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Thread: Factions of HRTW

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    Default Re: Factions of HRTW [Please Sticky]

    My factions: using Mundus Magnus map

    Western Mediterranean
    1.- Celt-Iberians
    2.- Republic of Carthage
    3.- Roman Republic

    Aegean Basin:
    4.- Kingdom of Macedon
    5.- Kingdom of Epirus
    6.- Achaean League

    Eastern Mediterranean:
    7.- Ptolemaic Empire
    8.- Seleucid Empire

    North European tribes:
    9.- Arverni
    10.- Cimbri

    Steppe regions:
    11.- Sarmatians

    Black sea basin:
    12.- Bosporan Kingdom
    13.- Getae

    Far eastern regions:
    14.- Parthia (Arsacid Dynasty)
    15.- Greco-Bactrian Kingdom (emergent, powerful trough scripting?)
    16.- Far eastern faction (Yuezhi?)

    Now, since there are some regions that might seem a little bit empty (Gaul, germania, european steppe, etc) my suggestion is to have 2 independent people factions. Why? Because that way we can add them into several locations and simulate the constant tribe-wars of the "barbarian factions".
    17.- Independent People 1 ("civilized"-greek)
    18.- Independent people 2 ("barbarian")

    ¿?
    19.- Shadowing factions? (up to 3 might be shadowed by this one)
    20.- Shadowing factions? (up to 3 might be shadowed by this one)

    21.- Rebels. Using "shadowing faction" we can make 3 playable factions to have issues with the loyalty of their family members/generals

    Reasons to use this system: First, if you guys have played enought a mod (or even vanilla rtw) you'll notice that in most games certains factions dominate determined regions and overpower others (seleucid gets most of the times overpowered if there's a Bactria and Parthia faction), in EB Arverni overpower Aedui, etc. So this system allows those factions to grow almost exactly like that (it's gonna happen anyways). Then, what's the difference? Well for Arverni for example, we can shadow them with barbarian independent people, hellenized factions with civilized IP, etc, beacause when a factions gets destroyed in a mod that factions slot gets "wasted", this way we can have constant re-use of factions slots. Also i think so far no other mod has ever had 9 freackin factions with loyatly issues (that's how many we could have with my 2 Independent peoples system).

    Even if this system is not used at all, i'm 100% against putting in a briton faction, Armenia and Pontus as a faction oon their own. Without attempting to offend anyone none of those are worth enough for the time period of this mod.
    And last, even if my factions doesn't make it at the end, please consider the 2 Independent factions slots, since that would REALLY exploit the BI engine (emergent factions and loyalty)
    Last edited by Xpartacus; 01-14-2012 at 19:38.

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