They actually do have Troy, its just that it has the name of Pergamum. I know that in Virgil's Aeneid, Troy is refered to as Pergamum.Quote:
I'd like to see more famous ancient citys, like Troy
Printable View
They actually do have Troy, its just that it has the name of Pergamum. I know that in Virgil's Aeneid, Troy is refered to as Pergamum.Quote:
I'd like to see more famous ancient citys, like Troy
A new RTW could have some aspects from EU: Rome ..
I found this accidentally and I'm just amazed of it ..
I like EU3.. so EU:Rome is perfect for me .. Just need to find out from where I can get it :inquisitive:
Imagine .. Rome Total War + Europa Universalis = Perfect Game!!!! :2thumbsup:
In actual history, there were some Romans who were in China. There was an article about it some time, one of the western provinces of China. There are people in one town who have Anglo type of features like blue eyes and high stature. The ancient name of the city meant something related to Roman legions, and there was a battle narrative of that time referring to the town as having double row of palisades (only Roman soldiers used double row of palisades) and that the soldiers in the town used a never-before seen "fish scale" shield formation. (lol, testudo) And yes, the article said that it was Roman soldiers from the battle of Carrae moved through Parthia and Central Asia. The article even mentioned a Chinese guy from that town (in the present day) named Luo-ma, which is Roma/Rome in Chinese. (Chinese transliterates all "r" sounds as "l" sound, so even Florida is Fu-lo-li-da)
Is there an edit post button on the user interface, if so, could someone describe where it is, so I can add something to a post without making a new post? Anyway, I just wanted to add one comment: you can find money or ancient coins in on any land in any country, it doesn't mean people from that country are rich. That's all.
Good post on the last one...although regarding this one: I wasn't under the impression it meant either Rome or China were rich because they found Roman money in China. I was just saying- Some historians claim they've found Roman Denarii there.Quote:
Originally Posted by ThePianist
Still, this is indeed an interesting subject. Romans in China brings all sorts of other historical implications with it. Just the fact that they were there, as early as it seems they were, is remarkable. Chalking up China as another territory with Roman connections really puts their (the Romans) Imperial influence in perspective. I mean- pretty clearly the entire known world at the time. With little to no exception.
Related- I saw something (briefly) the other night saying that the Romans and Greeks also used some sort of actual "computers" powered by the sun and other means as a navigational tool when sailing at sea. Once again, just jawdropping achievement.
The page you open from the above link has a trojan
Trojan.JS.Redirector.e
This is an excerpt,regarding China's military relevance to Rome,from an article I found somewhere a while back:
.Quote:
It made a deep impression on (Homer Hasenpflug) Dubs that the Chinese recorded that they found palisades of tree trunks,and that the enemy had used a previously unseen battle formation at the gates of the city,namely a testudo of selected warriors forming a cover of overlapping shields in front of their bodies in the first row and over the heads in the following rows. These facts are reported in the biography of Chen Tang,one of the victorious Chinese generals,written by the historian Ban Gu (32 – 92)
Many prisoners were taken during this battle and it appears that the Chinese were so struck by the military skills of those warriors that they moved them,after enlisting,further east,in a place that by imperial decree was named Li-Jien (which sounds in Chinese as the word “legion” and is the name by which the Chinese called Rome) in Gansu province. The legionaries numbered 145,and formed a garrison protecting the inhabitants from Tibetan raids. It was uncommon for Chinese to name their cities after barbarian names: the only two other known cases,Kucha and Wen-Siu,occurred where large colonies of foreigners had settled.
Edit: If anyone wants to read the entire article,tell me in your post and I'll paste it to a thread in the Monestary.
The links seem to suggest that the Romans fought as mercenaries under a Hun chieftain, not as representatives of the Senatus Populesque Romanus. ~:) Besides, it was an isolated incident of a small number of survivors from one army-- that of Marcus Licinus Crassus.Quote:
Originally Posted by ArtistofWarfare
Trade between the Romans and the Chinese is certainly documented and a well-known fact. For example, in two decades or so following the birth of Christ, the Han usurper Wang Mang hoarded gold, the strain of which was felt even in Rome-- Tiberius forbade the wearing of silk because they cost gold. It's even represented in vanilla with the "trade caravan" line of buildings.Quote:
Apparently, they've also found Denarii (sp?) in the ground all throughout western and central China. This has led to further research on what the relationship was between Rome and China at that time. Clearly though, there was some sort of relationship.
I have to stress again how this kind of history interests me...especially when going as far back as we are here.Quote:
Originally Posted by Quirinus
It's one thing to look at a map and see how far of a distance we're talking about these trade routes extending- It's another thing to begin adding up the total distance we're talking about here. It's just amazing.
The ability to capture enemy armies would be nice,with some influence or command bonuses to result.
Troy and Pergamum being the same site is highly unlikely. Reason being that the location of Pergamum in vanilla Rome is wrong. It is actualy some distance southeast of Troy's accepted location.Quote:
Originally Posted by Good Ship Chuckle
Furthermore,below are historical facts for my believing that the Aeneid is entirely fictional,in both inspiration and events:
Troy fell in the 1100 - 1200 BC range.
Rome was founded in 753 BC,at least 400 years after.
Carthage was founded in the mid-500s BC.
How can Aeneas wander the Mediterranean for 400 years following the fall of Troy,sail to Carthage before the city even existed,then go to Italy and found a city that already existed before Carthage.
And don't get me started on the whole "Troy in Britain" issue that's recently risen. I can give you a list of facts that disproves it.
...well,okay,maybe not a full list,but --
Sorry,I'll stop ranting now.
Remember,I wanna capture enemy armies in R2TW!
Adding to that, one can hardly pretend that the Iliad is historical.... that's like saying Ivanhoe or Dracula is historical. They certainly have roots in historical figures and/or events, but to say that they are therefore historical is fanciful.
I know that the Iliad is fictional,too (I believe the Trojan War happened,but not how the Iliad portrays it),but the proposed timeline for the fall of Troy,and the foundings of Rome and Carthage (ie,Aeneas going to Carthage before it existed,then founding Rome when it already existed) just make any historical events behind the Aeneid impossible.Quote:
Originally Posted by Quirinus
And Dracula is real! Believing in vampires is what protects me from them!!!!
Oh dammit!Quote:
Originally Posted by Spartan198
just when I was getting my hopes up. I've just thought of something good. You should be able to rename your faction and design your own faction symbol to add a personel touch.
Also changing the names of cities like in BI would be good. :yes:
You can already do that. Go to imperial_campaign_regions_and_settlement_names and change the proper text on the right hand side of the file.Quote:
Originally Posted by Overlord of Achaea
For example,I changed Thessalonica to Pella.Quote:
{Thessalonica} Pella
{Byzantium} Byzantium
{Nicomedia} Nicomedia
As long as you leave the text within "{ }" alone,you'll be alright. But I've noticed that the file won't seem to recognize multiple-worded names no matter what I do.
You can also enable the temporary name changing of settlements you own in your "preferences.txt" file.
By temporary, I mean that it lasts for the current game only and names are reset in all new campaigns. Modifying the settlement names in the text files is permanent and can be a pain to undo.
Enabling this function allows you to double click on a settlement's name on its information screen, and, from there, type a new name in its place.
You can usually find the function, in either:
"C:\Program Files\Activision\Rome - Total War\preferences\preferences.txt"
should you have a standard version of R:TW - not Gold, or:
"C:\Program Files\The Creative Assembly\Rome - Total War\preferences\preferences.txt"
should you have the Gold edition.
For BI, which works in the same way, you will find the file in either:
"C:\Program Files\Activision\Rome - Total War\BI\preferences\preferences.txt"
should you have a standard version of R:TW - not Gold, or:
"C:\Program Files\The Creative Assembly\Rome - Total War\BI\preferences\preferences.txt"
should you have the Gold edition.
If you selected a custom location on installation, you may have to use to search function to find the file.
Once the file is opened, locate the line which states:
"EDIT_SETTLEMENT_NAMES: FALSE"
Change it to:
"EDIT_SETTLEMENT_NAMES: TRUE"
This is a very fun feature to play around with. In a Carthaginian campaign I re-named Rome after the general who captured it. I also did the same with several other settlements which had very un-Carthaginian names. It certainly adds to the fun/immersion in the game.
Back on topic:
Some very interesting ideas have cropped up here. I especially like TruePraetorian's suggestion regarding colonies and Horseman's regarding reforms based upon enemies you encounter.
I was also thinking of the addition of the separation of the populace into "classes" - "Lower class", "Middle class" and "Upper class". Each class has different needs requirements (e.g. the lower class require the most basic of goods, while the upper class will only be happy with the finest of luxuries).
This also brings in an idea regarding control and production of trade. Rather than simply saying to a faction "we want to trade with you" you must say exactly what you want to trade.
Two types of trade goods could exist - secondary products and primary products. Primary products are cheap and can be made into more expensive secondary products (e.g. clay into pottery) if certain infrastructure is built. Secondary products are what is used by your populace.
A faction exporting plenty of secondary products and importing primary products to manufacture these secondary goods with will be rich and prosperous. A faction exporting primary goods and importing secondary will suffer financially.
If a certain class is unhappy, they revolt. A lower class uprising will simply spawn basic peasants and militia, while upper class uprisings will spawn a smaller number of angry elite units. While a peasant uprising will probably be contained to the province it started in, peasant being mostly inexperienced and disorganised, an upper class uprising will probably result in a splinter faction being formed and possibly full on civil war.
Generals in the settlement are more likely to support the upper class rather than the lower class in revolts. This may be different for generals who have lower/middle class ancestry though.
Riots/revolts could show weakness and trigger descent in neighbouring towns if the settlement is not recaptured/suppressed soon. This would make controlling the populace in one settlement key to maintaining support from the populace empire wide.
A feature to exterminate the populace without conquest may also be useful. It may improve "happiness" elsewhere also, demonstrating what happens to rule breakers.
More minor features on my wish-list would probably be the removal/the lessening of the effects of squalor and dramatic improvement in unit balancing and battle speed over R:TW.
~:)
I just recently searched through my RTW diectory and didn't find a preferences file.
Renaming a settlement after the general who conquers it... That never dawned on me before. :idea2: It definitely adds realism. That's also a good option if your general dies during the siege,and the leaderless army captures it afterward.
Hmm, I've noticed the disappearing "preferences.txt" file also. It may be related to Vista, since it existed on my old XP based machine. Since applications need to be run with administrator privileges to write to the Program Files area in Vista, I'm inclined to blame user account control. I always thought that applications could write to the directory they were stored in though - quite odd.
~:)
Seems likely. I am running Vista,after all (can't stand XP,personally). But I haven't played vanilla Rome since I got XGM,so I'm somewhat on my own concerning file modding right now,unless somebody who knows the mod inside and out stands up here.Quote:
Originally Posted by Omanes Alexandrapolites
XGM, I have that somewhere on my comp, i'll tinker around with it. What do you want to know, the location of the preferences text?
Nothing at the moment,but do you mind if I PM you when something comes up?Quote:
Originally Posted by Brave
BTW,Roman Legionary Cohorts with shield_wall are far more effective than they are with testudo. I suggest trying it out yourself to see if you like it.
Thanks I will be sure to try that. Usually with XGM I use a Greek faction but I do like the Romans.
With that Spartan Royal Guard,how can you not? :yes: I routed an entire Macedonian army with them in a sandbox battle last night,including Foot Companions. I need to find a Thermopylae Pass battle map to put in there,then it'd be full circle!Quote:
Originally Posted by Brave
But the Romans' victory conditions...? Yikes!!! That'll be a looooong campaign.
I like the idea of 0 turn recruitment (is that Roma Surrectum) maybe it could be optional if you want this on R2TW.
Neat idea, but you must have it optinal or not.Quote:
Originally Posted by Brave
For some people that could destroy some of the games objective, just creating huge armies instantly. what would the world come too........:end:
optional time per turn:
1. Quick. half a year per turn
2. normal. one season per turn
3. Epic. one month per turn.
I generally like the idea of being able to simply turn off 0 turn recruitment if you wish.
This could be extended to other features, turning on or off more advanced forms of them. Players that enjoy more micromanagement will be able to enable every last little feature, while those prefering more simplified gameplay could only enable the basic core features rather than the more advanced stuff.
~:)
With 0 turn recruitment and epic campaign length you can train 6 legions in a year, ahistorical?
RM=Raw Materials
PO=Public Order
If you must say,then i can tell you that Romans do have connection in commerce with China at Tang Dynasty about 700 A.D,they called it "the silk road"!Quote:
Originally Posted by ArtistofWarfare
i rather that we can choose the war gear and outfit for our own troops(just like you can choose large round shield or large square shield for your hero in DIABLO 2,if we can, i hope we can choose the logo for our shields and banners too!Of coz the color will not be change coz it is for specified you team!) in new RTW.Or we can just use the default units.except the troop class,they are default:etc heavy infantry, light infantry,spearman or archers.If for light infantry,you can only equip them leather to chain armor below 8 armor and simple weaponQuote:
Originally Posted by Overlord of Achaea
that means you want to bring in the features of CAESER 3=trading,then must add the feature to enable us to choose our trade route and choose the goods we want to trade,when the list of goods is choosen,then it will be shown at your city,so are the other city(of other faction).It will be better if we can control the price of our goods.But still,the conditions of roads(dirt road,paved roadand highways) will decide the amount of trade.Quote:
Originally Posted by Omanes Alexandrapolites
And the 2 types of trade goods should be the raw materials and the manufactured goods then,then even like the poor province like Arabia can gain good income by exporting manufactured goods,it will be test our management skills by doing business then.We can enjoying building up our empire and running the economy at the peace time.
We also can control our population by importing grains to increase population growth or reduce the satisfaction(satisfactions=happiness that will effect the PO and attract the immigrations) by stockpile those high class manufactured goods like:olive oil(RM= olive),furniture(RM=wood)or pottery(RM=clay),so it won't meet the needs of high class citizens and reduce the happiness.
Since you want to produce the manufactured goods,then you must have the building to produce them.Here i want compliment the use of your populations,1 of the workers=the "builders",the size of your population will decide how fast your building will be done,and hope that we can build multiple buildings at the same time,it just depend on how many builder that we assign to specific building,then that building will be able to complete sooner or later.And we can assign workers for buildings like city plumbing,hospital and farms that increase populations growth and reduce the spread of desease,why need workers?So we can control the populations growth cause by health buildings by resigning them rather than destroy those buildings that cost our empire time and denarii.And the RM that needed to build certain buildings like temple require marble,stone walls require stone.
Granary=stockpile the food or provisions you need to hold any siege.
warehouse=your tradeable goods store here,that will become spoils of war when your enemy or your army capture it!
Farms=variety type of farms:olive farm(oil),wheat farms(grain),grape farm(wine),cattle farm(meat,and leather=RM for leather armor)
Mines=variety of mines:Diamond gold and silver mines(can tranfer to denarii),iron copper and tin mines(making war gear)
Trade caravan and Merchant ships:Trade caravan and Merchant ships that will carry certain amount of goods(each caravan and ships have its limits of capacity),ongoing and returning from trading cities in turns depending the conditions of trade route(for ships,storm that reduce the speed it arrive its destination).
Trade route:trade route can be create not just with neighbouring cities,it can be create with distant cities(cities that crossing the border of your neighbouring cities).This way,we can get spice(goods for high class citizens) and silk from the far east!
Raiding system=trade caravans and merchant ships can be raid(still,the spoils of war,mostly the income for barbarian factions),that the trade caravans and merchants ships can be raid by brigands and pirate ships that will cause certain losses,so those brigands and pirates will become so "important" to be clean!Extended the use of your mighty army!
Immigration system=we can immigrates our population to another city by just immigrate them,with some cost of coz!Rather than recruit peasant and peasant to immigrates them.This will be useful if we want to prevent our population to be exterminate in the frontal city.
Extra entertainment=hold festival,holding festival to satisfying their gods,increasing happiness and PO at the sametime.And festival needs wine,same as the roman pay for games and races,except that this can be own by every culture.
CG movie event=use CG movies to describe the events instead(like CAESER 3),better than reading text and watching pictures!
Not so..... IIRC Marius raised his army against the Cimbri and Teutones in a year or two, for example. His army was, what, six, eight legions?Quote:
Originally Posted by Brave
That was exactly what I was thinking of guineawolf. There's some very nice additional developments to the idea in there also :bow:This mass recruitment could possibly be represented in several ways.Quote:
Originally Posted by Quirinus
There could be an option to conscript the populace to war, allowing the player to recruit a vast number of troops each turn for a limited number of turns. This could have some damaging effects though - with the men away crops won't get harvested and trade will be slowed down.
It could also be done by having each turn represent a shorter length of time (e.g. a month or half a month for example). If single turn recruitment is kept, then it would take a lot shorter in the game to recruit a decent force. In real time, though, it would be pretty much kept the same as it is now.
This somehow makes me think of an idea that is going to be inputted into E:TW - units, rather than being recruited in a settlement, rally around/are trained by a general standing in one of the player's provinces. Perhaps disloyal provinces could have men be willing to rally around enemies, particularly ones which have controlled them in the past and given them great prosperity.
~:)