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    Member Member wilpuri's Avatar
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    Default Re: Fury of the Northmen Mod

    Ok, I think it is time to try to sum up what we have so far, so that the people who are doing the actual modding won't have to search all over the place. I will keep this post as the final sum up, which can be edited if need be, but you will always find the latest info in this post. So remmeber what page it is on.

    Anyway here goes:

    Finnic Factions (Baltic Pagan)

    The Map:

    https://img.photobucket.com/albums/v...suomenjako.bmp

    From the map:
    1) Province name: Vakka-Suomi, Faction: Suoma

    2) Province name: Häme, Faction: Häme

    3) Province name: Karjala, Faction: Karjala

    4) Province name: Kainuu, Faction: Rebel

    5) Province name: Inkerinmaa/Ingria, Faction: Rebel

    A few points:
    - Not sure which of the Western factions should be playable, Suoma or Häme?
    - As some you may have noticed, I made some changes so SS's map. According to old tradition (Perimätiedon mukaan:) The lands of the Häme stretched from salt sea to salt sea, from gulf of bothnia to gulf of Finland (suolamerestä suolamereen).

    Terrain/Geography of provinces

    Vakka-Suomi: Mostly lowland, forested, perhaps coastal?
    Häme: Heavily forested, somewhat hilly, some lakes.
    Karjala: Heavily forested, a lot of lakes, somewhat hilly.
    Kainuu: Lowland, forested, coastal.
    Inkerinmaa: Forested, Lowland


    Capitals of Provinces:
    (marked by the red square)

    Vakka-Suomi= Turku

    Häme= Kokemäki

    Karjala= Käkisalmi

    Kainuunmaa= Kainuu

    Inkerinmaa= Laatokankaupunki

    A few points
    - Some Historians believe the Kainuu were more of a hunter organization than a people (or at least were originially so), and so I think it is suitable to have them as rebels. By nature, some historians say, they were much like the Pirkkalaiset later on (except the Pirkka were traders, not hunters).
    - Any suggestions for the capital of Kainuu?

    Trade goods of Provinces:
    Karjala:
    Furs (Weasel, Squirrel, Reindeer)
    Fish (Salmon)
    Reindeer meat
    Horses

    Häme:
    Walrus Tusks (taxed from Lapps and acquired on long hunting trips)
    Furs (same as Karelia)
    Seal fat

    Vakka-Suomi:
    Pottery (not very profitable)
    Furs (Same as Karelia)

    Kainuunmaa
    -Furs (same as Karelia)
    -Walrus Tusks
    -Fish
    -Meats

    Ingria
    -Furs
    -Pottery
    -Fish


    Offices and Titles

    Tietäjä of [Province name]:
    Loyalty: 1
    Piety: 3
    Dread: 1
    Acumen: 1
    Command: 0

    Tuomari of [name of province]:
    Loyalty: 2
    Piety: 1
    Dread: 3
    Acumen: 1
    Command: 0

    Sotapäälikkö of [name of Province]
    Loyalty: 2
    Piety: 0
    Dread: 2
    Acumen: 1
    Command: 3

    Varakuningas of [name of Faction]
    Loyalty:3
    Piety:0
    Dread:2
    Acumen:2
    Command:3


    The Finnic and Baltic techtree
    (A basic first-draft)

    http://www.geocities.com/siidon/FotN/BalticTechTree.xls

    Finnic Units

    Kuninkaan henkivartio(King's Guard)
    -Medium Armor - Swords - Large shields / 80 men
    -Morale: Excellent
    -Attack: Very good
    -Defence: Very good
    -Impeteous
    -The Elite of Finnic armies
    The Finnish Guard wear decent armour, and are medium infantry. They are equipped with large swords and large wooden shields. They have good morale, since they are possibly relatives of the Kuningas, and are in his favour. They followed the kings on their war raids.

    Nobles
    -Medium Armor - Swords - Large Shilds / 80 men
    -Morale: Very good
    -Attack: Good
    -Defense: Good
    -professional, experienced, veterans of raiding parties
    -Impeteous
    In pre-feudal Baltic and Finnic society, nobles were composed of the wealthy regional strong men and the males of their families. Wielding Swords and large wooden shields, they are a very useful, although a somewhat expensive unit. These men can are reliable, and rarely run.

    Footmen
    -Light Armor - Swords - Small Shields / 80 men
    -Morale: Avarage
    -Attack: Good
    -Defense: Avarage
    -Impeteous
    -Fast
    Lighter than Finnish nobles, but also faster. Armour consisted only of thick furs and leather. Finnish Infantry are armed with swords and large shields, and they are the middle-class of Finnish society (the largest class). They would serve their leader when called upon, and join the war raids in hope of booty. Reasonable morale.


    Heimosoturit(tribesmen)
    -Light armour - Spear - roundshield / 100 men
    -Morale: Poor
    -Impeteous
    -Attack: Average
    -Defense: poor
    -Fast
    Light, fast and equipped with spear and shield, and some of them with swords if they could afford them. Finnish tribesmen are no professionals, and if the battle isn’t going their way, they are easy to rout. Finnish tribesmen were slightly poorer than and part of the lower middle-class of Finnish society. Still, they are free men, and join war raids in the hope of booty, and they defend their lands when attacked. Best used for flanking and attacking skirmishers.


    Korpisoturit(Wilderland hunters)
    -Light armour - bow and axe - small shield / 80 men
    -can hide anywhere
    -Morale: Average
    -Fast
    -Attack: Good
    -Defense: Average
    From the dark inland forests, come the hunters of the wild. Since infancy, they have practiced their hunting skills and they excel in stealth and accuracy. They are also responsible for much of the fur trade, and they trade with the middle-men in coastal settlements.
    Armed with bows and axes.


    Karjalan kalpamiehet(Karelian kylfings)
    -Medium Armor - Swords - Large Shilds / 80 men
    -Morale: Very good
    -Attack: Good
    -Defense: Good
    -professional, experienced, veterans of raiding parties
    -Impeteous
    These mercenaries are armed with swords and large shields. They inhabit the north eastern shores of the Gulf of Finland. They are a reliable medium infantry, and can be trusted to fare well against most other infantry in the heat of battle. The Karelian Kylfings are often associated with the Varangians, since they fought against them and along side them.


    Finnish Berserkers
    -Medium Armor - battle axes / 60 men
    -Morale: excellent
    -Attack: Excellent
    -Defense: Good
    -Impeteous
    -Fast
    The Finnish Tribes were known for their skills in magic and lore of things unnatural. It was considered bad luck by Vikings to kill a Finn, especially one with magical powers. Many Vikings also went to study and learn from these berserkers, who could work themselves into an unseen frenzy and attack their enemies in a state of fury.
    It is hard to control them, and it is wise to simply unleash them.

    Karjalan Kirvessoturit(Karelian raiders)
    -Medium Armor - Battle axe - Large Shilds / 80 men
    -Morale: good
    -Attack: Good
    -Defense: Average
    -Impeteous
    Around the turn of the Millennia, Viking raids had decreased on the Finnish shore-line, and the Finnish tribes were becoming more organized in their defence. Soon, it was the Baltic people’s who had their go against the former aggressors, and the Scandinavians were on the defensive for a while. The Karelians, along with other Finnic and Baltic peoples, raided the Vikings. The Karelian raiders are a useful offensive unit, armed with battle-axes and shields. Their main advantages are their speed and their armour-piercing axes.

    Keihäsmiehet(Javelin men)
    -Light Armor - Javelins and spears - roundshields / 80 men
    -Morale: average
    -Attack: average
    -Defense: poor
    -Impeteous
    -Fast
    The Finnish and Baltic armies were much lighter than those of the Vikings, and employed more unorthodox tactics. They preferred weapons, which could be used in everyday life as tools, and as weapons on the battle field. The Javelins used by the Finns on the battle-field, however, were unique. The Finnish Javelin, the “Ango”, was much like the Roman Pilum, and could be used in similar fashion.
    -armed with javelins and spear (like bonnachts in VI)

    Warband(I won't change this since it will be availale to all baltic+finnic factions)
    -Light armour - Javelins and axes - Large Shilds / 100 men
    -Morale: average
    -Attack: Good
    -Defense: Good
    -Impeteous
    -Fast
    In viking-age Baltic society, tribal warfare and raiding was not uncommon. Raids would be organized under strong leaders, and adventurous men would join these daring expeditions. Armed with Javelins and axes, they form a flexible and formidable unit. Their morale and loyalty is often questionable though, and if the battle turns sour, they might as well turn tail and run.

    Karjalan ratsumiehet(Karelian Horsemen)
    -Medium Armor - spears - small shields / 40 men
    -Morale: good
    -Attack: Good
    -Defense: poor
    -Impeteous
    Karelians bread and exported horses far and wide, along the vast network of rivers in the east. Their horses were small and tough, and could handle themselves well in the demanding terrain. The Karelian horsemen were wealthy members of society, and could afford good weapons. Armed with swords and wooden shields, they are ideal for flanking manouvres and pursuing a fleeing enemy.
    -units of 40-50
    -good morale
    -impeteous


    Ships:

    Small boat
    Before roads were common and forests covered most of the land, boats were a very efficient form of transport. They could be used to travel along the cost of the Sea or along the lakes and rivers of the inland regions. They could hold a fairly large crew, and made a good, cheap form of a trading navy.

    Uisko
    A larger and more capable vessel with both sail and oars. Much like the Viking ships in size and shape. In general, very capable vessels. The Uiskos are well suited for the conditions within the Baltic, but a bit too small for travelling across greater seas.

    Agents:

    Tietäjä
    The tietäjät are wise men who know all the ancient secrets, and the answers to all questions. Their wisdom and guidance kept the individualistic pagan faith of the ancient Baltic-Finns alive, and help to spread it. They are the collective memory of their tribe, and their lore is great indeed.


    The Baltic Factions
    (Baltic-Pagan)

    Map: https://img.photobucket.com/albums/v...ltianjako2.jpg

    A few points about the map:
    -The province of Jotvingia may or may not continue outside of the boundaries of this map, I leave it up to you. Jotvingia itself is smaller, but to save space, I included with it some "miscalleneous" Baltic tribes to the south east that border Jotvingia.

    -I still need to come up with capitals for most provinces, any help with that would be appreciated

    -I let the Curonians keep the whole of the northern shores on the west side of the Gulf of Riga, although it was Livonian territory. Less provinces this way.

    Factions and Provinces

    Lithuanians (Playable): Lithuania
    Prussians (Playable): Prussia
    Curonians (Playable): Curland
    Latgals (Rebel): Latgallia
    Jotvingians (Rebel): Jotvingia
    Livonians (Rebel): Livonia
    People of Saaremaa: (Playable): Saaremaa + Hiiumaa islands (1 province)
    Esths (Rebel): Sakala, Revala

    Capitals of Provinces

    Lithuania - Daugava

    Prussia - Truso

    Courland - Seeburg

    Latgallia - ?

    Jotvingia - ?

    Livonia - ?

    Saaremaa + Hiiumaa - Kuressaare

    Sakala - Tarbatu

    Revala - Rafala

    Note: Not finished yet as you can see. If anyone can spot any mistakes, tell me.


    Geography/Terrain of Provinces:
    Lithuania: Mostly flatland, heavily forested
    Prussia: Heavily forested, low-to hilly.
    Curland: Forested, coastal, Lowland
    Latgallia: Forested, somewhat hilly
    Jotvingia: Forested, Lowland
    Livonia: Forested, coastal, lowland
    Saaremaa + Hiiumaa: Coastal, lowland
    Sakala: Forested, Somewhat hilly
    Revala: Forested, lowland


    Titles and Offices

    Wiseman (Zitnieki for Baltics) of [Province name]:

    Loyalty: 1
    Piety: 3
    Dread: 1
    Acumen: 1
    Command: 0

    Tiesnesis of [name of province]:
    Loyalty: 2
    Piety: 1
    Dread: 3
    Acumen: 1
    Command: 0

    Kara Virsaitis of [name of Province]
    Loyalty: 2
    Piety: 0
    Dread: 2
    Acumen: 1
    Command: 3

    Kjeenish of [name of Faction]
    Loyalty:3
    Piety:0
    Dread:2
    Acumen:2
    Command:3

    Trade goods

    Amber for each and every province, I have to do further research regarding other trade.

    Tech Tree
    Same basic draft will be used for both Finnic and Baltic Factions

    Finnic units of Balticum (for P.o.S, Esths, and Livonians)

    Saaremaa Raiders
    -Medium Armor - Swords - Large shields / 80 men
    -Morale: Good
    -Attack: Very good
    -Defence: Very good
    -Impeteous
    -fast
    The People of Saaremaa, alongside the Curonians, were known for their viking-style raids across the Baltic. They were capable warriors and merchants, who raided settlements and captured the inhabitants, which were then sold as slaves. Armed with bows and arrows and Swords and small shields, they were a very useful unit on the battle field.


    King's Guard
    -Medium Armor - Swords - Large shields / 80 men
    -Morale: Excellent
    -Attack: Very good
    -Defence: Very good
    -Impeteous
    -The Elite of Estonian armies
    The King's Guard wear decent armour, and are medium infantry. They are equipped with large swords and large wooden shields. They have good morale, since they come from the richest part of Baltic society and are possibly relatives of the king. They followed the kings on their war raids.

    Nobles
    -Medium Armor - Swords - Large Shilds / 80 men
    -Morale: Very good
    -Attack: Good
    -Defense: Good
    -professional, experienced, veterans of raiding parties
    -Impeteous
    In pre-feudal Baltic and Finnic society, nobles were composed of the wealthy regional strong men and the males of their families. Wielding Swords and large wooden shields, they are a very useful, although a somewhat expensive unit. These men can are reliable, and rarely run.

    Estonian Swordsmen
    -medium Armor - Swords - Large shields / 80 men
    -Morale: Average
    -Attack: good
    -Defence: good
    -Impeteous
    -Fast
    Lighter than The King's Guard, but also faster. Armour consisted only of thick furs and leather. Estonian Swordsmen are armed with swords and large shields, and they are the upper middle-class of Estonian society. They would serve their leader when called upon, and join the war raids in hope of booty. Swords were expensive, and so is this unit. Reasonable morale.


    Estonian Crossbowmen (only very late in the game)
    -Light Armor - Crossbows and daggers - small shields / 60 men
    -Morale: Good
    -Attack: good
    -Defence: good
    -Impeteous
    -Fast
    The Estonians were among the last to be conquered by the Christian Crusaders, and this was largely thanks to their ability to adapt to the new kind of warfare the foreign invaders represented. The Estonians started using the crossbow as part of their weapons arsenal, and Estonian crossbowmen became feared in and around the Baltic for their accuracy and their skills in melee. Armed with skaramasakses, a short type of sword, Estonian crossbowmen can also be used as regular infantry if needed.


    Estonian Infantry
    -Light Armor - Swords - Large shields / 80 men
    -Morale: average
    -Attack: Very good
    -Defence: Very good
    -Impeteous
    -fast
    Armour consisted only of thick furs and leather. Estonian Infantry are armed with spears and large shields, and they come from the middle-class of Estonian society. Spears were cheap and effective weapons, and also useful in everyday life. This is a relatively reliable and cheap unit.


    Livonian Infantry
    -Light armour - Spear - large shield / 100 men
    -Morale:average
    -Impeteous
    -Attack: Average
    -Defense: poor
    -Fast
    Light infantry armed with short spears and large shields. The Livonians were on good terms with the Estonian Tribes, and they often fought the Baltic tribes side by side. Reasonable morale. A good addition to any Baltic Army. Later on the Livonian warriors were also used by the German crusaders.


    Estonian Tribesmen
    -Light armour - Spear - roundshield / 100 men
    -Morale: Poor
    -Impeteous
    -Attack: Average
    -Defense: poor
    -Fast
    Light, fast and equipped with spear and shield, and some of them with swords if they could afford them. Estonian tribesmen are no professionals, and if the battle isn’t going their way, they are easy to rout. Estonian tribesmen were slightly poorer than and part of the lower middle-class of Estonian society. Still, they are free men, and join war raids in the hope of booty, and they defend their lands when attacked. Best used for flanking and attacking skirmishers.


    Baltic Horsemen
    -Light armour - Spear - roundshield / 40 men
    -Morale: average
    -Impeteous
    -Attack: Average
    -Defense: poor
    Baltic horses were rare and expensive, and so was Baltic cavalry. Their small horses and their untrained riders made poor cavalry in relation with their central European contemporaries. They were best used for attacking skirmishers and chasing a routing enemy off the field.

    Warband(I won't change this since it will be availale to all baltic+finnic factions)
    -Light armour - Javelins and axes - Large Shilds / 100 men
    -Morale: average
    -Attack: Good
    -Defense: Good
    -Impeteous
    -Fast
    In viking-age Baltic society, tribal warfare and raiding was not uncommon. Raids would be organized under strong leaders, and adventurous men would join these daring expeditions. Armed with Javelins and axes, they form a flexible and formidable unit. Their morale and loyalty is often questionable though, and if the battle turns sour, they might as well turn tail and run.


    Ships:

    Small boat
    Before roads were common and forests covered most of the land, boats were a very efficient form of transport. They could be used to travel along the cost of the Sea or along the lakes and rivers of the inland regions. They could hold a fairly large crew, and made a good, cheap form of a trading navy.

    Uisko
    A larger and more capable vessel with both sail and oars. Much like the Viking ships in size and shape. In general, very capable vessels. The Uiskos are well suited for the conditions within the Baltic, but a bit too small for travelling across greater seas.

    Agents:

    Tietäjä(still trying to work out what it is in Estonian)
    The tietäjät are wise men who know all the ancient secrets, and the answers to all questions. Their wisdom and guidance kept the individualistic pagan faith of the ancient Baltic-Finns alive, and help to spread it. They are the collective memory of their tribe, and their lore is great indeed.


    Units for "Baltic" Baltic factions

    Baltic Horsemen
    -Light armour - Spear - roundshield / 40 men
    -Morale: average
    -Impeteous
    -Attack: Average
    -Defense: poor
    Baltic horses were rare and expensive, and so was Baltic cavalry. Their small horses and their untrained riders made poor cavalry in relation with their central European contemporaries. They were best used for attacking skirmishers and chasing a routing enemy off the field.

    Peerkona deeli (sons of Thunder)
    -Medium Armor - Swords - Large shields / 80 men
    -Morale: Excellent
    -Attack: Excellent
    -Defence: Very good
    -Disciplined
    -The Elite of Baltic Armies
    These men are the absolute elite of Baltic armies. They are well trained and highly discplined, armed with the very best equipment available. Wielding fearsome swords and large shields, they are best used as shock troops to break through enemy lines. Their religious zeal makes them very brave fighters, who rarely run off the field.


    Curonian Raiders
    -Medium Armor - Swords - Large shields / 80 men
    -Morale: Very good
    -Attack: Very good
    -Defence: Very good
    -Impeteous
    -fast
    Around the turn of the millennia, The Finnic and Baltic Tribes were able to control the Baltic Sea, and the Curonians in particular had a reputation of being skilled raiders, much like the Vikings. Armed with swords and shields and leather armour, the Curonian Raiders were capable soldiers, and many times did the Vikings meet their match when facing the Curonians warriors and their fleets. These men formed the elite of any offensive Curonian army.


    Kings Guard
    -Medium Armor - Swords - Large shields / 80 men
    -Morale: Excellent
    -Attack: Very good
    -Defence: Very good
    -Impeteous
    -The Elite of Baltic armies
    The King's Guard wear decent armour, and are medium infantry. They are equipped with Swords and large wooden shields. They have good morale, since they come from the richest part of Baltic society and are possibly relatives of the king. They followed the kings on their war raids.


    Curonian Infantry
    -Light armour - Spear - large shield / 100 men
    -Morale:average
    -Impeteous
    -Attack: Average
    -Defense: Average
    -Fast
    Lighter than The Kings Guard, but also faster. Armour consisted only of thick furs and leather. Curonian Infantry are armed with spears and large shields, and they are the middle-class of Curonian society (the largest class). They would serve their leader when called upon, and join the war raids in hope of booty. Reasonable morale.


    Baltic Tribesmen
    -Light armour - Axes - Small shields / 100 men
    -Morale: Poor
    -Impeteous
    -Attack: Average
    -Defense: Poor
    -Fast
    Armed with mainly war cudgels or axes and shields, Baltic Tribesmen form a cheap and fairly useful unit. As a peasant unit, they are not very reliable in the heat of battle, but a good, cheap garrison. Their strength is in numbers and in speed.


    Baltic Infantry
    -Light armour - Axes - Small shield / 100 men
    -Morale:average
    -Impeteous
    -Attack: Average
    -Defense: Average
    -Fast
    -bonus vs. armour
    A relatively reliable infantry unit. Armed with axes and shields, they proved effective against armoured opponents, thanks to their speed and their axes. They are the back bone of many Baltic armies.


    Baltic Javelin men
    -Light Armor - Javelins and short swords - roundshields / 80 men
    -Morale: average
    -Attack: average
    -Defense: poor
    -Impeteous
    -Fast
    The Finnish and Baltic armies were much lighter than those of the Vikings, and employed more unorthodox tactics. They preferred weapons, which could be used in everyday life as tools, and as weapons on the battle field. The Javelin men were usually hunters, who used their skills on the battle field to harass the enemy, and then use their speed to get away. Although they are armed with short swords, they should be kept away from melee.


    Semigallian Crossbow men(very late in the game, at the end of the tech-tree)
    -Light Armor - Crossbows and daggers - small shields / 60 men
    -Morale: Good
    -Attack: good
    -Defence: average
    -Impeteous
    -Fast
    A cross bow is a fairly effective weapon, especially against light armour. It’s reload time is longer than that of a traditional bow, but Semigallian crossbow men carried short swords with them, and were fairly effective in melee.


    Semigallian spearmen
    -medium armour - Spear - large shield / 100 men
    -Morale:average
    -Impeteous
    -Attack: Good
    -Defense: Good
    -Fast
    The Semigallians were a strong tribe in the Baltic during Viking times, and controlled a large area in the inlands. This made them the target for numerous attacks by neighbouring tribes, and also strengthened their military organisation. Their spearmen were of good quality, and fairly cheap. Armed with the traditional Semigallian spear and a large shield, they were a good addition to any Baltic army.

    Warband(I won't change this since it will be availale to all baltic+finnic factions)
    -Light armour - Javelins and axes - Large Shilds / 100 men
    -Morale: average
    -Attack: Good
    -Defense: Good
    -Impeteous
    -Fast
    In viking-age Baltic society, tribal warfare and raiding was not uncommon. Raids would be organized under strong leaders, and adventurous men would join these daring expeditions. Armed with Javelins and axes, they form a flexible and formidable unit. Their morale and loyalty is often questionable though, and if the battle turns sour, they might as well turn tail and run.


    Ships:

    Small boat
    Before roads were common and forests covered most of the land, boats were a very efficient form of transport. They could be used to travel along the cost of the Sea or along the lakes and rivers of the inland regions. They could hold a fairly large crew, and made a good, cheap form of a trading navy.

    Baltic longboat
    A larger and more capable vessel with both sail and oars. Much like the Viking ships in size and shape. In general, very capable vessels. The Curonians in particular excelled in the art of shipbuilding, and their ships were up to viking standards.

    Agents:

    Zitnieki
    The Zitnieki are wise men who know all the ancient secrets, and the answers to all questions. Their wisdom and guidance kept the individualistic pagan faith of the ancient Baltic tribes alive, and help to spread it. They are the collective memory of their tribe, and their lore is great indeed.

    Woah... That was exhausting.... Anyway, if I missed something, if you have any complaints, suggestions, I'm all ears.
    Last edited by wilpuri; 11-15-2004 at 15:56.

  2. #2
    Magistrate of Pirkka Member Sebastian Seth's Avatar
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    Sep 2004
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    Default Re: Fury of the Northmen Mod

    Repeates & Ideas:

    Finnish Factions:

    1) Province name: Vakka-Suomi, Faction: Suoma/Häme

    2) Province name: Häme, Faction: Suoma/Häme

    3) Province name: Karjala, Faction: Karjala

    4) Province name: Kainuu, Faction: Rebel

    5) Province name: Inkerinmaa/Ingria, Faction: Rebel

    SS: If we make faction name "Häme", it gets transformed to "Hame" in
    most systems. And thats not really flattering name (eng. Skirt). Also
    the Suoma/Häme faction should control provinces 1 and 2. That
    way you don't have to draw west coast to häme province. Because
    their land will go from Salt Sea to Sea. Perimätiedon mukaan.


    Terrain/Geography of provinces:

    Vakka-Suomi: Coastal, Forrests, Lowland (Island Forts?)
    Häme: Lakes, Heavily Forested, Little Hilly (Hill Forts)
    Karjala: Lakes, Heavily Forested, Little Hilly (Hill Forts)
    Kainuu: Coastal, Forested, Lowland (Island Forts?)
    Inkerinmaa: Inland, Forested, Lowland (Hill Forts)

    SS: The Hill forts should have big rocks around them. So that the
    archers could not shoot in to the forts so easy. And the forests should
    be around the hill forts to restrict the movement of catabults and
    horsemen. Should we try to do these maps?


    Should we try to do these maps?

    Capitals of Provinces: (marked by the red square)

    Vakka-Suomi = Turku

    Häme = Kokemäki

    Karjala = Käkisalmi

    Kainuunmaa = Kainuu

    Ingria = Laatokankaupunki

    SS: I've think this could be good. And yes definetly rebels. Strong hunter &
    pillaging organization with famous axemen (+1 Woodsmen Morale).
    The latin world historians seem to mix the kveens with other finnish tribes,
    most likely with the Suoma/Häme. But it is likely that they will be part
    of Suoma/Häme faction shortly after the game starts.


    Trade goods of Provinces:

    Karjala:
    Furs (Weasel, Squirrel, Reindeer, Moose, Bear)
    Fish (Salmon, Pike)
    Meat (Reindeer, Moose, Bear)

    Häme:
    Furs (Weasel, Squirrel, Reindeer, Moose, Bear)
    Fish (Salmon, Pike)
    Meat (Reindeer, Moose, Bear)
    Walrus Tusks (taxed from Lapps and acquired on long hunting trips)
    Seal Fat (taxed from Lapps and acquired on long hunting trips)

    Vakka-Suomi:
    Furs (Weasel, Squirrel, Reindeer, Moose, Bear)
    Fish (Salmon, Pike)
    Pottery (Clay)

    Kainuunmaa:
    Furs (Weasel, Squirrel, Reindeer, Moose, Bear)
    Fish (Salmon, Pike)
    Meat (Reindeer, Moose, Bear)
    Walrus Tusks (taxed from Lapps and acquired on long hunting trips)
    Seal Fat (taxed from Lapps and acquired on long hunting trips)

    Ingria:
    Furs (Weasel, Squirrel, Reindeer, Moose, Bear)
    Fish (Salmon, Pike)
    Pottery (Clay)

    Resources of Provinces:

    Karjala:
    Horses

    SS: The horses should be a resource needed to build horse units not a
    trade good. I added some fish, furs and meats. And specified the pottery
    to clay so the modders can reduce it's profits.


    Offices and Titles:

    Tietäjä of [province name]:
    Loyalty: 1
    Piety: 3
    Dread: 1
    Acumen: 1
    Command: 0

    Kansantietäjä of [faction name]:
    Loyalty: 2
    Piety: 3
    Dread: 1
    Acumen: 2
    Command: 0

    Tuomari of [name of province]:
    Loyalty: 2
    Piety: 0
    Dread: 2
    Acumen: 2
    Command: 0

    Suur Tuomari [faction name]:
    Loyalty: 3
    Piety: 0
    Dread: 3
    Acumen: 2
    Command: 0

    Heimopäälikkö of [name of province]:
    Loyalty: 1
    Piety: 0
    Dread: 2
    Acumen: 1
    Command: 2

    Sotapäälikkö of [faction name]:
    Loyalty: 2
    Piety: 0
    Dread: 3
    Acumen: 1
    Command: 3

    SS: I was thinkin that we could have two kinds of titles, provincical and
    factional. The results above. This of course needs to be fitted in to tech
    tree, but what do you think?

    Finnic Units:
    !Scale: Very Poor, Poor, Avarage, Good, Very Good!

    Kuninkaan Henkivartio (King's Guard)
    Kuninkaan henkivartio is composed of kings relatives, friends and warriors
    hand picked by king himself. They are often veteran warriors from
    war raids or strong talented men. Unlike peasantry these men are
    devoted to war and fighting and their fighting skills are unmatched.
    They wear various kinds of armours and fight with long swords and
    wooden shields.

    Medium Armour + Sword + Wooden Shield / 80 men
    Speciality: NO ROUTING, ELITE

    Jalkaväki (Finnish Infantry)
    The basic form of organized military in Suoma and Karjala. They are fit
    young men from small villages, looking for career in arms. Most of them
    aren't as experienced in warfare as the Kuninkaan henkivartio
    but they are fast and eager to great extend. Their Armour consisted
    only of thick furs and leather and is often made in their home village or passed down from father. They are armed with swords and large shields.
    They are could be considered medium infantry, but they really are light
    as in finnish forests is not wise to carry lots of weight around.

    Light Armour + Swords + Shields / 100 men
    Speciality: VERY FAST

    SS: How about these mordifications? Ok, I've have some more about the
    rest of the units but lets get to that later. But the direction looks very good;
    the finns should rely on speed, stamina, raiding, skrimishing and tactics and
    not rely on strong defense units. We also need to generalize some units
    to fit karelia and Suoma/Häme and baltics. Or mayby make more but use
    same graphics for them. The ships and agents are good. And also need to
    think what units can be merceneries (warband at first).

    Latvian titles:
    Kara Virsaitis - Tiesnesis - Kjeeninsh (Latvian)
    - Wario posted these earlier.

    I can make the unit list to the same exel sheet when I find time. The prod
    files of MTW is originaly made as exel sheet so we could get near ready
    sheet to inject in beta version (if wanted). all the text files are actualy
    made whit exel (tabs, xy-axel format) and then pasted in to txt file.

    @Wilpuri
    Could the baltics use uisko as well? If possible the uiskos in finland could
    get valour bonus from province and that would make the point of
    better ships clear.
    Last edited by Sebastian Seth; 10-21-2004 at 11:14.
    Humans very easy to make and very hard to understand. - SS

  3. #3
    Member Member wilpuri's Avatar
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    Default Re: Fury of the Northmen Mod

    Quote Originally Posted by Sebastian Seth
    Repeates & Ideas:

    SS: If we make faction name "Häme", it gets transformed to "Hame" in
    most systems. And thats not really flattering name (eng. Skirt). Also
    the Suoma/Häme faction should control provinces 1 and 2. That
    way you don't have to draw west coast to häme province. Because
    their land will go from Salt Sea to Sea. Perimätiedon mukaan.
    I don't think it would be good to have them as the same faction initially, as that would be inaccurate. They were allies, but to have them as the same faction, don't know about that. So if not Häme, do you want to call them the Tavastians then?

    Terrain/Geography of provinces:

    Vakka-Suomi: Coastal, Forrests, Lowland (Island Forts?)
    Häme: Lakes, Heavily Forested, Little Hilly (Hill Forts)
    Karjala: Lakes, Heavily Forested, Little Hilly (Hill Forts)
    Kainuu: Coastal, Forested, Lowland (Island Forts?)
    Inkerinmaa: Inland, Forested, Lowland (Hill Forts)
    How do you intend to use island forts??

    SS: The Hill forts should have big rocks around them. So that the
    archers could not shoot in to the forts so easy. And the forests should
    be around the hill forts to restrict the movement of catabults and
    horsemen. Should we try to do these maps?
    agreed.


    SS: The horses should be a resource needed to build horse units not a
    trade good. I added some fish, furs and meats. And specified the pottery
    to clay so the modders can reduce it's profits.
    I like the additions, but I don't think horses should be a resource. Every faction should be able to have horses, as they did in reality. There were horses in viking age Finland + baltics. Also, Karjala traded horses, that's why I think it should be a trade good.

    SS: I was thinkin that we could have two kinds of titles, provincical and
    factional. The results above. This of course needs to be fitted in to tech
    tree, but what do you think?
    Agreed, I was thinking of expanding them as well, but those look very nice.

    Jalkaväki (Finnish Infantry)
    The basic form of organized military in Suoma and Karjala. They are fit
    young men from small villages, looking for career in arms. Most of them
    aren't as experienced in warfare as the Kuninkaan henkivartio
    but they are fast and eager to great extend. Their Armour consisted
    only of thick furs and leather and is often made in their home village or passed down from father. They are armed with swords and large shields.
    They are could be considered medium infantry, but they really are light
    as in finnish forests is not wise to carry lots of weight around.

    Light Armour + Swords + Shields / 100 men
    Speciality: VERY FAST

    SS: How about these mordifications? Ok, I've have some more about the
    rest of the units but lets get to that later. But the direction looks very good;
    the finns should rely on speed, stamina, raiding, skrimishing and tactics and
    not rely on strong defense units. We also need to generalize some units
    to fit karelia and Suoma/Häme and baltics. Or mayby make more but use
    same graphics for them. The ships and agents are good. And also need to
    think what units can be merceneries (warband at first).
    Jalkaväki sounds way too modern imo, and I wouldn't mind having it in English. Maybe they could be known as "Kalpamiehet"? Since these guys have swords, they should be pretty elite. Only the wealthy would afford swords which was both a weapon, and very much a symbol of status in finnish society.

    Latvian titles:
    Kara Virsaitis - Tiesnesis - Kjeeninsh (Latvian)
    - Wario posted these earlier.
    yes of course, but what are these? Judges, war chiefs, what?

    I can make the unit list to the same exel sheet when I find time. The prod
    files of MTW is originaly made as exel sheet so we could get near ready
    sheet to inject in beta version (if wanted). all the text files are actualy
    made whit exel (tabs, xy-axel format) and then pasted in to txt file.
    Excellent.

    @Wilpuri
    Could the baltics use uisko as well? If possible the uiskos in finland could
    get valour bonus from province and that would make the point of
    better ships clear.
    Well the Curonians made excellent ships, better than the Finnic Uiskos used by Estonians and Finns, so I think Baltic/Curonian long boat is better.

  4. #4
    Magistrate of Pirkka Member Sebastian Seth's Avatar
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    Default Re: Fury of the Northmen Mod

    @Wilpuri

    No Tavastians, lets go with Häme if we must. I was thinking the Suoma
    more as common name for the area tribes. Since it comes from same
    word as Häme. (ref. earlier posts about the name)

    Island forts; Draw the battle map half water half land. raise hill from the
    water and place the fort on the hill. make bridge from the hill to
    the land part. Add rocks to sides of the fort. And we got a island fort.
    Much like Suomenlinna but much smaler.

    Ok, Let the horses be trade good, but the access to horse units must
    be somehow handicapped for Häme. I understand there wasn't really
    cavarly units in Häme, but more work horses.

    Jalkaväki sounds way too modern imo, and I wouldn't mind having it in English. Maybe they could be known as "Kalpamiehet"? Since these guys have swords, they should be pretty elite. Only the wealthy would afford swords which was both a weapon, and very much a symbol of status in finnish society.
    Yes, you're right again. but i'm not sure if there's enough levels at
    finnish swordmen. Perhaps two types;

    Draftmen or Footmen
    Light Armor - Swords - Small Shields / 80 men
    Morale: Avarage
    Attack: Good
    Defense: Avarage

    - drafted, inexperienced, young town boys seeking profession

    Kalpamen
    Medium Armor - Swords - Large Shilds / 80 men
    Morale: Good
    Attack: Good
    Defense: Good

    - professional, experienced, veterans of raiding parties

    I forgot what the titles mean, they are posted here before. The tech
    tree has changed so i'm not sure they are correct. I'll go find
    suomi-eesti-suomi book from library later. (we need one).

    Well the Curonians made excellent ships, better than the Finnic Uiskos used by Estonians and Finns, so I think Baltic/Curonian long boat is better.
    We'll make it different then.

    @Norseman
    In this moment I have been thinkin as the units where in four main categories:

    1. Peasant Class
    - Needs basic buildings like spear maker, bow maker.
    - Not very effective generaly.
    2. Soldier Class
    - Needs Advanced buildings like Swordsmith, Fortified Village, etc
    - Medium Effection.
    3. Nobility Class
    - Needs high end buildings like stone bastion, Throne room, etc
    4. Special Units
    - Requirements varies, faction specific units.
    - Highly effective

    Generaly theres 3 levels of buildings, example:
    Spearmaker enables units like tribesman & javellinmen (peasant type)
    Master Spearmaker enables Spearmen (soldier type)
    Spearmakers Guild gives valour bonus to spear units

    This is ofcourse raw idea written down, but we could change it. Like Move
    Spearmen to Spearmakers Guild, but then it would take 54 years to build
    the buildings needed to get spearmen. and that is a guite much. It's
    mayby better that there is 3 buildings for each weapon style but the
    last one only enables special units and gives valour bonuses. And there
    is also a lot of units in baltics that are simply too powerfull to get
    from simple swordsmith (Peerikon Deeli, Kings Guards). This is much
    like in STW but more castles and less building levels.

    Isn't the AI unit buing balanced from the prod files? If you but
    various peasant class units to 100, will the AI by all of the
    units? Or is there some file that tells AI what kind of army it builds?
    Last edited by Sebastian Seth; 10-21-2004 at 15:41.
    Humans very easy to make and very hard to understand. - SS

  5. #5
    Einherjer Member Norseman's Avatar
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    Default Re: Fury of the Northmen Mod

    Quote Originally Posted by Sebastian Seth
    Isn't the AI unit buing balanced from the prod files? If you but
    various peasant class units to 100, will the AI by all of the
    units? Or is there some file that tells AI what kind of army it builds?
    @SS
    The problem with the AI and balanced and modern armies in the original MTW comes from how the Tech-trees are set up and the buildprod file works.

    Every time the AI is to decide for what building it is to build in a region, it takes the following into account:

    1) What's available, of course
    2) a "priority number", depending on the AI type(BARBARIAN_RAIDER, CATHOLIC_EXPANSIONIST...etc.)
    3) a combination number, e.g. if you have spearmaker it may increase the chance it will select to build "spearmakers guild", even if another building has the same priority number, like say a bowyer.

    When it is to decide what units to train, it takes the following into account:

    1) Again; what's available
    2) a "priority number", depending on the AI type(BARBARIAN_RAIDER, CATHOLIC_EXPANSIONIST...etc.)
    3) Apparantly there seem to be some other hardcoded features as well, like where a unit gets a valour bonus etc.

    So for the AI to make balanced armies, it also has to make the right buildings to do so. The unit-training priority numbers don't matter as long as the AI don't build the right buildings. This is apparantly where the system fails - it doesn't really work without extensive and laborous testing. IMO even CA didn't make it work themselves, just look at all the complaints that has been posted here at the ORG about large AI armies made up of only one type of basic unit.

    The problem is even bigger with more advanced units, as the AI hardly ever actually managed to make the correct building combinations.

    To my knowledge, the only one who has actually made it work satisfactorly was WesW in his MedMod, but only after a lot of hard work and tedious testing. So instead, from the modders point of view, I for one like Duke John's solution much better: skip the whole tech-tree

    This is why I want to make simple tech-trees, where several types of units can be trained by constructing a single building. Now the AI will only have to take the unit-training priority number(UTPNr) into account when deciding what unit to train.

    So if e.g. Feudal Knights has UTPNr=30, basic spearmen=40, basic archers=30, you will more likely face an army made up of 3 Fkn, 4 spears and 3 archers(or something like that), instead of 10 spears, as the AI never got around to making the other buildings.

    So IMO the game is simply more fun and challenging with an AI that fields balanced armies, even if the tech-tree is a bit simple.

    Then the next problem is of course to get the AI to actually understand how to use this balanced army

    Fury of the Northmen mod

  6. #6
    Magistrate of Pirkka Member Sebastian Seth's Avatar
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    Default Re: Fury of the Northmen Mod

    Quote Originally Posted by Norseman
    So for the AI to make balanced armies, it also has to make the right buildings to do so. The unit-training priority numbers don't matter as long as the AI don't build the right buildings. This is apparantly where the system fails - it doesn't really work without extensive and laborous testing. IMO even CA didn't make it work themselves, just look at all the complaints that has been posted here at the ORG about large AI armies made up of only one type of basic unit.

    The problem is even bigger with more advanced units, as the AI hardly ever actually managed to make the correct building combinations.
    We just need to fix the balancing in building prod file. The error is not
    consisted and you can simply make it work. It might cause some
    headache but it's not hard really just count what number comes
    when you sum up all the valuables.

    Heres what I found in prod files consearning balancing. You probably
    know these but here it goes:

    Build prod file:

    G. Building conditions- The requirements, first level of balaning (easy one). By using
    different level castle in every upgrade building.
    J. AI characters building production preferences- The errors of the building balancing is most likely in here. There is
    different sheet in the original exel file that makes the balancing
    easyer. Generaly in the file the values for upgrades are very high
    compared to basic building. If you change the values to be
    higher in basic buildings (spearmaker 1000, boyer 990) and
    the upgrades to lower (Spearmakers Guild 600, Boyers Guild 590)
    The Ai would build them in order spearmaker, boyer, spearmakers guild,
    boyers guild.
    K. AI building influences for building combos- This could be used for balancing... Castles could have influences of
    the same level unit producers. That way the spearmaker & boyer
    would get more likely to be build after building that level castle.
    The building the AI builds is a building with the highest number,
    right? This would rise the numbers to high not only for combo buildings
    but also from the balanced army point of view.
    R. Tech Level- I'm not sure if the AI uses this and if it uses will it build higher tech
    levels first and lower then of via versa.
    S. Resources required to be present in region before this building can be built.
    - You are allready using this one i believe.

    Unit Prod Files:

    O. Unit choices (AI)
    - The armies are really defined here.
    P. Unit Speciality extra building influences
    - This wasn't at use. Mayby we could use it. Like but to king units influence
    castle, and peasant units influence to build spearmakers & boyers.
    Q.Buildings needed to produce this Unit
    - Nothing to add to this.
    R . Unit Class
    - I dont know if this is used

    Quote Originally Posted by Norseman
    So IMO the game is simply more fun and challenging with an AI that fields balanced armies, even if the tech-tree is a bit simple.
    I'm strongly for Good AI, Otherwise you swidish people kick virtual
    finnish butt that can't kick back.
    Quote Originally Posted by Norseman
    Then the next problem is of course to get the AI to actually understand how to use this balanced army
    That's impossible, if we are not able to change the battle map engine.
    And if we are lets just make new game.

    !You might want to use us as beta testers for AI balancing!

    @Wilpuri

    The translations:
    Chieftains House - Law House - Throne Room (preliminary)
    Chieftains House - Käräjä House - Throne Room (finnish)
    Virsaisha Maaja - Likum Maaja - Tronja istaba (Latvian)

    War Chief - Judge - Vice King (preliminary)
    Sotapäällikkö - Tuomari - Varakuningas (finnish)
    Kara Virsaitis - Tiesnesis - Kjeeninsh (Latvian)
    Last edited by Sebastian Seth; 10-22-2004 at 03:35.
    Humans very easy to make and very hard to understand. - SS

  7. #7
    Einherjer Member Norseman's Avatar
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    Default Re: Fury of the Northmen Mod

    We just need to fix the balancing in building prod file. The error is not consisted and you can simply make it work. It might cause some
    headache but it's not hard really just count what number comes
    when you sum up all the valuables.
    Ah...yes, but as I am the one who will have to deal with this headache I much prefer a simpler and less time consuming solution. Believe me, I've already tried balancing these things, and it is a very very time consuming effort, that might not even give a satisfactorily result. You must consider all buildings and all parameters in all different combinations, and make them suit a faction "behaviour-profile".

    I'm not saying we won't have spearmakers and similar buildings(maybe 2 levels), just that they should be a bit high up on the tech-tree. I think all "tribal warrior" class units should not rely on these kind of buildings to be trained either, both for simplisity and historical accuracy. At least in a viking society each carl and peasant was expected to have weapons, and these were mostly made by himself or by the blacksmith of the village. I sort of expect this to be the case with all armies based on tribal warriors, or am I wrong?

    Fury of the Northmen mod

  8. #8
    Einherjer Member Norseman's Avatar
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    Default Re: Fury of the Northmen Mod

    Hey, I'm back

    Solid work Wilpuri and SS, and excellent last post!

    One thing about the tech-tree. When trying to make tech-trees I have so far tried to make them a bit simple. By this I mean that we don't have the long lines of different "spearmakers", "bowyers" etc. Just the initial building and maybe one more. I have rather based troop recruiting on buildings that reflect the King's influence in a region(like "Kings hall" or "Jarls Homestead").

    This means that several basic troop types may be available by making one important building. I think this suits our mod very well, as the Scandinavians, Baltics, Fins and Britons(Celts&Anglo-Saxons) all based their armies on the loyalty of the local warlords. I think "spearmakers" etc. shouldn't be introduced before the faction is at a tech-level where the King was able to raise a more "professional" army(approx. fort level) with loyalty more or less directly to the King.
    At least this should suit the Vikings well, but what do you think, especially conserning the other cultures/factions?

    I've actually made a mod(it's more or less finished, but has a serious bug) of the original MTW, in which I used this kind of thinking on the Tech-tree. I found this to be of great help to the AI. Instead of the endless "one-type of unit" armies of either peasants, basic spearmen or basic archers, I ended up fighting well balanced armies which also included more modern troops.

    Fury of the Northmen mod

  9. #9
    Member Member wilpuri's Avatar
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    Default Re: Fury of the Northmen Mod

    Quote Originally Posted by Norseman
    Hey, I'm back

    Solid work Wilpuri and SS, and excellent last post!

    One thing about the tech-tree. When trying to make tech-trees I have so far tried to make them a bit simple. By this I mean that we don't have the long lines of different "spearmakers", "bowyers" etc. Just the initial building and maybe one more. I have rather based troop recruiting on buildings that reflect the King's influence in a region(like "Kings hall" or "Jarls Homestead").

    This means that several basic troop types may be available by making one important building. I think this suits our mod very well, as the Scandinavians, Baltics, Fins and Britons(Celts&Anglo-Saxons) all based their armies on the loyalty of the local warlords. I think "spearmakers" etc. shouldn't be introduced before the faction is at a tech-level where the King was able to raise a more "professional" army(approx. fort level) with loyalty more or less directly to the King.
    At least this should suit the Vikings well, but what do you think, especially conserning the other cultures/factions?

    I've actually made a mod(it's more or less finished, but has a serious bug) of the original MTW, in which I used this kind of thinking on the Tech-tree. I found this to be of great help to the AI. Instead of the endless "one-type of unit" armies of either peasants, basic spearmen or basic archers, I ended up fighting well balanced armies which also included more modern troops.
    I like the sound of this very much. That way we would also get to building proper armies in the starting phases of the game! Sounds veryvery good to me.

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