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Thread: [Uchronia Barbarorum] v.1.05: Celtic Swords

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    Default [Uchronia Barbarorum] v.1.05: Celtic Swords


    Hi, this is the Uchronia Barbarorum Mod, a submod for Europa Barbarorum 1.2.
    Uchronia means, more or less "Alternate History" and this is the major focus of the mod.

    I made this mod because, after years playing at EB, I wanted to try making some major change, while still enjoying the play.
    The mod expand the faction roster of all factions in some logical way (ok, a logical way from my own Point of View), opening new possibilities and tactics, and enhancing the role-playing.

    But for using foreign troops, you have to leave more freedom to the local communities.
    So, leaving regions unexploited (Gov3 and Gov4), you can build native barracks capable of recruiting those aforementioned units; mind you, the AoR of the "stolen" units is usually more limited of the original factions' one .
    Of course, its a totally ahistorical mod, my main aim was making it enjoyable.
    =====================================================================
    Now, let me speak of the mod.
    REVISITED ROME GUIDE
    Spoiler Alert, click show to read: 

    The roster expansion for Rome leverage on the concept of "socii" and "foederati". It implies the Senatus leave more freedom to the local communities instead of romanizing homogeneously the entire conquered territories. This mean, mostly, leaving the power to local elites.
    Some key regions have an expanded roster of local troops you can recruit. You only need to install a government which leave the region non-romanized (Gov3 or Gov4), allowing you to build up the local militia barracks at level 4/5.
    In the context of the game, the Gov3-regions are regions only subjected, while the Gov4-regions are the "allied states" (or puppet-states, if you like, but more dignified) of your faction.

    There are 5 type of expansion roster I used, following different trains of thought:

    1. As the power go to the local elites, most of the new recruitable troops are elites and nobles, or at least a dominant tribe. For example, Rome can now recruit the Callaeci Medium Infantry in Galaecia, Caledonian Nobles in Caledyn, Numidian Nobles in Numidia and Babylonian Heavy Spearmen in Babylonia.

    2. Other troops, like Balearic Slingers, Gaut Spearmen, Jewish Spearmen and Red Sea Hoplites rely on the basic population of some areas.

    3. Regions identified by certain cultures produce certain troops as cultural background, this is more true in regions identified by a powerful city-state, like the greek city-states or the core-areas of the Successor Kingdoms. This means you can recruit Spartan Hoplites in Sparta, Iphikratean Hoplites in Athens, Epeirote Heavy Cavalry and Elite Phalanx in the province of Epeiros, Carthaginian Sacred Band in Carthago and so on.

    4. Italic troops, as the Lucanian Light Infantry or the Samnites (who can't be recruited as soon as the Polybian and Marian reforms kick in).

    5. Fanatics, like the Uirodusios (Celtic Naked Fanatic Infantry) which, in the right situation could be turned in fanatics for your own good.

    This is it.
    Now, you can enjoy your merry army of heavily armed "allies" marching along your legions.

    As a note, I've reformed the roman settlements at game-start (272 a.C.), as they haven't full roman citizenship (Civitas sine suffragio = Provincia Romana = Capua/Campania, Arretium/Etruria; Municipium optimo iure or Municipium sine suffragio = Lightly Romanized Province = Arpi/Apulia, Ariminum/Umbria) now they have lesser government building, lesser factional barracks and higher regional barracks. Furthermore, as at the time there were a lot of greek colonies in Apulia and Campania, I added the Greek Classical Hoplites in those region for the Roman roster (and now the regional barracks have a real function in those regions)




    REVISITED CELTS GUIDE
    Spoiler Alert, click show to read: 

    The Celts are, maybe, the most complete factions of the entire game, and are all somewhat similar, like the 3-4 roman factions in Rome vanilla. As such, I could do only minor changements.
    The Celtic upgrade is mostly based on the naturalization of "foreign" celts. While the Celts climb the ladder of their reforms, they become capable of persuading other Celts to fight for them, not as mercenaries, but as warriors of that same state (thus, many types of units from the Regional Barracks pass to the faction's Army Barracks, as the reforms proceeds).

    AEDUI
    Aedui and Arverni are the mainland celts, they share Gaul and, ideally, the entire area of the Celtic expansion.
    The Aedui would probably be the one more directed to the British Isles and the Mediterranean Europe. As such, they would probably be the more powerful celtic power in the western europe, if they not clash too early against the Roman power.
    With the Time of Bondsmen, the Aedui begin to assimilate in their factional army the British peoples, such as the Siluri (gaining the Siluri Warband) or the Goidilic (Goidilic Light Infantry and Goidilic Spearmen Levy), the Caledones (Caledonian Noble Cavarly). On the mainland, they can assimilate the halfbreed Massilian Hoplites, or in Celtiberia, the powerful Celtiberian Heavy Infantry.
    The process further improves in the Time of Soldiers: most of the abovementioned units are still recruitable, at even lower level of the Barraks. In Hybernia, the Aedui gain the Goidilic Cavarly, while on the mainland the can recruit even the Arverni Nobles, and making Aemilia a celtic land again, they can reverse the Boii migration, making them available again in this land. Furthermore, they assimilated even the most eastern celts (like the Lugians) and the half-breed (the Gallo-Thracians). Lastly, the Galatians and the Egyptian Celts (the celtic tribes the Ptolemaioi "imported" and used as mercenaries), these tribes can be used again, if the Aedui make their way in Galatia, Odrysai and the northern Egypt, the elite warriors of these tribes are re-enlisted as Gallic Heavy Swordmen and the Galatians nobles as Celtic Noble Cavalry.
    But there's more, the Druids. While still available with the Level 5 regional Barracks in all Britain, they can be recruited in the Isle of Darkness (Cambriae) if you build ANY type of temple at level 4 or more.

    Lastly, a couple of southern populations that could give an hand to the Aedui: the Iberians (Iberian Light and Medium Cavarly, Iberian Medium Spearmen) against the haughty Carthaginians, and the Samnites (Samnite Spearmen) against the powerful Romans.

    ARVERNI
    Aedui and Arverni are the mainland celts, they share Gaul and, ideally, the entire area of the Celtic expansion.
    For the position of their northern territories, the Arverni will probably direct themselves in the german area and from there, in the Balkans. Aside from the Aedui (and later, the Romans) the main enemy of the Arverni will be the Sweboz.
    With the Time of Bondsmen, the Arverni assimilate in their factional army the eastern celts (Lugian, Galatians, Gallo-Thracians) and even some Goidilic units, if they succeed to conquer the Hybernia. The elite Galatian warriors (Galatian Heavy Spearmen) are re-enlisted as Gallic Heavy Swordmen and the Galatians nobles (Galatian Heavy Cavarly) as Celtic Noble Cavalry.
    In the Time of Soldiers the process is further improved: most of the abovementioned units are still recruitable, but at even lower level of factional Barraks, with useful additions: in Britannia, Siluri and Caledonian Nobles; in the south-western area Celtiberian Heavy Infantry and Massilian Medium Hoplites; in the proper Gaul the mighty Carnute Warriors; in the northern Egypt (assuming they ever decide to set foot there) the local Celts can be re-enlisted as Gallic Heavy Swordmen.
    Like the Aedui, the Arverni can still recruit Druids with Level 5 regional Barracks in all Britain, but now they can be recruited in the Isle of Darkness (Cambriae) building there ANY type of temple at level 4 or more.

    Lastly, there're the regional additions. Being so close to the germans means the Arverni can talk with them more often than others, even if not in friendly terms. That said, for them is easier to enlist germanic units -after subjugating them- or even better enlist germans in half-breed units with the local celts. So, in the germanic area the Arverni can recruit Chatti Spearmen, Chauci Spearmen and Cherusci Swordmen, while the recruitment areas of Celto-Germanic Spearmen and Celto-Germanic Cavalry, is broader.
    In Thracia, near the local celtic settlement, the Arverni can secure alliances with some local tribes, thus gaining precious the Triballi Infantry.

    CASSE
    The Casse concentrate primarily on the area of the North Sea: Great Britain, Gaul, and other coastal areas, primarily Gallo-Germanic.
    If they could unite the British Isles, they would find themselves in a peculiar situation of proto-Vikings, able to carry out raids on all the surrounding lands, almost with impunity. And it's there that they stand now.
    With the Time of Bondsmen, the Casse begin to assimilate in their factional army the lesser British peoples, such as the Siluri (gaining the Siluri Warband) or the Goidilic (Goidilic Light Infantry and Goidilic Cavalry). On the mainland, after having subdued the Aedui and Arverni's kingdoms, their champions (Carnute Warriors and Arverni Nobles) can be persuaded to fight for you, in the armies of the Celts came back from overseas.
    This process improves further in the Time of Soldiers: the mainland Celtic champions are still recruitable, but is increased the absorption rate of the British peoples, they become available at even lower level of the Barraks. On the other hand, establishing such a great Celtic state means the total assimilation of even more reluctant elements, as the Goidilic nobility (Goidilic Noble Infantry) or rare and almost mythological tribes (Ebherni Armoured Infantry).
    Regarding to the religious sphere, certain temples, in particular areas, can attract groups of religious supporters that, trying to honor their gods, end up providing useful troops. This is the case of the Cromm temple, in Hibernia, which at important levels musters the rare but powerful Goidilic Shock Infantry, men armed with heavy two-hands hammers. Or, by the time chariots have become (theoretically) obsolete, supporters of Llew (Celtic god that exemplifies the Celtic virtues) will assemble near great temple of such divinity. Here, the they will train at combat like their ancestors did, thus providing units of Celtic Chariots, in some cases strategically important assets.

    In the end, looking beside the Celtic lands, a possible prey would be the near Scandinavia, where it will be possible for the Casse to recruit some useful Germanic units (Gaut Spearmen and Germanic Club Infantry), reliable although not overly powerful.




    REVISITED EPIROTE GUIDE
    Spoiler Alert, click show to read: 

    The Epeirotes aren't a "classic" faction. They don't care for traditions, they make them.
    They imitated the ways of their Makedonian neighbours because they were useful. Phalanxes, devastating heavy cavarly and even the far-eastern elephants. The Epeirotes knew they weren't the strongest nor the richest kingdom around. For the sake of surviving and thriving they had to change and adopt new tactics according to their enemies.
    The Epeirote modification follow this train of thought, expanding the roster while trying to insert useful units in the main Epeirote army and adapting along the way, favouring helpful addictions without humoring the local elites.

    Following the conquest of Makedonia, the Epeirote begin the assimilation of their older neighbour, culminating with their complete integration. After the March of Time, the Epeirote can train their Elite Phalanx (Chaeonian Agema) and Heavy Cavalry (Molossian Agema) in Makedonia and Thessalia, while recruiting Hellenistic Elite Infantry (Pheraspidai) in Epeiros and Illyria Hellenike and Hellenistic Royal Guard (Hypaspistai) in Epeiros.
    In Attike, they can recruit Iphikratean Hoplites, while north, in the Getic core-regions, they can recruit useful light troops.
    Going West, they can now recruit the Camillan Principes in Rome, and Massilian Hoplites in Massilia.
    Going East the Epeirote can enlist useful Pontic troops (like the Cappadocian cavarly or Scythed Chariots), Jewish Spearmen around the Ioudaia and Machimoi Cavalry in North-East Africa.
    In Syria the Epeirote Indian Elephants are now raised in place of the old Seleukids ones.

    As a kingdom apt at catching all the opportunities, Epeiros had its share of pirates on the payroll. Now you can actively enlist them.
    On the Dalmatian coast, Pirate fleets will be attracted by high levels of Regional Barracks and be a useful backup force if you need some boat really fast (the pirate fleets are attracted in the area, not builded, as such you don't need to build a military port). The pirate fleet in the Dalmatian coast will disappear with time (March of Time). After all, pirates are useful, but you don't want them in your backyard, right?
    However, using this know-how, in Kilikia you can enlist the even more ill-famed Kilikian pirates.
    As a note: the presence of pirates give an ill fame to the area, damaging the trades (as said, on the Adriatic Sea the issue is momentary, but not in Kilikia).
    AGAIN, let me say it clearly: building the Epeirote Regional Barracks from level 3 to 5, give these regions (Dalmatia, Pannonia Illyrica, Illyria Hellenike, Kilikia) a negative trade bonus. In all the areas but Kilikia this malus and the units will disappear after the March of Time. Beware.

    As new units, Epeiros have Elite Pirates. Apart the lush name, they are normal Illyrian Pirates, veterans a little stronger and better trained (which will cost you 20% more than normal ones) and that you can easily enlist on the Dalmatian coast. Much better, with time (again, "time" as in the March of Time), they will spread in all the Epirote kingdom, searching employment in all the coastal areas of the central Mediterranean Sea. Beware, they are better than most low-tier militia units, but cost much more.
    In the end, freeing Capua from the hated Romans, you can free their gladiators, enlisting them as your soldiers. Obviously, Capua doesn't have infinites slaves, so don't depend to much on them (in game terms, after you build Regional Barrack 3+, the gladiators are gone).




    REVISITED KOINON HELLENON GUIDE
    Spoiler Alert, click show to read: 

    The Koinon Hellenon are in a peculiar situation. They could conquer the world, but don't have a unified national structure capable of managing efficiently a complex state. As such, they can't afford to train any sort of "national troop" in conquered territories like Romans or Makedonians, instead they rely on local troops. Luckily, Greeks are almost everywhere, so their basic troops can be trained and streghtened in almost all the known world. Where they can't find an Hellenic ethnic population, they are forced to rely on the local troops.

    This is the main concept of their expansion. The Koinon Hellenon don't need to evolve their military tactics, as they are at the same time hardy and highly manageable, what they need are troops similar to their hoplites and skirmishers, and maybe some dependable light troops, for the sake of guarding the flanks of the hoplitic phalanx.
    Therefore, these are the major point of the expanded Koinon Hellenon roster:

    1. Dependable flanking troops: Recruitable in the Regional Barracks, like the Agrianian Assault Infantry or the Dacian Phalanxes, the Georgian Medium Infantry or the Pontic Thorakitai.

    2. Assimilation of foreign Hellenized troops: Recruitable in the Regional Barracks, these troops are descendant of hellenic colonists and fight as an hoplitic army. For example, the Indo-Greek Hoplites and Red Sea Hoplites.
    As a note, the Red Sea Hoplites will be initially recruitable in the Regional Barracks, but later (after the March of Time) they will be recruitable in the factional Army Barracks.

    2b. Assimilation of foreign Hellenized Royal Guards: These troops are the best troops of all the major Successor States, and as such they are recruitable in the historical capitals of those nations: Hellenic, Ptolemain and Bactrian Royal Guards and Hellenistic Elite Spearmen, respectively for the Makedonians, Ptolemaics, Bactrians and Seleukids. Of course, if you want to train the best warrior of a former-capital region, said region need all the freedom you can give. As such, they need to be Type4 Government (as "Indipendent Poleis") and then you need to build the highest level of Regional Barracks.

    3. Takeover of foreign hoplite-like troops: These are non-hellenic troops fighiting in an hoplitic way, such as Persian Hoplites or Poeni Citizen Militia. They are recruitable in the Regional Barracks, usually at high level. Some of them, like the Babylonian Heavy Spearmen, Roman Triari or the Carthaginian Sacred Band Infantry fill the same role of the Royal Guards (2b), so you would treat them accordingly.

    4. Training of new hoplites: As the Greeks march on new territories (the west Mediterranean Sea area), they enter in areas without the necessary know-how for recruting hoplitic armies. Therefore, They begin training and enlisting locals as hoplites. Before the March of Time, the Koinon Hellenon can recruit Celto-Hellenic and Massilian Hoplites, in the Regional Barracks (the Celto-Hellenic AoR is now a little more extended, covering noe all the Britannia), but after the March of Time, these troops will become factional, and will therefore be recruitable in the Army Barracks.
    At the same time, new troops will be recruitable in the italian and ibercan peninsulas: the Italic Hellenized Hoplites and Iberic Hellenized Heavy Spearmen. These troops are locals, trained as hoplites and thorakitai, and can be recruited in the factional Army Barracks.

    In the end, near Sparta, can be recruited the Freed Helots Infantry, a sort of catch-all and battered militia, good enough for keeping the fight against militias and skirmishers.




    REVISITED LUSOTANNAN GUIDE
    Spoiler Alert, click show to read: 

    The roster expansion for the Lusotannan rely on 3 major points:

    1. The relation the iberian peninsula shared with the Qarthadastim. For decades, the Qarthadastim ruled vast areas of the southern iberia, and the Iberians became reasonably capable to find agreement with the Punics.
    So, the Lusotannan are capable, with time ("time" as in March of Time), of recruiting some of the lower and middle echelons of the Qarthadastim troops; these enemies fought over for so much time that they began appreciating each other.

    2. The Lusotannan can now recruit the Vasci, but they are rare and few, so you will need some time before assembling a unit (I decreased their number to 20, 80 in huge size mode, adapted cost and upkeep and fixed the production rate at 3 turns, making them harder to get).

    3. If the Lusotannan conquer the Zeugitania (Carthage) they can, with the STEAL system [see alow], build there "mediterranean" ships, thanks to the majestic Carthaginian port (actually, the Carthaginian artisan make these ships for them, but that's not the point).




    REVISITED MAKEDONIAN GUIDE
    Spoiler Alert, click show to read: 

    The Makedonian modification upgrades the concept based upon the Makedonian Reformed Phalanx.
    In the course of the 2nd century, the Makedonian had to reform their military. From the resulting evolution originated the Makedonian Reformed Phalanx (Hysteroi Pezhetairoi). From the same train of thoughts, the Makedonians can greatly expand their recruitment rosters in all the hellenic areas of the former makedonian empire (and a couple of other hystorical areas).
    When the reform kick in, with the March of Time, the Makedonians can enroll Hellenic Medium Phalanx (Pezhetairoi) in all the hellenic areas of the former makedonian empire.
    If they conquer Egypt, They can enroll Companion Cavalry (Hetairoi) in all the regions where the Ptolemaioi enrolled their Heavy Cavalry and the Hellenistic Royal Guard (Hypaspistai) in every area where the Ptolemaioi enrolled their Royal Guard.
    In Baktria, they can retrain the local heavy cavalry as Companions (and, of course, recruit effective phalanx).
    Submitting the Greece once and for all, the Makedonians can enregiment the Greeks and recruit Makedonian Reformed Phalanx in Lakonike and Hellenic Medium Phalanx in every mediterranean greek region (i.e. in every region where the Koinon Hellenon can recruit Greek Classical Hoplites).

    After the March of Time, the Makedonians can make use of the Pontic advancement.
    Conquering the Pontic core territories, the Makedonians can use the Pontic Army Barracks (see "STEAL SYSTEM") and train their own troops where the Pontics trained similar troops, but only if the Pontics edified barracks advanced enough.
    As such, with Level 5 Barracks they can enroll Companion Cavalry (Hetairoi) in place of Kinsmen Heavy Cavalry (but only in Sophene).
    With Level 4 barracks and above they can enroll the Makedonian Reformed Phalanx (Hysteroi Pezhetairoi) in place of the Pontic Elite Phalanx.
    Lastly, with Level 3 Barracks and above they can enroll Hellenic Medium Cavalry (Lonchophoroi Hippeis) in place of the Cappadocian Medium Cavarly and Hellenic Medium Phalanx (Pezhetairoi) as a byproduct of the Pontic Elite Phalanx.

    As for the new units, the Makedonian can absorb their barbaric neighbours and enroll Dacian Falxmen and Dacian Light Phalanx in all the Getic core territories.
    In Rome they can recruit Camillan Heavy Infantry Maniple (Camillan Principes), as a medium infantry beside the lowly Camillan Hastati.
    In the Seleukids Empire, they can harness the Seleukids population and thus recruiting the Hellenic Elite Spearmen (Thorakitai Argyraspidai).




    REVISITED QARTHADASTIM GUIDE
    Spoiler Alert, click show to read: 

    The Qarthadastim expansion principally make use of their competence in the matters of local politics and making use of local troops, while they spread in the mediterranean area.

    1. In Iberia, they can enlist members of all the major tribes (other than Ilergetean, Asturian and Cantabri, now even Celtiberian, Gallaecian and Lusotannan; the Lusotannan are relegated to position of local tribe, if you can destroy their faction...).

    2. In Western Mediterranean Sea, the major poleis (Athenai, Sparte, Massalia, Syracuse, Taras) would be prone to lend their best hoplites to the Qarthadastim armies as "thanks" for a large indipendence degree (their peculiar differences are lost in exchange for a broader AoR), and even some special units (Massalian Hoplites and Tarentine Cavalry).

    3. The Successor States are, unavoidably, a prey for Qarthadast, if they aim at dominating the mediterranean seakingdom. The core regions of the Successor States can supply a certain amount of hellenistic warriors (their peculiar differences are lost in exchange for a broader AoR).

    4. Rome. The Punics can enlist the whole Camillan OR Polybian army, but only in Rome itself. The Umbria and Etruria now provide at best Rorarii. In Southern Italy are available Samnites Spearmen, too.

    5. In Phoenike, the Qarthadastim can resettle in their ancestral homeland. Building a big colony will drive away the pesky foreigners and thus, revive old customs and let Kart-Hadast enlist a proper Poeni Citizen Militia. The native tribes will also lend their streght, enlisting as Phoenician Infantry, spearmen based on the model of the Jewish Spearmen.



    As far as I've observed, this mod is a little harder than a normal campaign, because every regions unexploited (Gov3 and Gov4 instead of Gov2) mean less money for your economy, and because most of the new units are financially demanding the money at your disposal are even less.



    Specific features of the mod.
    1. From other factions AoR:
    -added 6 units in the Aedui roster;
    -added 6 units in the Arverni roster;
    -added 6 units in the Casse roster;
    -added 10 units and 3 naval units in the Epirote roster;
    -added 16 units in the Koinon Hellenon roster;
    -added 4 units (5 counting the Vasci) and 5 naval units in the Lusotannan roster;
    -added 4 units in the Makedonian roster;
    -added 57 units for the Roman roster;
    -added 19 units for the Qarthadastim roster;
    2. Changed the letality of 8 units: as detailed in the "Extended Unit Info Mod" of Casual Tactician.
    3. Changed stats of 7 units, adapting costs and upkeep:
    Spoiler Alert, click show to read: 

    -Cohortes Praetoriana: I've put a production rate of 2 turns, because they are elites; only change.
    -Ebherni Armoured Shock Infantry: I've put a production rate of 3 turns, changing the size from 30 to 20, thus simulating their scarcity (as they're seriously overpower).Adapted costs and upkeep.
    -First Legionary Cohortes (both Republican and Imperial): they were almost double the size of the normal cohors. Because the max number of soldiers/unit is 60 I could not put 100 soldiers in the first cohors, so I only signed 60, a little more of the 50 of a normal unit (which means, around 240 soldiers in huge scale, instead of 200). I've adapted as well costs and upkeep, and a production rate of 2 turns (because they are elite, of course).
    -Goidilic Shock Infantry: I've put a production rate of 2 turns, changing the size from 30 to 25, thus simulating their scarcity (as they're seriously overpower).Adapted costs and upkeep.
    -Spartiates Hoplitai: changed size, now they are 37 instead of 30, because (with the 2 officers) in huge scale they are 150, so with 2 Spartiates Hoplitai units you got your 300 spartans and can go around as a macho doing your spartan-like things... (maybe it's childish, but I liked the idea). Adapted costs and upkeep.
    -Triari (both Camillan and Polybian): as noted by QuintusSertorius in the "Guide to Conduct Becoming of a True Roman" (read the EB guides, they're interesting), the Triari unit size was half the size of Principes-Hastati one. But, as the First Cohorts can't be the double of normal cohorts, then a semi-elite unit should not be neccessarily half the size of standard units. So, the Triari are now three-quarters of the Hastati/Principes ones, with costs and upkeep adapted.
    -Vasci Armoured Shock Infantry: I've put a production rate of 3 turns, changing the size from 30 to 20, thus simulating their scarcity (as they're seriously overpower).Adapted costs and upkeep.

    4. 13 New Units:
    Spoiler Alert, click show to read: 

    -5 cosmetic units to the Roman roster: the "officers", their mean is to symbolize the standard officers in charge of a legion when your family member are somewhere else, so put 'em in charge of your lesser armies. These units are slightly better of the standard ones (a bit of morale and skills, 1 or 2 starting level of experience, because as officers, they're veterans), but their costs are around 150% of the standard ones, so don't overdo.
    -Tribunus Militum (Camillan and Polybian): a Triari-based unit with your humble Tribunus.
    -Legatus Legionis (Republican and Imperial): a legionary-based unit with the Legatus, their stats are based on the First Cohors, but their size are normal.
    -Praefectus Praetorio: the mighty officer of the Praetorian army, the stats are based, of course, on the Praetorian Cohors.
    -2 New Generals:
    -Greek Mercenary General: Based on the Greek Classical Hoplites, a mercenary infantry general typical of the greek areas, instead of the Hellenistic one.
    -Iberian Chieftain: Based on the Loricati Scutari, a Mercenary General typical of the iberian peninsula.
    -6 Uchronic Unit:
    -Freed Helots Infantry: Based on the Lucanian Light Infantry model, they are freed Helots, the bondsmen of the Spartan state.
    -Gladiators: Based on the Samnite Spearmen, they are roman gladiator slaves, freed by Epeirotes at the fall of Capua
    -Iberic Hellized Heavy Spearmen: Based on Lusotannan Medium Spearmen, they are non-hellenic iberic warriors trained as thorakitai.
    -Illyrian Elite Pirates: Based on Illyrian Coastal Levies, they are elite pirates, and travel around offering their services.
    -Italic Hellenized Hoplites: Based on Camillan Principes, they are non-hellenic italic warriors trained as hoplites.
    -Phoenician Infantry: Based on the Jewish Spearmen, rely on the native phoenician people still living in Phoenicia.

    5. Assorted Features:
    -STEAL SYSTEM
    Spoiler Alert, click show to read: 
    The "steal" system is a simple concept. When a faction conquer certain cities historically belonging to another one, can make use of particulars building already present in that city, thus producing certain units. The STEAL requirement need edifices said faction can't build on its own, it can only "steal" the building from another faction.
    On the other hand, if those building are destroyed (from another faction, from a player, as result of a rebellion or an assassin's plot), the requirement is definitely lost.
    Beware, as a reminding of the city's former glory (and for the sake of balancing the game), these structures enhance the rebelliousness of the city (malus in law).

    -Revised fleets
    Spoiler Alert, click show to read: 
    The fleets are now divided in 5 classes, with different number of "men" as crew, thus giving a solid asset to thalassocratic factions.
    Class 1: Transport ships, merchant's ships, ships unsuited for combat (base crew: 8, huge scale: 32)
    Class 2: Small ships, mainly scout (base crew: 13, huge scale: 52)
    Class 3: Middle-size ships, the lighter warships (base crew: 25, huge scale: 100)
    Class 4: Big, costly and lethal ships, giant pirates fleets (base crew: 45, huge scale: 180)
    Class 5: Huge ships, the higher level of naval warfare (base crew: 60, huge scale: 240)
    -Boii Migration
    Spoiler Alert, click show to read: 
    In the course of the II century BC the Boii from northern italy were gradually beaten and conquered by the Romans. Instead of yielding to Romans, they bulk of the tribe migrated north, in Central Europe. Simulating this event, the Boii Swordmen, initially recruitable by romans, became gradually rarer; when the March of Time kick in, these warriors become reclutable by Rome only with great effort (like, with an "allied state" based in Aemilia and level 5 Militia Barracks). As a note, certain factions (namely the Arverni) can reverse, in their own way this migration, raising again the Boii in Italy.

    -Tattered Slingers
    Spoiler Alert, click show to read: 
    All the basic slingers are reduced to 66% of their numbers, thus trying to prevent the "slingers overspawn". Do not apply to elite units, like the Rhodian or Balearic slingers.

    -Extended Unit Info Submod (of Casual Tactician): fully implemented.
    -Spoils of Victory (of V.T. Marvin): fully implemented.
    -Roman General Sub-Mod: A submod I made. Essentially, this mod transforms the Roman "officers" units in general units, changing the trait system so that said officers cannot become client rulers. To achieve this, you must train the "officer" unit, and then keep it within the walls of Rome for one turn, as for a client ruler. The unit will then get the trait "Roman Military Officer" instead of the "Recruited General". The Roman Officers get as standard a bonus for fighting slaves, and are removed from most of the positive trait gained while governing cities, even if they got no malus (that's not their job), they get some other bonuses as commanders and should not ever gain the traits "Impostor" or "Interloper".
    -Modified starting situation for Rome: now all the starting roman provinces beside Latium have not Full Citizenship (Level 1 Government) and thus can't raise the best roman soldiers, but they can, mostly, raise their own locals warriors (see "Revisited Rome Guide").

    I'm currently testing the mod, and it's quite stable (I'd like some external input, by the way).

    INSTALLATION GUIDE
    Spoiler Alert, click show to read: 

    -Take your clean installation of Europa Barbarorum 1.2
    -Backup your EB folder
    -Unzip the Ucronia Barbarorum archive in your EB folder (...\Rome Total War\EB\), all the files should go to the right position.
    -Delete the "map.rwm" file in ...\EB\data\world\maps\base\
    -Play


    The v.1.05 should be save-compatible with the prior versions, but I cannot swear it.
    See the Tables and Changelog for the details.



    DOWNLOAD LINK
    Spoiler Alert, click show to read: 




    CHANGELOG
    Spoiler Alert, click show to read: 
    V.1.0 (2013/10/21): Senatus Populus Que Romanorum
    -Added 56 units to the Roman roster.
    -Changed the letality of 8 units, as detailed in the "Extended Unit Info Mod" of Casual Tactician.
    -Changed size, costs and upkeep of 6 units.
    -Added 5 cosmetic units to the Roman roster.

    V.1.01 (2013/10/22)
    -Added tables with modifications.
    -Culled units which were, in 5 regions, mostly similar or "doubles" of regional units recently added.
    -Corrected minor typos.

    V.1.02 (2013/11/06)
    -[Normal version only] Changed the ranks of the triarii units (normal and tribunus, both camillan and polybian), now they are 5 insted of 4, for a thicker formation.
    -Fixed an error in the EDB, the "Roman" Numidian Nobles were located in Augila instead of Numidia.
    -Changed Name for the Mod, now is UCHRONIA instead of UCRONIA.

    V.1.03 (2014/02/15): Western Gentries
    -Fixed some errors of the prior versions ("Roman" Galatian Heavy Spearmen were using the Gallic Noble Infantry skin instead of their own; wrong region for Saka Cathapracts).
    -Modified, in the Roman roster, the requirement for the training of Celtic Slingers, Levy Spearmen in Aemilia and Celtic Levy Spearmen in Umbria (Table 2), as local levy in Homeland regions.
    -Modified, in the Roman roster, the requirement for the training of Boii Swordmen in Aemilia, simulating the Boii migration of the II century B.C. (Table 3)
    -Added, in the Roman roster, Celtic Spearmen and Southern Gallic Swordmen in Gergovia (Arvernotorg), Celtic Spearmen and Northern Gallic Swordmen in Cenabum (Mrogaule), for the purpose of letting these regions field a celtic army even alone (Table 2 and Table 3).
    -Removed, from the Roman Roster of UB1.0 , the Hellenic Elite Phalanx (Argyraspidai) and added Hellenistic Royal Guard (Hypaspistai) in Makedonia and Mesopotamia and added Hellenic Medium Phalanx (Pezhetairoi) in Makedonia, because i feel they would be more acceptable than the Elite Phalanx in the contest of a subjected kingdom puppet of the Romans. Also, lowered the requirements for Companion Cavalry, in Makedonia.
    -Removed, from the Roman Roster of UB1.0 , the Ptolemaic Elite Phalanx (Klerouchon Agema) and added Ptolemaic Royal Guard (Basilikon Agema), in Alexandria (Delta Neilou) same consideration as above.
    -Removed, from the Roman Roster of UB1.0 , the Pontic Elite Phalanx (Chalkaspides), same consideration as above.
    -Local roman troops from Epeiros still have Elite Phalanx because they don't have a Royal Guard nor other typical units.
    -Removed, from the Roman Roster of UB1.0 , the Ebherni Armoured Shock Infantry (Dubosaverlacica) in Erain and added Goidlic Noble Infantry (Eiras) in Cruddain and Erain , because they play better than the role of the local elite.
    -Removed from the Roman Roster from UB1.0 , the Armenian Armoured Horse Archer.
    -Removed, in the Lusotannan Roster, Hellenic Spearmen (Thureophoroi) and replaced with its mercenary double (Table 8).
    -Added 5 units to the Lusotannan roster (Table 6).
    -Changed size, costs and upkeep of Vasci Shock Infantry (Table 1).
    -Added 5 naval units to the Lusotannan roster, all using the "steal" requirement (Table 7).
    -Added Iberic Chieftain as recruitable mercenary general for all factions in Aquitae, Asturia, Baleares, Bastetania, Cantabria, Carpetania, Celtiberia, Edetania, Galaecia, Lacetania, Lusitania, Turdetania, Turdulia, Volcallra; consequently removed the Celtic Lesser King in all these regions except Aquitae, Celtiberia, Galaecia, and Volcallra.
    -Added, in both the Roman andh Lusotannan roster, Iberian Light Infantry as a lower version of the Balearic Light Infantry they can't recruit (Table 2), now they can recruit at least some melee troop in these isles.
    -Added 19 units to the Qarthadastim roster (Table 9).
    -Revised the Qarthadastim recruitment system for roman units; now can be enlisted only Rorari outside Rome (Table 10).
    -Added, in the Qarthadastim roster, Poeni Citizen Militia in Phoinike and Hellenic Native Spearmen in Kypros (Table 2).
    -Added 1 uchronic unit in the Qarthadastim roster (Table 4).

    V.1.04 (2014/09/13): The Western Greek
    -Added 4 units to the Makedonian roster (Table 11) and massively enlarged the AoR for 5 units (Table 2).
    -Added 10 units to the Epirote roster (Table 12) and enlarged the AoR for 5 units (Table 2).
    -Added 3 naval units to the Epirote roster (Table 13).
    -Added 5 uchronic unit, 2 in the Epirote roster and 3 in the Koinon Hellenon roster (Table 4).
    -Revised the Koinon Hellenon recruitment system for Celto-Hellenic Hoplites; now can be enlisted as Regional troops before March of Time, Native troops after the March of Time; expanded their AoR to Aemilia and northern Britannia. (Table 14-15)
    -Removed, from the Koinon Hellenon Roster, the Massilian Medium Hoplites; the Massilian Medium Hoplites Mercenaries are instead utilized (Table 14-15)
    -Added 16 units to the Koinon Hellenon roster (Table 14)
    -Added Greek Mercenary General, an hoplitic-type of general, as recruitable mercenary general for all factions in all the western greek world and in the eastern greek world that, in the II century BC, still had a greek identity instead of an hellenic one (Table 4); consequently removed the Hellenic Mercenary General in all these regions except some mixed ones (Table 16).
    -Removed the Mercenary Lucanian Light Infantry from the Koinon Hellenon MERCENARY SCREEN, I needed the model for a new unit.
    -Modified 8 units as per the Revised Slingers feature (Arab Slingers, Celtic Slingers, Mercenary Celtic Slingers, Dacian Slingers, Eastern Slingers, Numidian Slingers, Republican Light Reserves, Sheperd Slingers)
    -Added the submods "Extended Unit Info Mod" of Casual Tactician and "Spoils of War" of V.T. Marvin

    V.1.05 (2015/01/26): Celtic Swords
    -Added the submod "Roman Officers".
    -Modified the Roman Officer Traits.
    -Reformed the roman settlements at game-start.
    -Added the Greek Classical Hoplites in Apulia and Campania.
    -Added 6 units to the Casse roster (Table 17) and modified/enlarged the AoR for 6 units (Table 2).
    -Changed size, costs and upkeep of 4 units (Table 1).
    -Added 6 units to the Aedui roster (Table 18) and modified/enlarged the AoR for 12 units (Table 2).
    -Added 6 units to the Arverni roster (Table 19) and modified/enlarged the AoR for 13 units (Table 2).


    By the way, I suck at graphic matters and my english is not really ok, so I'm accepting someone willing to help me with these problems.


    THANKS
    QuintusSertorius, for the "Guide to Conduct Becoming of a True Roman"
    Casual Tactician for his "Extended Unit Info Mod", tips and hint.
    V.T. Marvin, for his "Spoils of Victory" mod.
    Titus Marcellus Scato, for the idea of the "Tattered Slingers" feature.
    Vlad-Tudor, for beta-testing like a madman.
    Last edited by Ryoga84; 01-31-2015 at 14:00.
    ====================
    Winner of the "Worst English User Award" 2014 , Running for the 2015 one.
    ====================

    Uchronia Barbarorum 1.05 , an ahistorical mod for Europa Barbarorum 1.2
    WiP

  2. #2

    Default Re: [Uchronia Barbarorum] v.1.03: Western Gentries

    UPDATE!

    Lusotannan and Qarthadastim, revised version!
    ====================
    Winner of the "Worst English User Award" 2014 , Running for the 2015 one.
    ====================

    Uchronia Barbarorum 1.05 , an ahistorical mod for Europa Barbarorum 1.2
    WiP

  3. #3

    Default Re: [Uchronia Barbarorum] v.1.03: Western Gentries

    version 1.04 is currently at 30% , I finished beta-testing the Makedonian Campaign :P
    next is the Epeirote one. :)
    ====================
    Winner of the "Worst English User Award" 2014 , Running for the 2015 one.
    ====================

    Uchronia Barbarorum 1.05 , an ahistorical mod for Europa Barbarorum 1.2
    WiP

  4. #4

    Default Re: [Uchronia Barbarorum] v.1.03: Western Gentries

    UPDATE!!!


    Epiros, Koinon Hellenon and Makedonia got revised version!




    with a gift for the roman-lovers
    ====================
    Winner of the "Worst English User Award" 2014 , Running for the 2015 one.
    ====================

    Uchronia Barbarorum 1.05 , an ahistorical mod for Europa Barbarorum 1.2
    WiP

  5. #5

    Default Re: [Uchronia Barbarorum] v.1.03: Western Gentries

    Hey this is a really cool submod. I am in the same boat, as I have played EB so many times that I want something to spice it up, and submod is perfect! Major props to you!
    "Being assailed by the Romans, also, in three wars, under the conduct of the greatest generals, and at the most flourishing period of the republic, they alone, of all nations, were not only a match for them, but came off victorious;" -Justin 41.1. An almost reluctant admission that in the Parthians, the Romans had met their match...

    "Accordingly, when he was slain, he says that Arsaces, when he buried him, said- "Your courage and your drunkenness have ruined you, O Antiochus; for you hoped that, in your great cups, you would be able to drink up the kingdom of Arsaces."-Athenaeos quoting Apollodoros of Artemita on the burial of Antiochos VII Sidetes by Phraates II


  6. #6

    Default Re: [Uchronia Barbarorum] v.1.03: Western Gentries

    Quote Originally Posted by tobymoby View Post
    Hey this is a really cool submod. I am in the same boat, as I have played EB so many times that I want something to spice it up, and submod is perfect! Major props to you!
    Thank you! ;)
    ====================
    Winner of the "Worst English User Award" 2014 , Running for the 2015 one.
    ====================

    Uchronia Barbarorum 1.05 , an ahistorical mod for Europa Barbarorum 1.2
    WiP

  7. #7

    Default Re: [Uchronia Barbarorum] v.1.05: Celtic Swords

    Update forthe 3 celtic factions


    and cheer for me, as Uchronia Barbarorum got 160 downloads
    ====================
    Winner of the "Worst English User Award" 2014 , Running for the 2015 one.
    ====================

    Uchronia Barbarorum 1.05 , an ahistorical mod for Europa Barbarorum 1.2
    WiP

  8. #8

    Default Re: [Uchronia Barbarorum] v.1.05: Celtic Swords

    Hey, I noticed in a custom battle that the Romans can get Hellenic Kataphracts. Is it possible for them to recruit in the campaign as well? I might consider starting up a Roman campaign if so...
    "Being assailed by the Romans, also, in three wars, under the conduct of the greatest generals, and at the most flourishing period of the republic, they alone, of all nations, were not only a match for them, but came off victorious;" -Justin 41.1. An almost reluctant admission that in the Parthians, the Romans had met their match...

    "Accordingly, when he was slain, he says that Arsaces, when he buried him, said- "Your courage and your drunkenness have ruined you, O Antiochus; for you hoped that, in your great cups, you would be able to drink up the kingdom of Arsaces."-Athenaeos quoting Apollodoros of Artemita on the burial of Antiochos VII Sidetes by Phraates II


  9. #9

    Default Re: [Uchronia Barbarorum] v.1.05: Celtic Swords

    of course,
    they're recruitable in the province of Mesopotamia, with Regional Barracks 5
    ====================
    Winner of the "Worst English User Award" 2014 , Running for the 2015 one.
    ====================

    Uchronia Barbarorum 1.05 , an ahistorical mod for Europa Barbarorum 1.2
    WiP

    Member thankful for this post:



  10. #10

    Default Re: [Uchronia Barbarorum] v.1.05: Celtic Swords

    YOU ARE AMAZING! I imagine they are recruitable in the Augustan age?
    "Being assailed by the Romans, also, in three wars, under the conduct of the greatest generals, and at the most flourishing period of the republic, they alone, of all nations, were not only a match for them, but came off victorious;" -Justin 41.1. An almost reluctant admission that in the Parthians, the Romans had met their match...

    "Accordingly, when he was slain, he says that Arsaces, when he buried him, said- "Your courage and your drunkenness have ruined you, O Antiochus; for you hoped that, in your great cups, you would be able to drink up the kingdom of Arsaces."-Athenaeos quoting Apollodoros of Artemita on the burial of Antiochos VII Sidetes by Phraates II


  11. #11

    Default Re: [Uchronia Barbarorum] v.1.05: Celtic Swords

    they are always recruitable, even in Camillan times (if you can conquer mesopotamia before the Polybian reform :D )
    ====================
    Winner of the "Worst English User Award" 2014 , Running for the 2015 one.
    ====================

    Uchronia Barbarorum 1.05 , an ahistorical mod for Europa Barbarorum 1.2
    WiP

    Member thankful for this post:



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