit "roman velite" 0 requires factions { roman, } and not marian_reforms
recruit "roman light infantry auxillia" 0 requires factions { roman, } and marian_reforms
recruit "roman archer" 0 requires factions { roman, } and not marian_reforms
recruit "roman archer auxillia" 0 requires factions { roman, } and marian_reforms
recruit "roman ballista" 0 requires factions { roman, }
recruit "roman scorpion" 0 requires factions { roman, }
recruit "roman onager" 0 requires factions { roman, }
}
construction 6
cost 4800
settlement_min large_city
upgrades
{
siege_engineer
}
}
siege_engineer requires factions { carthage, egyptian, macedon, greek_cities, roman, }
{
capability
{
recruit "carthaginian slinger" 0 requires factions { spain, }
recruit "carthaginian peltast" 0 requires factions { spain, }
recruit "barb peltast gaul" 0 requires factions { gauls, }
recruit "barb peltast german" 0 requires factions { germans, }
recruit "barb slinger briton" 0 requires factions { britons, }
recruit "barb archer dacian" 0 requires factions { dacia, }
recruit "barb archer scythian" 0 requires factions { scythia, }
recruit "warband archer german" 0 requires factions { germans, }
recruit "warband archer dacian" 0 requires factions { dacia, }
recruit "warband archer scythian" 0 requires factions { scythia, }
recruit "warband huntsman gaul" 0 requires factions { gauls, }
recruit "barb ballista dacian" 0 requires factions { dacia, }
recruit "barb onager dacian" 0 requires factions { dacia, }
recruit "barb onager scythian" 0 requires factions { scythia, }
recruit "carthaginian peltast" 0 requires factions { carthage, }
recruit "carthaginian archer" 0 requires factions { numidia, }
recruit "carthaginian slinger" 0 requires factions { carthaginian, }
recruit "carthaginian onager" 0 requires factions { carthaginian, }
recruit "carthaginian heavy onager" 0 requires factions { carthage, }
recruit "east peltast" 0 requires factions { armenia, pontus, }
recruit "east slinger" 0 requires factions { parthia, }
recruit "east archer" 0 requires factions { eastern, }
recruit "east onager" 0 requires factions { eastern, }
recruit "egyptian peltast" 0 requires factions { egyptian, }
recruit "egyptian slingers" 0 requires factions { egyptian, }
recruit "egyptian archer" 0 requires factions { egyptian, }
recruit "egyptian archer elite" 0 requires factions { egyptian, }
recruit "egyptian onager" 0 requires factions { egyptian, }
recruit "egyptian heavy onager" 0 requires factions { egyptian, }
recruit "greek peltast" 0 requires factions { greek, }
recruit "greek archer" 0 requires factions { greek, }
recruit "greek ballista" 0 requires factions { macedon, greek_cities, }
recruit "greek heavy peltast" 0 requires factions { greek_cities, }
recruit "greek onager" 0 requires factions { greek, }
recruit "greek heavy onager" 0 requires factions { macedon, greek_cities, }
recruit "roman velite" 0 requires factions { roman, } and not marian_reforms
recruit "roman light infantry auxillia" 0 requires factions { roman, } and marian_reforms
recruit "roman archer" 0 requires factions { roman, } and not marian_reforms
recruit "roman archer auxillia" 0 requires factions { roman, } and marian_reforms
recruit "roman ballista" 0 requires factions { roman, }
recruit "roman scorpion" 0 requires factions { roman, }
recruit "roman onager" 0 requires factions { roman, }
recruit "roman heavy onager" 0 requires factions { roman, }
recruit "roman repeating ballista" 0 requires factions { roman, }
}
construction 7
cost 9600
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building market
{
levels trader market forum great_forum curia
{
trader requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
trade_base_income_bonus bonus 1
population_growth_bonus bonus 1
}
construction 2
cost 600
settlement_min town
upgrades
{
market
}
}
market requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
agent spy 0 requires factions { barbarian, }
agent spy 0 requires factions { carthaginian, }
agent spy 0 requires factions { eastern, }
agent spy 0 requires factions { egyptian, }
agent spy 0 requires factions { greek, }
agent spy 0 requires factions { roman, }
trade_base_income_bonus bonus 2
population_growth_bonus bonus 1
}
construction 3
cost 1200
settlement_min large_town
upgrades
{
forum
}
}
forum requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
agent spy 0 requires factions { barbarian, }
agent assassin 0 requires factions { barbarian, }
agent spy 0 requires factions { carthaginian, }
agent assassin 0 requires factions { carthaginian, }
agent spy 0 requires factions { eastern, }
agent assassin 0 requires factions { eastern, }
agent spy 0 requires factions { egyptian, }
agent assassin 0 requires factions { egyptian, }
agent spy 0 requires factions { greek, }
agent assassin 0 requires factions { greek, }
agent spy 0 requires factions { roman, }
agent assassin 0 requires factions { roman, }
trade_base_income_bonus bonus 3
population_growth_bonus bonus 1
}
construction 4
cost 2400
settlement_min city
upgrades
{
great_forum
}
}
great_forum requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
agent spy 0 requires factions { barbarian, }
agent assassin 0 requires factions { barbarian, }
agent spy 0 requires factions { carthaginian, }
agent assassin 0 requires factions { carthaginian, }
agent spy 0 requires factions { eastern, }
agent assassin 0 requires factions { eastern, }
agent spy 0 requires factions { egyptian, }
agent assassin 0 requires factions { egyptian, }
agent spy 0 requires factions { greek, }
agent assassin 0 requires factions { greek, }
agent spy 0 requires factions { roman, }
agent assassin 0 requires factions { roman, }
trade_base_income_bonus bonus 4
population_growth_bonus bonus 2
}
construction 6
cost 4800
settlement_min large_city
upgrades
{
curia
}
}
curia requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
agent spy 0 requires factions { barbarian, }
agent assassin 0 requires factions { barbarian, }
agent spy 0 requires factions { carthaginian, }
agent assassin 0 requires factions { carthaginian, }
agent spy 0 requires factions { eastern, }
agent assassin 0 requires factions { eastern, }
agent spy 0 requires factions { egyptian, }
agent assassin 0 requires factions { egyptian, }
agent spy 0 requires factions { greek, }
agent assassin 0 requires factions { greek, }
agent spy 0 requires factions { roman, }
agent assassin 0 requires factions { roman, }
trade_base_income_bonus bonus 5
population_growth_bonus bonus 2
happiness_bonus bonus 2
}
construction 7
cost 9600
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building smith
{
levels blacksmith smiths_workshop foundry
{
blacksmith requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } and building_present_min_level market trader
{
capability
{
recruit "barb chariot light briton" 0 requires factions { britons, }
recruit "east scythed chariot" 0 requires factions { pontus, }
recruit "egyptian chariot" 0 requires factions { egyptian, }
recruit "rebel amazon chariots" 0 requires factions { slave, }
recruit "greek chariot scythed" 0 requires factions { seleucid, }
weapon_simple 1
weapon_bladed 1
}
construction 3
cost 1200
settlement_min large_town
upgrades
{
smiths_workshop
}
}
smiths_workshop requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } and building_present_min_level market market
{
capability
{
recruit "barb chariot heavy briton" 0 requires factions { britons, }
recruit "barb chariot light briton" 0 requires factions { britons, }
recruit "east scythed chariot" 0 requires factions { pontus, }
recruit "east chariot archer" 0 requires factions { pontus, }
recruit "egyptian chariot" 0 requires factions { egyptian, }
recruit "egyptian chariot archer" 0 requires factions { egyptian, }
recruit "rebel amazon chariots" 2 requires factions { slave, }
recruit "greek chariot scythed" 0 requires factions { seleucid, }
weapon_simple 1
weapon_bladed 1
weapon_missile 1
armour 1
}
construction 4
cost 2400
settlement_min city
upgrades
{
foundry
}
}
foundry requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, } and building_present_min_level market great_forum
{
capability
{
recruit "barb chariot heavy briton" 0 requires factions { britons, }
recruit "barb chariot light briton" 0 requires factions { britons, }
recruit "east scythed chariot" 0 requires factions { pontus, }
recruit "east chariot archer" 0 requires factions { pontus, }
recruit "egyptian chariot" 0 requires factions { egyptian, }
recruit "egyptian chariot archer" 0 requires factions { egyptian, }
recruit "rebel amazon chariots" 2 requires factions { slave, }
recruit "greek chariot scythed" 0 requires factions { seleucid, }
weapon_simple 2
weapon_bladed 2
weapon_missile 2
armour 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building port_buildings
{
levels port shipwright dockyard
{
port requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "naval boats" 0 requires factions { barbarian, }
recruit "naval biremes" 0 requires factions { carthaginian, }
recruit "naval biremes" 0 requires factions { eastern, }
recruit "naval biremes" 0 requires factions { egyptian, }
recruit "naval biremes" 0 requires factions { greek, }
recruit "naval biremes" 0 requires factions { roman, }
trade_fleet 1 ;trade_base_income_bonus bonus 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
shipwright
}
}
shipwright requires factions { barbarian, carthage, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "naval boats" 0 requires factions { barbarian, }
recruit "naval large boats" 0 requires factions { barbarian, }
recruit "naval biremes" 0 requires factions { carthaginian, }
recruit "naval triremes" 0 requires factions { carthaginian, }
recruit "naval biremes" 0 requires factions { eastern, }
recruit "naval triremes" 0 requires factions { eastern, }
recruit "naval biremes" 0 requires factions { egyptian, }
recruit "naval triremes" 0 requires factions { egyptian, }
recruit "naval biremes" 0 requires factions { greek, }
recruit "naval triremes" 0 requires factions { greek, }
recruit "naval biremes" 0 requires factions { roman, }
recruit "naval triremes" 0 requires factions { roman, }
trade_fleet 2 ;trade_base_income_bonus bonus 2
}
construction 3
cost 1600
settlement_min city
upgrades
{
dockyard
}
}
dockyard requires factions { carthage, eastern, parthia, greek, roman, }
{
capability
{
recruit "naval boats" 0 requires factions { barbarian, }
recruit "naval large boats" 0 requires factions { barbarian, }
recruit "naval biremes" 0 requires factions { carthaginian, }
recruit "naval triremes" 0 requires factions { carthaginian, }
recruit "naval quinquiremes" 0 requires factions { carthaginian, }
recruit "naval biremes" 0 requires factions { eastern, }
recruit "naval triremes" 0 requires factions { eastern, }
recruit "naval quinquiremes" 0 requires factions { eastern, }
recruit "naval biremes" 0 requires factions { egyptian, }
recruit "naval triremes" 0 requires factions { egyptian, }
recruit "naval quinquiremes" 0 requires factions { egyptian, }
recruit "naval biremes" 0 requires factions { greek, }
recruit "naval triremes" 0 requires factions { greek, }
recruit "naval quinquiremes" 0 requires factions { greek, }
recruit "naval biremes" 0 requires factions { roman, }
recruit "naval triremes" 0 requires factions { roman, }
recruit "naval quinquiremes" 0 requires factions { roman, }
trade_fleet 3 ;trade_base_income_bonus bonus 2
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building health
{
levels sewers baths aqueduct city_plumbing
{
sewers requires factions { carthaginian, egyptian, greek, roman, } and building_present_min_level market trader
{
capability
{
population_health_bonus bonus 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
baths
}
}
baths requires factions { carthaginian, egyptian, greek, roman, } and building_present_min_level market market
{
capability
{
population_health_bonus bonus 2
}
construction 3
cost 1600
settlement_min city
upgrades
{
aqueduct
}
}
aqueduct requires factions { greek, roman, } and building_present_min_level market forum
{
capability
{
population_health_bonus bonus 3
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
city_plumbing
}
}
city_plumbing requires factions { roman, } and building_present_min_level market great_forum
{
capability
{
population_health_bonus bonus 4
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_farms
{
levels farms farms+1 farms+2 farms+3 farms+4
{
farms requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
farming_level 1
}
construction 2
cost 600
settlement_min town
upgrades
{
farms+1
}
}
farms+1 requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
farming_level 2
}
construction 3
cost 1200
settlement_min large_town
upgrades
{
farms+2
}
}
farms+2 requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
farming_level 3
}
construction 4
cost 2400
settlement_min city
upgrades
{
farms+3
}
}
farms+3 requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
farming_level 4
}
construction 6
cost 4800
settlement_min large_city
upgrades
{
farms+4
}
}
farms+4 requires factions { carthaginian, egyptian, roman, }
{
capability
{
farming_level 5
}
construction 7
cost 9600
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_roads
{
levels roads paved_roads highways
{
roads requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
road_level 0
}
construction 1
cost 400
settlement_min town
upgrades
{
paved_roads
}
}
paved_roads requires factions { carthaginian, egyptian, greek, roman, }
{
capability
{
road_level 1
}
construction 3
cost 1200
settlement_min large_town
upgrades
{
highways
}
}
highways requires factions { roman, }
{
capability
{
road_level 2
}
construction 4
cost 2400
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_mines
{
levels mines mines+1
{
mines requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } and resource silver or resource gold
{
capability
{
mine_resource 4
}
construction 2
cost 2000
settlement_min town
upgrades
{
mines+1
}
}
mines+1 requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, } and resource silver or resource gold
{
capability
{
mine_resource 7
}
construction 3
cost 3500
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building academic
{
levels academy scriptorium ludus_magnus
{
academy requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, } and building_present_min_level market market
{
capability
{
}
construction 3
cost 1600
settlement_min city
upgrades
{
scriptorium
}
}
scriptorium requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, } and building_present_min_level market forum
{
capability
{
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
ludus_magnus
}
}
ludus_magnus requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, } and building_present_min_level market great_forum
{
capability
{
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building amphitheatres
{
levels stone_amphitheatre urban_amphitheatre great_amphitheatre
{
stone_amphitheatre requires factions { roman, } and building_present_min_level market market
{
capability
{
recruit "roman velite gladiator" 0 requires factions { romans_brutii, }
stage_games 1 requires factions { roman,}
happiness_bonus bonus 1
}
construction 3
cost 1600
settlement_min city
upgrades
{
urban_amphitheatre
}
}
urban_amphitheatre requires factions { roman, } and building_present_min_level market forum
{
capability
{
recruit "roman velite gladiator" 0 requires factions { romans_brutii, }
recruit "roman samnite gladiator" 0 requires factions { romans_senate, romans_julii, }
stage_games 2 requires factions { roman,}
happiness_bonus bonus 2
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
great_amphitheatre
}
}
great_amphitheatre requires factions { roman, } and building_present_min_level market great_forum
{
capability
{
recruit "roman velite gladiator" 0 requires factions { romans_brutii, }
recruit "roman samnite gladiator" 0 requires factions { romans_senate, romans_julii, }
recruit "roman mirmillo gladiator" 0 requires factions { romans_scipii, }
stage_games 3 requires factions { roman,}
happiness_bonus bonus 3
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building theatres
{
levels odeon lyceum theatre
{
odeon requires factions { greek, }
{
capability
{
happiness_bonus bonus 1
}
construction 3
cost 1600
settlement_min city
upgrades
{
lyceum
}
}
lyceum requires factions { greek, }
{
capability
{
happiness_bonus bonus 2
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
theatre
}
}
theatre requires factions { greek, }
{
capability
{
happiness_bonus bonus 3
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building despotic_law
{
levels execution_square secret_police_hq secret_police_network
{
execution_square requires factions { carthaginian, eastern, parthia, egyptian, }
{
capability
{
law_bonus bonus 2
}
construction 3
cost 1600
settlement_min city
upgrades
{
secret_police_hq
}
}
secret_police_hq requires factions { carthaginian, eastern, parthia, egyptian, }
{
capability
{
law_bonus bonus 3
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
secret_police_network
}
}
secret_police_network requires factions { carthaginian, eastern, parthia, egyptian, }
{
capability
{
law_bonus bonus 4
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building caravans
{
levels caravan frankincense_rd silk_rd
{
caravan requires factions { eastern, parthia, }
{
capability
{
trade_base_income_bonus bonus 2
}
construction 3
cost 1600
settlement_min city
upgrades
{
frankincense_rd
}
}
frankincense_rd requires factions { eastern, parthia, }
{
capability
{
trade_base_income_bonus bonus 3
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
silk_rd
}
}
silk_rd requires factions { eastern, parthia, }
{
capability
{
trade_base_income_bonus bonus 4
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building taverns
{
levels tavern bardic_circle
{
tavern requires factions { barbarian, }
{
capability
{
happiness_bonus bonus 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
bardic_circle
}
}
bardic_circle requires factions { barbarian, }
{
capability
{
recruit "barb night raiders german" 0 requires factions { germans, }
happiness_bonus bonus 2
}
construction 3
cost 1600
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_battle
{
levels temple_of_battle_shrine temple_of_battle_temple temple_of_battle_large_temple temple_of_battle_awesome_temple temple_of_battle_pantheon
{
temple_of_battle_shrine requires factions { dacia, thrace, }
{
capability
{
happiness_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_battle_temple
}
}
temple_of_battle_temple requires factions { dacia, thrace, }
{
capability
{
recruit "barb naked fanatics dacian" 0 requires factions { dacia, }
happiness_bonus bonus 2
recruits_morale_bonus bonus 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_battle_large_temple
}
}
temple_of_battle_large_temple requires factions { dacia, thrace, }
{
capability
{
recruit "barb naked fanatics dacian" 1 requires factions { dacia, }
happiness_bonus bonus 3
recruits_morale_bonus bonus 2
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_battle_awesome_temple
}
}
temple_of_battle_awesome_temple requires factions { thrace, }
{
capability
{
recruit "barb naked fanatics dacian" 1 requires factions { dacia, }
happiness_bonus bonus 4
recruits_morale_bonus bonus 3
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_battle_pantheon
}
}
temple_of_battle_pantheon requires factions { thrace, }
{
capability
{
recruit "barb naked fanatics dacian" 1 requires factions { dacia, }
happiness_bonus bonus 7
recruits_morale_bonus bonus 4
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_battleforge
{
levels temple_of_battleforge_shrine temple_of_battleforge_temple temple_of_battleforge_large_temple temple_of_battleforge_awesome_temple
{
temple_of_battleforge_shrine requires factions { spain, gauls, armenia, }
{
capability
{
happiness_bonus bonus 1
recruits_exp_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_battleforge_temple
}
}
temple_of_battleforge_temple requires factions { spain, gauls, armenia, }
{
capability
{
recruit "barb naked fanatics gauls" 0 requires factions { gauls, }
happiness_bonus bonus 2
weapon_simple bonus 1
recruits_exp_bonus bonus 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_battleforge_large_temple
}
}
temple_of_battleforge_large_temple requires factions { spain, gauls, armenia, }
{
capability
{
recruit "barb naked fanatics gauls" 1 requires factions { gauls, }
happiness_bonus bonus 3
weapon_simple bonus 1
recruits_exp_bonus bonus 2
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_battleforge_awesome_temple
}
}
temple_of_battleforge_awesome_temple requires factions { armenia, }
{
capability
{
recruit "barb naked fanatics gauls" 1 requires factions { gauls, }
happiness_bonus bonus 4
weapon_simple bonus 1
recruits_exp_bonus bonus 2
armour bonus 1
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_farming
{
levels temple_of_farming_shrine temple_of_farming_temple temple_of_farming_large_temple temple_of_farming_awesome_temple temple_of_farming_pantheon
{
temple_of_farming_shrine requires factions { dacia, carthaginian, macedon, }
{
capability
{
happiness_bonus bonus 1
farming_level bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_farming_temple
}
}
temple_of_farming_temple requires factions { dacia, carthaginian, macedon, }
{
capability
{
happiness_bonus bonus 2
farming_level bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_farming_large_temple
}
}
temple_of_farming_large_temple requires factions { dacia, carthaginian, macedon, }
{
capability
{
happiness_bonus bonus 3
farming_level bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_farming_awesome_temple
}
}
temple_of_farming_awesome_temple requires factions { carthaginian, macedon, }
{
capability
{
happiness_bonus bonus 4
farming_level bonus 4
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_farming_pantheon
}
}
temple_of_farming_pantheon requires factions { macedon, }
{
capability
{
happiness_bonus bonus 5
farming_level bonus 5
law_bonus bonus 2
recruits_exp_bonus bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_fertility
{
levels temple_of_fertility_shrine temple_of_fertility_temple temple_of_fertility_large_temple temple_of_fertility_awesome_temple temple_of_fertility_pantheon
{
temple_of_fertility_shrine requires factions { germans, egyptian, romans_julii, }
{
capability
{
recruit "barb screeching women german" 0 requires factions { germans, }
happiness_bonus bonus 1
population_growth_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_fertility_temple
}
}
temple_of_fertility_temple requires factions { germans, egyptian, romans_julii, }
{
capability
{
recruit "barb screeching women german" 0 requires factions { germans, }
happiness_bonus bonus 2
population_growth_bonus bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_fertility_large_temple
}
}
temple_of_fertility_large_temple requires factions { germans, egyptian, romans_julii, }
{
capability
{
recruit "barb screeching women german" 0 requires factions { germans, }
happiness_bonus bonus 3
population_growth_bonus bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_fertility_awesome_temple
}
}
temple_of_fertility_awesome_temple requires factions { egyptian, romans_julii, }
{
capability
{
recruit "barb screeching women german" 0 requires factions { germans, }
happiness_bonus bonus 4
population_growth_bonus bonus 4
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_fertility_pantheon
}
}
temple_of_fertility_pantheon requires factions { egyptian, romans_julii, }
{
capability
{
recruit "barb screeching women german" 0 requires factions { germans, }
happiness_bonus bonus 7
population_growth_bonus bonus 5
law_bonus bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_forge
{
levels temple_of_forge_shrine temple_of_forge_temple temple_of_forge_large_temple temple_of_forge_awesome_temple temple_of_forge_pantheon
{
temple_of_forge_shrine requires factions { dacia, seleucid, romans_scipii, }
{
capability
{
happiness_bonus bonus 1
weapon_simple bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_forge_temple
}
}
temple_of_forge_temple requires factions { dacia, seleucid, romans_scipii, }
{
capability
{
happiness_bonus bonus 2
weapon_simple bonus 1
weapon_bladed bonus 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_forge_large_temple
}
}
temple_of_forge_large_temple requires factions { dacia, seleucid, romans_scipii, }
{
capability
{
happiness_bonus bonus 3
weapon_simple bonus 1
weapon_bladed bonus 1
armour bonus 1
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_forge_awesome_temple
}
}
temple_of_forge_awesome_temple requires factions { seleucid, romans_scipii, }
{
capability
{
happiness_bonus bonus 4
weapon_simple bonus 1
weapon_bladed bonus 1
armour bonus 1
recruits_exp_bonus bonus 1
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_forge_pantheon
}
}
temple_of_forge_pantheon requires factions { seleucid, romans_scipii, }
{
capability
{
happiness_bonus bonus 5
weapon_simple bonus 1
weapon_bladed bonus 1
armour bonus 1
recruits_exp_bonus bonus 2
law_bonus bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_fun
{
levels temple_of_fun_shrine temple_of_fun_temple temple_of_fun_large_temple temple_of_fun_awesome_temple temple_of_fun_pantheon
{
temple_of_fun_shrine requires factions { armenia, egyptian, thrace, seleucid, romans_julii, }
{
capability
{
happiness_bonus bonus 2
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_fun_temple
}
}
temple_of_fun_temple requires factions { armenia, egyptian, thrace, seleucid, romans_julii, }
{
capability
{
happiness_bonus bonus 4
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_fun_large_temple
}
}
temple_of_fun_large_temple requires factions { armenia, egyptian, thrace, seleucid, romans_julii, }
{
capability
{
happiness_bonus bonus 6
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_fun_awesome_temple
}
}
temple_of_fun_awesome_temple requires factions { armenia, egyptian, thrace, seleucid, romans_julii, }
{
capability
{
happiness_bonus bonus 8
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_fun_pantheon
}
}
temple_of_fun_pantheon requires factions { egyptian, thrace, seleucid, romans_julii, }
{
capability
{
happiness_bonus bonus 10
population_growth_bonus bonus 2
law_bonus bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_governors
{
levels temple_of_governors_shrine temple_of_governors_temple temple_of_governors_large_temple temple_of_governors_awesome_temple temple_of_governors_pantheon
{
temple_of_governors_shrine requires factions { pontus, macedon, }
{
capability
{
happiness_bonus bonus 1
law_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_governors_temple
}
}
temple_of_governors_temple requires factions { pontus, macedon, }
{
capability
{
happiness_bonus bonus 2
law_bonus bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_governors_large_temple
}
}
temple_of_governors_large_temple requires factions { pontus, macedon, }
{
capability
{
happiness_bonus bonus 3
law_bonus bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_governors_awesome_temple
}
}
temple_of_governors_awesome_temple requires factions { pontus, macedon, }
{
capability
{
happiness_bonus bonus 4
law_bonus bonus 4
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_governors_pantheon
}
}
temple_of_governors_pantheon requires factions { macedon, }
{
capability
{
happiness_bonus bonus 5
law_bonus bonus 5
farming_level bonus 2
recruits_exp_bonus bonus 2
weapon_missile bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_healing
{
levels temple_of_healing_shrine temple_of_healing_temple temple_of_healing_large_temple temple_of_healing_awesome_temple temple_of_healing_pantheon
{
temple_of_healing_shrine requires factions { britons, egyptian, seleucid, romans_brutii, }
{
capability
{
happiness_bonus bonus 1
population_health_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_healing_temple
}
}
temple_of_healing_temple requires factions { britons, egyptian, seleucid, romans_brutii, }
{
capability
{
happiness_bonus bonus 2
population_health_bonus bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_healing_large_temple
}
}
temple_of_healing_large_temple requires factions { britons, egyptian, seleucid, romans_brutii, }
{
capability
{
recruit "barb druids briton" 0 requires factions { britons, }
happiness_bonus bonus 3
population_health_bonus bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_healing_awesome_temple
}
}
temple_of_healing_awesome_temple requires factions { egyptian, seleucid, romans_brutii, }
{
capability
{
recruit "barb druids briton" 0 requires factions { britons, }
happiness_bonus bonus 4
population_health_bonus bonus 4
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_healing_pantheon
}
}
temple_of_healing_pantheon requires factions { egyptian, seleucid, romans_brutii, }
{
capability
{
recruit "barb druids briton" 0 requires factions { britons, }
happiness_bonus bonus 5
population_health_bonus bonus 5
trade_base_income_bonus bonus 2
recruits_exp_bonus bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_horse
{
levels temple_of_horse_shrine temple_of_horse_temple temple_of_horse_large_temple temple_of_horse_awesome_temple temple_of_horse_pantheon
{
temple_of_horse_shrine requires factions { spain, gauls, }
{
capability
{
happiness_bonus bonus 1
recruits_exp_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_horse_temple
}
}
temple_of_horse_temple requires factions { spain, gauls, }
{
capability
{
happiness_bonus bonus 2
recruits_exp_bonus bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_horse_large_temple
}
}
temple_of_horse_large_temple requires factions { spain, gauls, }
{
capability
{
happiness_bonus bonus 3
recruits_exp_bonus bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_horse_awesome_temple
}
}
temple_of_horse_awesome_temple
{
capability
{
happiness_bonus bonus 4
recruits_exp_bonus bonus 4
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_horse_pantheon
}
}
temple_of_horse_pantheon
{
capability
{
happiness_bonus bonus 5
recruits_exp_bonus bonus 5
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_hunting
{
levels temple_of_hunting_shrine temple_of_hunting_temple temple_of_hunting_large_temple temple_of_hunting_awesome_temple temple_of_hunting_pantheon
{
temple_of_hunting_shrine requires factions { spain, gauls, macedon, }
{
capability
{
happiness_bonus bonus 1
weapon_missile bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_hunting_temple
}
}
temple_of_hunting_temple requires factions { spain, gauls, macedon, }
{
capability
{
happiness_bonus bonus 2
weapon_missile bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_hunting_large_temple
}
}
temple_of_hunting_large_temple requires factions { spain, gauls, macedon, }
{
capability
{
happiness_bonus bonus 3
weapon_missile bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_hunting_awesome_temple
}
}
temple_of_hunting_awesome_temple requires factions { macedon, }
{
capability
{
happiness_bonus bonus 5
weapon_missile bonus 3
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_hunting_pantheon
}
}
temple_of_hunting_pantheon requires factions { macedon, }
{
capability
{
happiness_bonus bonus 5
weapon_missile bonus 3
law_bonus bonus 2
farming_level bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_justice
{
levels temple_of_justice_shrine temple_of_justice_temple temple_of_justice_large_temple temple_of_justice_awesome_temple temple_of_justice_pantheon
{
temple_of_justice_shrine requires factions { spain, gauls, carthaginian, egyptian, }
{
capability
{
happiness_bonus bonus 1
law_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_justice_temple
}
}
temple_of_justice_temple requires factions { spain, gauls, carthaginian, egyptian, }
{
capability
{
recruit "barb naked fanatics spain" 0 requires factions { spain, }
happiness_bonus bonus 2
law_bonus bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_justice_large_temple
}
}
temple_of_justice_large_temple requires factions { spain, gauls, carthaginian, egyptian, }
{
capability
{
recruit "barb druids gaul" 0 requires factions { gauls, }
recruit "barb naked fanatics spain" 0 requires factions { spain, }
recruit "spanish bull warriors" 0 requires factions { spain, }
happiness_bonus bonus 3
law_bonus bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_justice_awesome_temple
}
}
temple_of_justice_awesome_temple requires factions { carthaginian, egyptian, }
{
capability
{
recruit "barb druids gaul" 0 requires factions { gauls, }
recruit "barb naked fanatics spain" 0 requires factions { spain, }
recruit "spanish bull warriors" 0 requires factions { spain, }
recruit "carthaginian sacred band infantry" 0 requires factions { carthage, }
happiness_bonus bonus 4
law_bonus bonus 4
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_justice_pantheon
}
}
temple_of_justice_pantheon requires factions { egyptian, }
{
capability
{
recruit "barb druids gaul" 0 requires factions { gauls, }
recruit "barb naked fanatics spain" 0 requires factions { spain, }
recruit "spanish bull warriors" 0 requires factions { spain, }
recruit "carthaginian sacred band infantry" 0 requires factions { carthage, }
happiness_bonus bonus 7
law_bonus bonus 5
population_growth_bonus bonus 2
population_health_bonus bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_law
{
levels temple_of_law_shrine temple_of_law_temple temple_of_law_large_temple temple_of_law_awesome_temple temple_of_law_pantheon
{
temple_of_law_shrine requires factions { scythia, egyptian, romans_scipii, }
{
capability
{
happiness_bonus bonus 1
law_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_law_temple
}
}
temple_of_law_temple requires factions { scythia, egyptian, romans_scipii, }
{
capability
{
happiness_bonus bonus 2
law_bonus bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_law_large_temple
}
}
temple_of_law_large_temple requires factions { scythia, egyptian, romans_scipii, }
{
capability
{
happiness_bonus bonus 3
law_bonus bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_law_awesome_temple
}
}
temple_of_law_awesome_temple requires factions { egyptian, romans_scipii, }
{
capability
{
recruit "roman arcani" 0 requires factions { romans_scipii, }
happiness_bonus bonus 4
law_bonus bonus 4
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_law_pantheon
}
}
temple_of_law_pantheon requires factions { egyptian, romans_scipii, }
{
capability
{
recruit "roman arcani" 0 requires factions { romans_scipii, }
happiness_bonus bonus 5
law_bonus bonus 5
weapon_simple bonus 1
weapon_bladed bonus 1
armour bonus 1
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_leadership
{
levels temple_of_leadership_shrine temple_of_leadership_temple temple_of_leadership_large_temple temple_of_leadership_awesome_temple temple_of_leadership_pantheon
{
temple_of_leadership_shrine requires factions { armenia, greek_cities, romans_julii, }
{
capability
{
happiness_bonus bonus 1
law_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_leadership_temple
}
}
temple_of_leadership_temple requires factions { armenia, greek_cities, romans_julii, }
{
capability
{
happiness_bonus bonus 2
law_bonus bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_leadership_large_temple
}
}
temple_of_leadership_large_temple requires factions { armenia, greek_cities, romans_julii, }
{
capability
{
happiness_bonus bonus 3
law_bonus bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_leadership_awesome_temple
}
}
temple_of_leadership_awesome_temple requires factions { armenia, greek_cities, romans_julii, }
{
capability
{
recruit "roman arcani" 0 requires factions { romans_julii, }
happiness_bonus bonus 4
law_bonus bonus 4
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_leadership_pantheon
}
}
temple_of_leadership_pantheon requires factions { greek_cities, romans_julii, }
{
capability
{
recruit "roman arcani" 0 requires factions { romans_julii, }
happiness_bonus bonus 7
law_bonus bonus 5
population_growth_bonus bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_love
{
levels temple_of_love_shrine temple_of_love_temple temple_of_love_large_temple temple_of_love_awesome_temple temple_of_love_pantheon
{
temple_of_love_shrine requires factions { scythia, pontus, greek_cities, }
{
capability
{
happiness_bonus bonus 1
population_growth_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_love_temple
}
}
temple_of_love_temple requires factions { scythia, pontus, greek_cities, }
{
capability
{
recruit "barb head hunting maidens scythian" 0 requires factions { scythia, }
happiness_bonus bonus 2
population_growth_bonus bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_love_large_temple
}
}
temple_of_love_large_temple requires factions { scythia, pontus, greek_cities, }
{
capability
{
recruit "barb head hunting maidens scythian" 0 requires factions { scythia, }
recruit "barb scythian noblewomen scythian" 0 requires factions { scythia, }
happiness_bonus bonus 3
population_growth_bonus bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_love_awesome_temple
}
}
temple_of_love_awesome_temple requires factions { pontus, greek_cities, }
{
capability
{
recruit "barb head hunting maidens scythian" 0 requires factions { scythia, }
recruit "barb scythian noblewomen scythian" 0 requires factions { scythia, }
happiness_bonus bonus 4
population_growth_bonus bonus 4
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_love_pantheon
}
}
temple_of_love_pantheon requires factions { greek_cities, }
{
capability
{
recruit "barb head hunting maidens scythian" 0 requires factions { scythia, }
recruit "barb scythian noblewomen scythian" 0 requires factions { scythia, }
happiness_bonus bonus 5
population_growth_bonus bonus 5
law_bonus bonus 2
trade_base_income_bonus bonus 2
recruits_exp_bonus bonus 1
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_naval
{
levels temple_of_naval_shrine temple_of_naval_temple temple_of_naval_large_temple temple_of_naval_awesome_temple temple_of_naval_pantheon
{
temple_of_naval_shrine requires factions { romans_scipii, } and building_present_min_level port_buildings port
{
capability
{
happiness_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_naval_temple
}
}
temple_of_naval_temple requires factions { romans_scipii, }
{
capability
{
happiness_bonus bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_naval_large_temple
}
}
temple_of_naval_large_temple requires factions { romans_scipii, }
{
capability
{
happiness_bonus bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_naval_awesome_temple
}
}
temple_of_naval_awesome_temple requires factions { romans_scipii, }
{
capability
{
recruit "naval corvus quinquireme" 0 requires factions { roman, }
happiness_bonus bonus 4
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_naval_pantheon
}
}
temple_of_naval_pantheon requires factions { romans_scipii, }
{
capability
{
recruit "naval deceres" 0 requires factions { roman, }
recruit "naval corvus quinquireme" 0 requires factions { roman, }
happiness_bonus bonus 5
law_bonus bonus 2
weapon_simple bonus 1
weapon_bladed bonus 1
armour bonus 1
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_one_god
{
levels temple_of_one_god_shrine temple_of_one_god_temple temple_of_one_god_large_temple temple_of_one_god_awesome_temple temple_of_one_god_pantheon
{
temple_of_one_god_shrine requires factions { parthia, }
{
capability
{
happiness_bonus bonus 1
law_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_one_god_temple
}
}
temple_of_one_god_temple requires factions { parthia, }
{
capability
{
happiness_bonus bonus 2
law_bonus bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_one_god_large_temple
}
}
temple_of_one_god_large_temple requires factions { parthia, }
{
capability
{
happiness_bonus bonus 3
law_bonus bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_one_god_awesome_temple
}
}
temple_of_one_god_awesome_temple requires factions { parthia, }
{
capability
{
happiness_bonus bonus 4
law_bonus bonus 4
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_one_god_pantheon
}
}
temple_of_one_god_pantheon requires factions { parthia, }
{
capability
{
happiness_bonus bonus 5
law_bonus bonus 5
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_trade
{
levels temple_of_trade_shrine temple_of_trade_temple temple_of_trade_large_temple temple_of_trade_awesome_temple temple_of_trade_pantheon
{
temple_of_trade_shrine requires factions { britons, carthaginian, greek_cities, romans_brutii, }
{
capability
{
happiness_bonus bonus 1
trade_base_income_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_trade_temple
}
}
temple_of_trade_temple requires factions { britons, carthaginian, greek_cities, romans_brutii, }
{
capability
{
happiness_bonus bonus 2
trade_base_income_bonus bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_trade_large_temple
}
}
temple_of_trade_large_temple requires factions { britons, carthaginian, greek_cities, romans_brutii, }
{
capability
{
happiness_bonus bonus 3
trade_base_income_bonus bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_trade_awesome_temple
}
}
temple_of_trade_awesome_temple requires factions { carthaginian, greek_cities, romans_brutii, }
{
capability
{
happiness_bonus bonus 4
trade_base_income_bonus bonus 4
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_trade_pantheon
}
}
temple_of_trade_pantheon requires factions { greek_cities, romans_brutii, }
{
capability
{
happiness_bonus bonus 5
trade_base_income_bonus bonus 5
population_health_bonus bonus 2
recruits_exp_bonus bonus 1
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_victory
{
levels temple_of_victory_shrine temple_of_victory_temple temple_of_victory_large_temple temple_of_victory_awesome_temple temple_of_victory_pantheon
{
temple_of_victory_shrine requires factions { britons, greek_cities, }
{
capability
{
recruit "warband woad briton" 0 requires factions { britons, }
happiness_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_victory_temple
}
}
temple_of_victory_temple requires factions { britons, greek_cities, }
{
capability
{
recruit "warband woad briton" 0 requires factions { britons, }
recruit "warband hurler briton" 0 requires factions { britons, }
happiness_bonus bonus 2
recruits_exp_bonus bonus 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_victory_large_temple
}
}
temple_of_victory_large_temple requires factions { britons, greek_cities, }
{
capability
{
recruit "warband woad briton" 1 requires factions { britons, }
recruit "warband hurler briton" 1 requires factions { britons, }
happiness_bonus bonus 3
recruits_exp_bonus bonus 2
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_victory_awesome_temple
}
}
temple_of_victory_awesome_temple requires factions { greek_cities, }
{
capability
{
recruit "warband woad briton" 1 requires factions { britons, }
recruit "warband hurler briton" 1 requires factions { britons, }
happiness_bonus bonus 4
recruits_exp_bonus bonus 3
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_victory_pantheon
}
}
temple_of_victory_pantheon requires factions { greek_cities, }
{
capability
{
recruit "warband woad briton" 1 requires factions { britons, }
recruit "warband hurler briton" 1 requires factions { britons, }
happiness_bonus bonus 5
recruits_exp_bonus 3
population_growth_bonus bonus 2
law_bonus bonus 2
trade_base_income_bonus bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_violence
{
levels temple_of_violence_shrine temple_of_violence_temple temple_of_violence_large_temple temple_of_violence_awesome_temple temple_of_violence_pantheon
{
temple_of_violence_shrine requires factions { germans, pontus, macedon, romans_brutii, }
{
capability
{
happiness_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_violence_temple
}
}
temple_of_violence_temple requires factions { germans, pontus, macedon, romans_brutii, }
{
capability
{
happiness_bonus bonus 2
recruits_exp_bonus bonus 1
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_violence_large_temple
}
}
temple_of_violence_large_temple requires factions { germans, pontus, macedon, romans_brutii, }
{
capability
{
recruit "barb berserker german" 0 requires factions { germans, }
happiness_bonus bonus 3
recruits_exp_bonus bonus 2
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_violence_awesome_temple
}
}
temple_of_violence_awesome_temple requires factions { pontus, macedon, romans_brutii, }
{
capability
{
recruit "barb berserker german" 0 requires factions { germans, }
recruit "roman arcani" 0 requires factions { romans_brutii, }
happiness_bonus bonus 4
recruits_exp_bonus bonus 3
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_violence_pantheon
}
}
temple_of_violence_pantheon requires factions { macedon, romans_brutii, }
{
capability
{
recruit "barb berserker german" 0 requires factions { germans, }
recruit "roman arcani" 0 requires factions { romans_brutii, }
happiness_bonus bonus 5
recruits_exp_bonus bonus 3
recruits_morale_bonus bonus 1
trade_base_income_bonus bonus 2
population_health_bonus bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_viking
{
levels temple_of_viking_shrine temple_of_viking_temple temple_of_viking_large_temple
{
temple_of_viking_shrine requires factions { germans, }
{
capability
{
happiness_bonus bonus 1
recruits_exp_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_viking_temple
}
}
temple_of_viking_temple requires factions { germans, }
{
capability
{
recruit "barb naked fanatics german" 0 requires factions { germans, }
happiness_bonus bonus 2
recruits_exp_bonus bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_viking_large_temple
}
}
temple_of_viking_large_temple requires factions { germans, }
{
capability
{
recruit "barb naked fanatics german" 0 requires factions { germans, }
recruit "barb gothic cavalry german" 0 requires factions { germans, }
happiness_bonus bonus 3
recruits_exp_bonus bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building temple_of_horse_2
{
levels temple_of_horse_2_shrine temple_of_horse_2_temple temple_of_horse_2_large_temple
{
temple_of_horse_2_shrine requires factions { scythia, }
{
capability
{
happiness_bonus bonus 1
recruits_exp_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_horse_2_temple
}
}
temple_of_horse_2_temple requires factions { scythia, }
{
capability
{
happiness_bonus bonus 2
recruits_exp_bonus bonus 2
}
construction 2
cost 800
settlement_min large_town
upgrades
{
temple_of_horse_2_large_temple
}
}
temple_of_horse_2_large_temple requires factions { scythia, }
{
capability
{
happiness_bonus bonus 3
recruits_exp_bonus bonus 3
}
construction 3
cost 1600
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
Any questions ask.
EDIT: The reason i want you to have this file is it enables recruitable generals.
Also, make sure you download Mundus Magnus, use the link in one of the posts above otherwise we will not have the same map.
EDIT2: Didnt want to quadruprule post :laugh4:
I will be creating all of the new threads. Until the game starts
DO NOT POST IN ANY THREAD EXCEPT THIS ONE.
also, i stated it earlier, DO NOT POST IN THE MANDATES OF THE REPUBLIC THREAD, EVER!!!
Sorry for taking so long to reply, I wasn't home for a while, I'm really sorry guys but something unexpected came up, I'm quite busy so I don't think I can't play:wall:, I hope you don't have a problem finding some one to play as the brutii, maybe Zim or Brave sir Robin would like to take my place, I wish I could play, oh well, sorry about that, have fun guys.
Thats fine...a shame you cant join us!
Tom0 has told me via PM that he wont be here until monday anyway...so i will find another player.
So, just to re-iterate,
-We will be playing with RTW v1.5.
-We are using Vanilla Mundus Magnus map, which is posted in a link above. Please download it.
-We are using recruitable generals, please copy and paste the necesary information from the post above.
-We will be playing on large scale. There have been problems with huge scale, some peoples computers cant handle it.
There are a few threads I have opened, do not post in them yet..only in this one. Senate offices will not be voted upon the first year (first two turns), instead we will be getting the hang of the game.
If there are any questions that still need clarification, just ask. It'd be nice if we could start Monday at 4:00pm EST. The turn order is Julii, Brutii, Scipii, then Senate. Voting can take place anytime inbetween, but all Aedile, Censor, Quaestor reports and similiar things will be done so when the game has been passed to me. That way, I can hand out the funds for the next turn without issues, and we can plan out the next year with ease and organization.
Hey guys. TruePraetorian pmed me about taking over for Brutii. I'm ready to fight for Rome. :charge:
Yes, Zim is the Brutii. We now have all the players we need :yes:
So, make sure you have everything ready to play:
-Clean install with patch v1.5
-Mundus Magnus
-Copied export_descr_buildings from post above(for recruitable generals)
-Mydraals script generator, and script (make sure faction order is correct)
We will be starting whenever Tom0 returns (Monday 25th, 16:00 EST)
Game will be played VH/H with Large unit scales. All Human vs AI battles can be fought.
To go over things (hopefully) for the last time:
-No one will hold office the first year (altough all Julii, Brutii, Scipii, and Maxentius are senators and can vote). This means the Senate is in that "Semi-random" state. Therefore, The Senate will have all offices, including Aedile.
-No taxes first year, since there are no Quaestors to investigate if you lie.
-Julii will go first. ALL PLAYERS IGNORE THE FIRST SENATE MISSION. (the one about taking Segesta or something)
-Since the first turn (first 6 months) has nothing known, all players will report (in order) there current military. Building and recruiting on the first two years will be the ONLY years in which The Senate gives you permission to do so on private funds. All building and recruiting after the first two years (two turns) must be requested to the Aedile, who will ask the Senate, who will provide the funds. Thus, building on the first two years will be from your own private funds. Recruiting will also be from your private funds.
-On the first 6 months, no one will be allowed to attack anything. When the game reaches the Senate (me) we will hold votes on where to attack, and with who. We will also be divising the main laws for Rome after the first 6 months, so think wisely. In the winter, everyone will do as requested (hopefully).
-CIVIL WARS ARE POSSIBLE!! I dont think it was too clear, but yes. They can happen. Just be wary of permanent consequences for threatening the Senate.
-The Game thread has numerous examples of how to use it, as does the Senate thread. No one is to write in the Mandates of The Republic thread, but it is advised you check on it often, as it holds laws, orders, and things of the sort.
-The first post in The Senate thread will constantly be edited and changed to show who holds what offices, and for how long.
I've got everything installed now except for the script, when I generate it nothing is created anywhere.
now I cannot start the game because MSS32.DLL was not found.
The script is found in the C drive. If you are using Vista, it is saved in one of those compatibility files. You may have to search for it if using Vista.
As for it wont start, its because when you added the "Scripts scripts/show_me/HotseatScript" or whatever its called (that may not be exact) into export_descr_advice, the game now looks for the script before starting the game. To make the game work, you need the "hotseatScript" text file (or whatever its called) put into data/scripts. The game now looks for that text file, and when it is not there, the game will not start.
If you can't find the Script,i will edit this postand put in the correct one.
Just copy paste it into a text file called "HotSeatScript".
The, put this new text file into data/scripts/show_me/
Spoiler Alert, click show to read:
;Hot Seat Mod by Myrddraal. Please do NOT edit this script.
script
suspend_unscripted_advice true
suspend_during_battle on
declare_counter loop
set_counter loop 0
monitor_event FactionTurnStart FactionType romans_brutii
console_command control romans_brutii
snap_strat_camera 0, 156
zoom_strat_camera 0.8
while I_LocalFaction romans_julii
end_while
snap_strat_camera 0, 156
zoom_strat_camera 0.8
call_object_shortcut strat_ui save_stratmap
inhibit_camera_input true
disable_entire_ui
hide_ui
end_monitor
monitor_event FactionTurnStart FactionType romans_scipii
console_command control romans_scipii
snap_strat_camera 0, 156
zoom_strat_camera 0.8
while I_LocalFaction romans_brutii
end_while
snap_strat_camera 0, 156
zoom_strat_camera 0.8
call_object_shortcut strat_ui save_stratmap
inhibit_camera_input true
disable_entire_ui
hide_ui
end_monitor
monitor_event FactionTurnStart FactionType romans_senate
console_command control romans_senate
snap_strat_camera 0, 156
zoom_strat_camera 0.8
while I_LocalFaction romans_scipii
end_while
snap_strat_camera 0, 156
zoom_strat_camera 0.8
call_object_shortcut strat_ui save_stratmap
inhibit_camera_input true
disable_entire_ui
hide_ui
end_monitor
monitor_event FactionTurnStart FactionType romans_julii
console_command control romans_julii
snap_strat_camera 0, 156
zoom_strat_camera 0.8
while I_LocalFaction romans_senate
end_while
snap_strat_camera 0, 156
zoom_strat_camera 0.8
call_object_shortcut strat_ui save_stratmap
inhibit_camera_input true
disable_entire_ui
hide_ui
end_monitor
while I_CompareCounter loop = 0
end_while
end_script
Also, the plan is to start Monday, Febraury 25th at 16:00 EST
Am I correct in thinking that EST 4pm is 9pm GMT?
okay thank you. I'll try that now. What is the turn time limit?
edit: I've added the script but the game still fails to start. This is probably because I did not install a new copy but copied and pasted the original version as the Rome disc doesn't have an option to install a new version. I could remove the original version plus the mods on it and start form scratch though that may be some time from now and i might not make the start time.