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Thread: Age of Vikings and Fanatics: Total war

  1. #31
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    I'm still a little dubious about the starting date. Going as far as 911 is a little too much in my opinion. The fact that Normandy didn't exist until 911 is a minor inaccuracy if the mod starts in say ~880 AD or after - at least compared to the inaccuracies caused by AI and game mechanics. However, Normandy is probably too far out of the time frame in the 843 AD, so therefore I agree the starting date should be slighly later, but not be moved as far as to 911 AD. If you can find an interesting date around 850-900 that would make sense to have as a starting date, I'd like that.

    Some replies to your list of reasons:
    1-3. The lack of unity for the Scandinavian factions is imo a bonus, as it gives them a challenging start. Regarding not yet founded settlements, I see that as a minor problem if they were historically founded shortly after the starting date. Some approximations have to be done with the starting situation, or it'll pay back as a more inaccurate situation later in the game. I'm of the opinion that things that happened shorter than 50 years after the starting date aren't necessarily bad to have included from start.

    Re AI not being able to send fleets, I've actually seen use of fleets from several AI factions in vanilla R:TW. One of the tricks is to have some rebel territories up for grabs in the British isles area, another trick, that could be relevant for the Danes, would be to have them own one province in the British isles from start - that'll make them want to reinforce their hold there.

    4-7 The reason why I wanted scots, irish, welsh and saxons despite their inferior military strength compared to for example Byzantines and French in this period, was because a. gameplay-wise it's fun to have some really weak factions mixed with the stronger in order to grant a challenge to better players, b. the focus was on British isles. Even though Welsh were weak and mostly not united, I like the idea of having the ability to play them.

    8 Normandy - I agree 843 was a bit too early. A compromise between 843 and 911 would be the best imo.

    9 Rus - A strong Rus gives a strange balance imo. AI will expand far too quickly and perhaps also try to attack Scandinavia, which will then probably lose. Having a small Novgorod culture centered mostly around Novgorod will probably work better with AI, and make them more challenging to play. Still, they'll be relatively strong compared to the Swedish who are by then not united, and the Danes and Norwegians will prefer moving west so the Rus will be weak but still not likely to be conquered but instead grow steadily through the game. I think that's a better reflection of them - a growing empire in the 9th century than an overpowered dynasty (that will tend to conquer too much land) in the 10th century.

    10-12 Magyars, Khazars, Bulgars religions. I explained this above, the magyar conversion however being too late to have from start if we start in 843 AD. Adding a conversion event, if that's at all possible, would solve all this. If we move the starting date to my newly suggested ~880 AD we'd still obtain the best results game mechanics-wise by letting Bulgars be orthodox, Magyars be pagan and Khazars be jewish. Around 880 AD I also believe Hungary have moved further into the northern Balkans area than in 843 AD. Having them as a too strong power from start would probalby upset balance.

    13 Poles, the faciton limit can't allow including the Poles. Also, the first Polish kingdom fell pretty quickly, so Polish can't be in the mod, no matter what time we choose. Even though they were more important than the Welsh, I'm afraid I can't accept removing the Welsh, due to the Viking focus. I've already removed Mercians and Northumbrians among others up there.

    14-16 Muslim States - I believe there are two choices for around 843 and 880: Al Andalus + Abbassids, or Fatimids + Abbassids. If we move far forward Abbassids would be Mamluks. I think I prefer Al Andalus + Abbassids, but it's just a matter of taste. I actually like having a "Spanish" Asturia too, just because they started in a hard position and they'd be fun to play. Besides, most muslim factions would have a similar fighting styles in many ways, so including some Iberian peninsula catholic faction would add variety.

    17 Italians - After looking at those maps I've decided to replace Lombards with Lotharingia. Lotharingia will have little control and high unrest etc. in their northern provinces but good strength in modern northern Italy. That will be an accurate depiction of the decline and fall of the middle part of the Frankish empire.

    18 Byzantines - I actually prefer having the Byzantines as a weak but rising power, for balance reasons. After all they already have the impregnable Constantinople from start. I know about the Iconoclasm and heretics etc., but 843 AD was the end of some of these problems and my sources claim it's approximately after 843 AD that the Byzantines enter their "golden age".

    21 Rome - I'll make the pope pretty weak in the mod. "If you're stuck woth the Senate-Family relationship I suppose you can make the Julii France, Brutii Germany and Scipii Italy in which case they won't attack each other (which is not historically accurate) and the conquest of Rome is equivalent to the same event in RTW" - Yes, that's probably what I'd do.
    Last edited by Rodion Romanovich; 05-14-2005 at 10:30.
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  2. #32
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    Quote Originally Posted by The Apostate
    Some thoughts on conversion
    As I said I'm still not sure conversion is possible to implement. I'll do some research on the subject first, so perhaps we shouldn't yet waste time on planning for a system WITH conversion. Just using a tech tree will still keep the culture penalty when conquering settlements from Christians, and also probably make all new buildings still show up as for example "church (pagan)" just like in vanilla R:TW: "muster field (barbarian)" etc. unless we can find some script or something that can change culture for a faction.

    While discussing religion and buildings I might as well post most of my tech tree plans so far. I haven't planned anything for Khazars or Magyars yet, these are still half-generic building trees mostly centered around the catholic factions.

    NOTE! MOST UNITS MENTIONED BELOW (FOR MILITARY BUILDINGS) ARE GENERIC PLACEHOLDERS! FOR MOST FACTIONS THEY'LL NEED TO BE REPLACED BY UNIQUE UNITS. PLEASE DON'T MISUNDERSTAND ME AND THINK I MEAN THESE UNITS WILL BE EXACTLY THE FINAL UNITS WHICH WILL BE TRAINED IN THESE BUILDINGS!

    RELIGION RELATED BUILDINGS
    ======================
    - Main ideas: All faction have temples or similar which grant a happiness bonus. The pagan factions also have different temple types which will grant different boni. Choosing to honor a certain God in a certain province means locking the ability of honoring another God in that very province. Most factions will have one or more "fanatic" units, which will be trained in one of their holy buildings.

    - Vikings: three Gods to choose between (and what boni they grant apart from the happiness): Odin (+morale, +xp, enable training of berserkers), Thor (+armor +weapons), Freya (+population growth). Vikings can also keep public order up by the happiness created by a "tavern", which can then be upgraded to a "mead hall".

    - Catholics: chapel (no boni except happiness), church (+1 xp, +5% law), cathedral (+much happiness, +1 morale, enable training of catholic fanatics - clubmen?). Church will also unlock "monastery", which grants some extra happiness and is cheaper than cathedral. Perhaps monastery could be replaced by monasteries of diffent types, in case the game mechanics allow for it. There's a maximum of 60 different building series, so if there's room after we've planned the rest, I like the idea of replacing "monastery" here by monasteries belonging to different religious orders. The Holy Sepulchre at Jerusalem should be a wonder which grants happiness in all provinces just like the Zeus statue in R:TW. The Holy Sepulchre will really be "The Holy Sepulchre, the Mosque of the rock and the Jewish temple", which means it's logical that all factions can get a happiness bonus from conquering it (except the pagans, but they'll eventually have converted to Christianity so it makes sense there too). The reason for this is because I doubt you can make wonders that only give boni to certain factions. Perhaps wonders could be replaced by "important cities", where those could be Jerusalem, Constantinople, Rome and perhaps some more - granting specific boni. I believe we'll have to discuss that further...

    - Orthodox: chapel, church (+1 xp, +5% law), cathedral (+much happiness, +1 morale, can't think of any specific fanatics here...). Church would unlock
    Sts George and Demetrius monasteries just like church for catholics unlock catholic monasteries.

    - Muslims: minarete, mosque (+1 xp +5% law), grand mosque (+much happiness, +1 morale, enables training of al-murabitin fanatics for western muslims, some other unit for eastern muslims - if at all they'll have one unlocked by this one).

    Grand Mosque of Damascus and Cordoba should be buildings that can't be constructed by any factions but exist in these provinces from start, with culture set to "muslim". Same thing with shrine to St Michael the Archangel at Monte Gargano in Southern Italy - with culture set to "catholic". With this system, Hagia Sophia at Constantinople, St James at Compostoella and St Peters at Rome could also be buildings of this type. I'm against making buildings that have a meaning only to one of the cultures a wonder as I believe the wonder gives boni to conquerors no matter of which culture he is. In some cases, these special buildings could be constructable in only one province and not be there from start - a solution perfect for the cases when the building wasn't historically created at the starting date of the mod.

    I haven't planned for the Magyars and Khazars yet.

    AGRICULTURE AND HEALTH
    ====================
    I suggest farming income is given a greater importance than in R:TW compared to trade. The base farming level and the farm upgrades will be modelled realistically by letting base farming represent fertility in the province, and in the cases where crop yield was relatively good at this time despite perhaps a low fertility, this should be represented by already having one or more farming upgrades in the province from start. Here are the farming levels:
    - Forest clearings (already available from start in a lot of provinces)
    - Farms (farms now more organized and effective)
    - Crop rotation
    - Farming technology (by letting some fields lie fallow effectiveness is increased further even though all land isn't used at the time, and better ploughs allows every peasant to take care of a larger area without more effort which can increase crop yields per year)
    - Irrigation (expensive and time consuming to construct, irrigation can in proper climate result in 2 or even 3 harvests per year - something that increases yields a lot)

    And the health buildings:
    - Proper sewage (+10% health bonus, separating the sewage water from drinking water is a simple step that improves health a lot - however this technique isn't commonly known and it's cheaper and faster for lazy people to use same flow for both because they have to dig less...)
    - Herbal medicine (+15% health bonus, much herbal medicine is unscientific and can even cause disease when there isn't any, but there are some medicines which are actually very effective at driving out evil)
    - Water pipes (+20% health bonus, soap made from animal fat, and water pipes leading water into a house is advanced technology for many, but a few of the richest as well as church representatives who are spreading their faith are also bringing technologies like these with them).

    PORTS, TRADERS, ROADS
    ===================
    Roads:
    - Paths
    - Mud roads
    - Paved roads (only available for catholics, orthodox and muslims)

    Trading (all of these improve trade - and perhaps also population growth):
    - Trader
    - Market
    - Merchant
    - Master merchant (+10 happiness)

    Docks/harbors:
    - Port
    - Shipyard
    - Dockyard

    Good seafaring nations such as vikings can perhaps not create master merchant, but will in return get trade boni from their ports, shipyards and dockyards.

    BLACKSMITH AND ARMOR
    ===================
    - Blacksmith (+1 to all weapons)
    - Master blacksmith (+2 to all weapons)
    - Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed)
    - Master armorer (+2 to all armor)

    I suggest these upgrades buildings should ONLY be possible to build in provinces with the "iron" resource, at least the blacksmith buildings should IMO.

    MINING
    =====
    I'd like several different mine types. I've checked and it's possible to implement this. All mines should exist as "x mine" and "large x mine" where x is the name of the metal recieved from the mine.
    - Salt
    - Copper
    - Silver
    - Gold

    MILITARY RELATED BUILDINGS
    ======================
    I had in mind a system where you have to construct one building for making of weapons, enabling recruitment of a militia force using these weapons, and an extra building for training of soldiers (unlocked after creating the weapons construction building), enabling training of professional soldiers using these weapons. There are also specific town guard/police force buildings which can only train milita. I've used generic unit names below - the respective factions will of course have to use more specific names (and have more specific looks) for the units. In cases where no specific units are known we might have to use a generic unit in each field. Militia units can also be generic in most cases.

    MILITIA:
    - Muster field (javelinmen, town watch, peasants), Town militia (urban militia), Police force (urban guard, +5 law bonus).

    BOWS:
    - Bowmaker (militia bowmen), Bowmaker's workshop (militia archers), Bowmaker's guild (militia archer +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen).
    - Practise target (bowmen, requires bowmaker), Archery range (archers, requires bowmaker's workshop, +1 to missile weapons).
    - Some factions will have exceptions, for example Welsh will be able to train longbowmen and bulgarians perhaps bulgarian brigands, and Lotharingia get crossbowmen for lower cost perhaps and be the only who can recruit the Genoese crossbowmen as standard units rather than mercenaries.

    SPEARMEN:
    Spearmen don't require advanced buildings for training, and spearmen are seldom professionals so no special training buildings are available to improve the spear units.
    - Spearmaker (wooden-spear militia), Spearmaker's workshop (spear militia, spearmen), Spearmaker's guild (heavy spear militia, heavy spearmen), Master spearmaker (feudal foot sergeants, halberdiers).
    - Saxons will have fyrdmen to replace appropriate units above (perhaps the generic heavy spearmen and spearmen with fyrdmen +1xp and fyrdmen, respectively).

    CAVALRY:
    Cavalry is a professional force that takes much training so here there'll be very important to build the training buildings to improve cavalry quality. "Nobles" are the soft version of "knights" below.
    - Horse farmer (militia cavalry), Stables (militia swordscavalry, militia spear cavalry), Cavalry stables (mounted sergeants, dark-age nobles, dismounted dark-age nobles), Elite cavalry stables (feudal cavalry sergeants, feudal nobles, dismounted feudal nobles).
    - Cavalry training field (swordscavalry, spear cavalry, requires Stables),
    Cavalry training grounds (dark-age knights, dismounted dark-age knights, requires Cavalry stables), Cavalry academy (feudal knights, dismounted feudal knights, royal knights, requires Elite cavalry stables).
    - The cavalry tech tree above is adapted for catholic factions. Pagans will have more primitive cavalry, Rus will have druzhinas instead of royal knights and boyars instead of nobles, and perhaps more focus on light and missile cavs than on heavy knights. Muslims will use much lighter cavs and also unlike the others have camels, and little or no super heavy cavalry. Byzantines will of course have their cataphracts - but they'll be available earlier in the tech tree than catholic cavalry of the same class.

    SWORDSMEN:
    - Swordsmaker (sword militia, axe militia), Swordsmaker's workshop (militia swordsmen, militia axemen), Swordsmaker's guild (dark age men-at-arms militia), Master swordsmaker (feudal men-at-arms militia).
    - Barracks (swordsmen, axemen, requires Swordmaker's workshop), Army barracks (dark age men-at-arms, requires Swordmaker's guild), Military academy (feudal men-at-arms, requires Master swordsmaker).
    - Perhaps feudal men-at-arms should be available more easily than above on second thoughts but I'll edit it later. Saxons will have huscarles swordsmen and huscarles axemen rather than the generic units here as their best swordsmen. Welsh and Irish should perhaps use some kind of generic "celtic swordsmen" and "chosen celtic swordsmen" instead of the standard swordsmen. Irish should perhaps have the bonnachts and gallowglasses of M:TW (haven't checked about them yet). For scots there'll be highland clansmen, perhaps one unit of highland clansmen and a unit "elite clansmen" too.

    SIEGE WEAPONS:
    I suggest there'll be a lot of siege weapon crew mercenaries around, especially far south. However there should be some training facilities for siege weapons too, I think. I haven't planned those yet, though.

    ACADEMIES
    =========
    Available to muslims, catholics and orthodox. Perhaps muslims should have more academy levels as they were better than the Christians at most sciences at this time.

    WALLS
    =====
    I mentioned this in an earlier post, but:
    - Wooden pallisade
    - Wooden wall
    - Large wooden wall (possible to move on top of it)
    - Stone wall (possible to move on top of it)
    - Large stone wall (possible to move on top of it)

    I think it'd be fun to edit so that there can be a wooden type of wall that troops can move on top of. I don't yet know if it's possible to implement but I hope it is - otherwise we can stick to standard walls (slightly edited in look, though).
    Last edited by Rodion Romanovich; 05-14-2005 at 09:48. Reason: typo
    Under construction...

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  3. #33

    Default Re: Age of Vikings and Fanatics: Total war

    Your mod seems like ours, Norse: Total War.

    Here is the forums: http://12.freebb.com/index.php?freebb=norsetotalwar

    Maybe we could work together?

    Get around to pming me.

  4. #34
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    Quote Originally Posted by Captain-Tiguris
    Your mod seems like ours, Norse: Total War.

    Here is the forums: http://12.freebb.com/index.php?freebb=norsetotalwar

    Maybe we could work together?

    Get around to pming me.
    lol, skeletor from your team PMed me yesterday about cooperation, to which I responded that I was interested in a cooperation. He has apparently not informed you about our correspondence yet, but this is good news because it means at least 2 of your 3 team members like the idea of cooperating with me. So I repeat to you what I said yesterday to skeletor: I'd be very glad if you would merge with my mod team, that way we'll be able to make a better mod, and also be able to complete it faster.

    btw I love this part in your forums :
    "There is a modder (LegioXXXUlpiaVictrix) (yes that is hes name) over at the .org forum"
    Last edited by Rodion Romanovich; 05-12-2005 at 18:03.
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  5. #35

    Default Re: Age of Vikings and Fanatics: Total war

    Well I wouldn't of believed it!

  6. #36
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    Quote Originally Posted by Captain-Tiguris
    Well I wouldn't of believed it!
    Ok, lol

    Anyway, I need to know what your mod team decided regarding the cooperation so I can plan what to do in terms of modding during the coming weeks.
    Under construction...

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  7. #37

    Default Re: Age of Vikings and Fanatics: Total war

    Oh yes that.... lol, I tried to spell it without ctlr+v/c, didn't work

    But does this mean that we'r joining? Could you please stop by our forum for some discussion?

    Cheers

    -Skel-

    Age of vikings and fanatics: Total War

  8. #38
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    I've posted in your forum now You are welcome to join Age of Vikings and Fanatics. Please tell me what your skills are so we can plan who should carry out which work.
    Last edited by Rodion Romanovich; 05-13-2005 at 15:51.
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  9. #39

    Default Re: Age of Vikings and Fanatics: Total war

    I have no real modding skills (though I am learning to skin). I do do research and generally keep everything accounted for an in tact/up to date.

  10. #40
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    Quote Originally Posted by Captain-Tiguris
    am learning to skin [...] I do do research
    If you know some skinning you'll be able to contribute well to the mod effort. If you aren't a historian, The Apostate will be lead researcher and it's then up to him to decide whether or not there is anything regarding research that he can hand over to you. If you are a historian, you could discuss with The Apostate how to split up research work - for example you take a few factions each etc. In any case, if you have any skinning skills at all there'll certainly be work for you to do in that field.
    Last edited by Rodion Romanovich; 05-13-2005 at 20:27.
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  11. #41
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    @ALL: It would perhaps be good if all who have joined the mod team would add a link to this thread in their signature. Perhaps I'll design a logo that we can include in the signature as well.

    @The Apostate: Maximus Aurelius want to perhaps enlist as a researcher. Do we need more researchers or can you handle all the research by yourself? Because you joined first, you are the head of research and as such I believe you should decide whether or not any more researchers should join.
    Last edited by Rodion Romanovich; 05-14-2005 at 10:31.
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  12. #42

    Default Re: Age of Vikings and Fanatics: Total war

    So are we together?

  13. #43

    Default Re: Age of Vikings and Fanatics: Total war

    And we need a name that we can agree on. If we are together.....

  14. #44
    Not affiliated with Red Dwarf. Member Ianofsmeg16's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    yo!
    great idea for a mod, i saw that you were going to include the welsh. to help them, as they may be outclassed as the game progresses, make cornwall(cornwalum) and devon(defnasscir) seperat prvinces, cornwalll was under welsh control at this time anyway, and devon was the heartland of Dumnonia which was arthur kingdom, if the welsh capture this they will be able to create Dumnonian heavy cavalry, arthurs cavary. This would help the welsh later in game by giving them a heavy cavalry arm
    When I was a child
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  15. #45
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    Quote Originally Posted by Captain-Tiguris
    So are we together?
    @Captain-Tiguris: Yes. I'll add you in the team list in the first post. I'm awaiting a response from skeletor too. Finally, I wonder what happened to The Apostate, as he haven't posted here in a while.

    @The Apostate: Are you still there, The Apostate? I'm looking forward to your correction of my province list. Any idea of how long it'll take before I can expect it? I've found out that it's hard to do much of the campaign map work before having the province and cities list, as the positioning of cities will affect how terrain like mountains etc. can be modelled, and that pretty much stops work on all parts of the campaign map except choice of climates and some other smaller things. Don't feel stressed, but I'd like to know how far you've gotten and when I can expect the revised province list.

    @ALL mod team members:
    1. Yes, the mod name needs to be agreed upon. I personally don't mind what name we choose but I prefer mine Also, I believe the name Norse total war would hide the fact that other parts of the world are included as well.
    2. I can make a logo after we've agreed completely about the name of the mod.

    @ian_of_smeg16: Hi, the Welsh will have their powerful longbowmen, but otherwise be a hard faction to play, as their starting provinces give little income. However, if they capture lands that give them more income, they'll be able to train and support more powerful cavalry. Exactly what cavalry that will be has not yet been decided. They'll also own more than one province from start - probably around 4 provinces. The names and drawing of borders between the provinces is still under consideration.
    Last edited by Rodion Romanovich; 05-15-2005 at 18:46.
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  16. #46
    Not affiliated with Red Dwarf. Member Ianofsmeg16's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    Quote Originally Posted by LegioXXXUlpiaVictrix
    @ian_of_smeg16: Hi, the Welsh will have their powerful longbowmen, but otherwise be a hard faction to play, as their starting provinces give little income. However, if they capture lands that give them more income, they'll be able to train and support more powerful cavalry. Exactly what cavalry that will be has not yet been decided. They'll also own more than one province from start - probably around 4 provinces. The names and drawing of borders between the provinces is still under consideration.
    ok, so maybe consider cornwall as a province
    cool
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  17. #47
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    Here's an improved version of the province list, however still not complete:
    City levels will be: village, town, large town, city, large city.

    NORWAY AREA
    * Hordaland - Bergen (town)
    * Hafrsfjord (rebels) - Nord-Jaeren / Stafangr (town)
    * Vaestfold - Kaupang (position close to Oslo but further down the fiord) (large town)
    * Trondelag - Trondheim (town)
    * Hologaland (modern Lofoten area and mainland next to it) - Narvik (better city needed) (village)
    * Northern Norway - Tromso (village)
    * Finnmark (rebels) - Kirkenes (situated next to Barents Sea and modern Russian border) (village)

    DENMARK AREA
    * Sjaelland (Zealland) - Roskilde
    * Holseta land (modern Nordfriesland, in modern Schleswig-Holstein area) - Haithabu / Hedeby (was the largest nordic city of the viking age, will have much importance and fairly large population)
    * North Jutland (better province name needed) - Aalborg or Viborg (settlement will have good fortifications, was historically part of Danish fortification systems in the area)
    * Middle Jutland - Jelling

    ICELAND AREA
    * Iceland - Reyjkjavik (village/town)

    IRELAND AREA
    * Connacht (western Ireland) - Limerick
    * Muma (today Munster, southwest Ireland) - Cork
    * Ulaid (Ulster) - Armagh
    * Laigin (Leinster, southeast Ireland) - Clontarf

    SPAIN AREA
    * Navarre - Pamplona
    * Leon - Santiago de Compostela (Leon also possible settlement for this province, but I chose Santiago de Compostela)
    * Portugal - Lissabon
    * Andalusia - Sevilla
    * Cordoba - Cordoba
    * Granada - Granada
    * Valencia - Valencia
    * Castile - Toledo
    * Catalonia - Barcelona
    * Aragon - Zaragosa

    ITALY AREA
    * Liguria - Genoa
    * Austria - Venetia (Venice)
    * Langobardia - Mediolanum (Milan)
    * Tuscia - Pisa
    * Papal states (owned by Pope) - Rome
    * Beneventum - (byzantine-controlled) Naples
    * Sicily (rebels) - Palermo

    RUSSIA AND STEPPES AREA
    * Pripet - Chernigov
    * Novgorod - Novgorod
    * Smolensk - Smolensk
    * Kiev - Kiev
    * The Crimea - Cherson
    * Taiga (the northeasternmost province) - Rostov
    * Volga-Bulgaria (very far to the east) - Bolgar (at volga-kama bifurcation)
    * Ryazan - Ryazan (south of Rostov, south of part of Volga, close to tip of Don)
    * Khazar - Sarkel (just southeast of Donets/Don bifurcation)
    * Azov sea - Timutarkan (north of the little river)
    * Volga - Atil (at Volga delta)

    NORTH AFRICA AREA
    * Morocco - Tanger
    * Tunisia - Tunis
    * Fezzan (Sahara) - Ghadamis or Djavan
    * Tripolitania - Tripoli
    * Cyrenaica - Barka
    * Libya - Alexandria (large city)
    * Egypt (also covering the Sinai) - Cairo / Fostat or Mephis? (city)
    * Nubia - Assuan (town) - although the map won't reach down to Nubia it'd probably be best to have a nubia province. This is the only recruitment zone for abyssinian guard and other nubian troops.

    GERMANY AND EASTERN EUROPE AREA
    * Alamannia (Swabia, just north/northeast of Upper Burgundy or Switzerland) - Strassburg
    * Francia Orientalis/Francia (Franconia, north of Swabia) - Magontia?/Mains
    * Thuringia (north of Franconia) - Erfurt
    * Vendland (north of Thuringia) - Brema (Bremen) or Hammaburg (Hamburg)
    * Saxonia - Jumme / Jomsborg
    * Bavaria (just east of Swabia, stretching much further south than modern Bavaria - covering modern Austria etc.) - Regensburg or Salzburg
    * Cartinthia (maybe not to be included in the final province list) - Salzburg
    * Bohemia - Praga
    * Moravia (southern border is Danube, Bohemia lies to the southwest of Moravia) - Olmütz
    * Pannonia (south of Moravia, bordering Croatia to the south) (perhaps owned by avars rebels if any were still left there around 843 AD? Pannonia is almost same as modern Hungary) - Buda
    * Carpathia - Pest
    * Wallachia - Tergovist
    * Bulgaria - Plovdiv (just north of the little river)
    * Poland - Krakow
    * Moldavia - Pereyaslavets
    * Croatia - Zara or Spalato
    * Sorabia (Serbia) - Prishtina?
    * Albania (maybe) - Dyrrhachium
    * Macedonia - Thessalonika
    * Athens - Athens
    * Pelopponesse (Byzantine-held) - Mistra



    SWEDEN AREA (almost complete)
    * Svealand - Birka (this city will be really cool - on a small island in the middle of the lake Mealaren) (town)
    * Upland - Upsala (town)
    * Ostgothia - ? (town name needed)
    * Waestrogothia - Skara (large town)
    * Gotland - Visby (village or town)
    * Smaland (rebels) - ? (village name needed)
    * Samland - ? (village name needed)
    * Halland - Loedoese (town)
    * Skani (will be owned by Danes from start) - ? (city needed)

    FINLAND AND BALTIC AREA (almost complete)
    THANKS TO wilpuri and others from the FURY OF THE NORSEMEN mod for providing me with most of the info for Finland and Baltic area provinces listed below:
    Finland
    * Häme (middle west coast of Finland) - Kokemäki (slightly south of modern Vaasa) (village or town)
    * Vakka-Suomi (southwest coast of Finland) - Turku (same place as modern Turku) (town)
    * Karjala (means Karelia I presume, north of Lake Ladoga, stretching far up north) - Käkisalmi (at northwestern tip of Lake Ladoga) (village or town)
    * Kainuunmaa (north west coast) - Kainuu (perhaps not correct city?, far north) (village)
    * Inkerinmaa/Ingria - Laatoknakaupunki (very close to Novgorod but situated at the southern shore of Lake Ladoga) (village or town)
    Further south
    * Lithuania - Daugava (further south than modern Lithuania)
    * Prussia - Truso (just east of Gdansk)
    * Livonia - ? (north of Lithuania)
    * Saaremaa (the island at opening of Gulf of Riga) - Kuressaare (city lies on side of island facing Gulf of Riga)
    * Revala & Sakala/Revala (northern Estonia if Revala, if both Revala & Sakala then covering all of Estonia) - Rafala (same place as Tallinn)
    * Courland/Curland (southwest half of Lativa) - Seeburg (southeast modern Lativa area)

    BRITAIN AREA (almost complete)
    Welsh
    * Gwyned (northern Wales) - Deganwy, or Din Conwy (was the fortress of Maelgun Gwynedd, but it was destructed in 850)
    * Powys (middle Wales) - ?
    * Gwent (southern Wales) - Caerleon-upon-Uisc
    * Dyfed (western Wales) - Carmarthen (Caer-Myrddin) or Pembroke?
    * West Wealas / Cerniu / Cornwall (welsh-held, southwest England) - Isca (modern Exeter) or Tintagel? (a real place but was it an important stronghold in the IXth century?)
    Scottish
    * Dal riada (western Scotland) - ?
    * Orkney/Moray (northern Scotland and Orkney islands) (rebels) - ?
    * Athfotla (middle Scotland) - Inverness (at the delta of river)
    * Cyil (soutwest Scotland) - Dunbarton?
    * Fib (southern Scotland) - Aberdeen?
    Rebels and saxons
    * Strathclyde (northwest England) - Whithorn
    * Northumbria (north middle England) - York
    * Lindsey - Stamford (danish-owned)
    * Mierce/Mercia (middle England) - Chester (at west coast) or Stattford (middle) or Warwick (further south than Stattford)
    * West seaxe - ? maybe Exeter
    * Suth seaxe (southeast of West seaxe) - Chichester (at south coast)
    * East seaxe / Essex / Kent - London
    * East engle (east England south of Beornice) - Norwich

    FRANCE AREA (almost complete)
    * Aquitania - Mediolanum
    * Vasconia (Gascogne, south of Aquitaine) - Burdigula (Bordeaux)
    * Britannia (Britanny) - Nantes or Rennes
    * Provincia / Lower Burgundy (Provence - beginning just east of Rhodanus/Rhône) - Massilia (same as Marseilles) (or perhaps Nicia)
    * Septimania or Tolosa (Toulouse, also part of Aquitainia [as rebels] starting provinces) - Tolosa
    * Normandy (norman) - Rouen (at Seine) or Bayeux (just east of Cotentin peninsula)
    * Neustria - Paris
    * Flandria - ?
    * Burgundia - ?
    * Upper Burgundy / Switzerland - Geneva
    * Friesia (rebels) - ?
    * Austrasia (Aachen, west of Rhine) - Aquisgranum
    * Lorraine?/Francia Media/Champagne? - Verdunum (Verdun)

    ASIA MINOR AREA (almost complete)
    * Constantinople - Constantinople (large city)
    * Paphlagonia - Sinope
    * Trebizond - Trebizond
    * Opsikion - Nikaia / Nicaea
    * Thrakesion - Pergamum
    * Anatolikon - Iconium
    * Cappadocia - Ankara / Ancyra / Angora
    * Lesser Armenia - Tarsus
    * Edessa - Edessa
    * Armenia - Tiflis?
    * Georgia - ?

    MIDDLE EAST AREA (almost complete)
    * Antiokeia - Antiokeia
    * Tripolis - Tripolis
    * Palestine - Jerusalem
    * Syria - Damascus
    * Arabia - Medina
    * Baghdad (better province name perhaps needed) - Baghdad
    * Mosul (better province name needed) - Mosul
    * Basra (better province name needed) - Basra

    MEDITERRANEAN ISLANDS (almost complete)
    (for Sicily, see the Italy paragraph above)
    * Baliares - ?
    * Corsica - ?
    * Sardinia - ?
    * Cyprus - Nicosia
    * Crete - Candia / Kandia
    * Rhodes - ?
    Last edited by Rodion Romanovich; 05-26-2005 at 11:22.
    Under construction...

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  18. #48

    Default Re: Age of Vikings and Fanatics: Total war

    Oh yes, if we are joining wouldnt me and you be head of it, since we both managing a mod anyway?

    Oh yeh, I aint a skinner or a unit editor yet.

  19. #49
    Member Member wilpuri's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    Quote Originally Posted by LegioXXXUlpiaVictrix
    FINLAND, BALTICUM AND RUSSIA AREA (very far from complete...)
    * Karelia (west of Lake Ladoga but not blocking Baltic port for Novgorod province) - ?
    * Finland (rest of Finland, pretty much) - ?, better name perhaps needed for province. Settlement needed.
    * Livonia (Estonia and Latvia area) - ?, settlement name needed.
    * Lithuania - ?, settlement name needed.
    * Novgorod - Novgorod
    * Kiev - Kiev
    * Smolensk - ?
    * Volga-Bulgaria - Bolgar
    This might prove useful: https://forums.totalwar.org/vb/showp...&postcount=642

  20. #50
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    Quote Originally Posted by Captain-Tiguris
    Oh yes, if we are joining wouldnt me and you be head of it, since we both managing a mod anyway?

    Oh yeh, I aint a skinner or a unit editor yet.
    We can both be head of the mod, yes. I'll edit that now.

    Do you mind having the title "skinner/unit editor" next to your name even though you haven't fully learned unit editing and skinning yet? After all, isn't that what you're supposed to do later in the mod process anyway? I'm not a full-fledged campaign map creator either, but I learn as I go and have still put the title "campaign map editor" next to my name...

    Anyway, here's the basic plan for a project like this:
    - Planning
    - Modding
    - Testing/fixing
    - Release

    So I suggest we discuss the planning. I suggest the planning could follow this schedule: I post lists of 1. provinces + cities, 2. units, 3. buildings/tech trees. Then all team members can come with suggestions for improvements of those lists - and don't be afraid of giving me much criticism on those lists as the first versions will only be rough scetches. Then we keep sending comments/suggestions back and forth until we're all pleased with the lists. Then, when the planning phase is over, we can start the actual modding . So, in conclusion, I'll make lists 2 and 3 now and post them below. Province list has already been posted above this post (I'll edit it as updates are made).
    Last edited by Rodion Romanovich; 05-18-2005 at 12:53.
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  21. #51
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    Quote Originally Posted by wilpuri
    Thanks a lot, I've updated the province list and added a note giving you credit for the help.
    Last edited by Rodion Romanovich; 05-18-2005 at 14:55.
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  22. #52
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    Tech trees:
    (Boni for buildings of higher level are total boni, not added bonus for upgrading)
    (When a building upgrade enables recruiting of certain units, I only mention the new units unlocked by the upgrade)
    (Buildings in the same paragraph starting with "-" belong to the same series - buildings to the right are upgrades of buildings further to the left on that line)

    ALL FACTIONS
    ===========
    ...can access these "zone of recruit"-based units (there are other ZOR units too but they're locked to specific factions, see their respective tech trees):
    - Steppe cavalry (steppes, require stables)
    - Heavy steppe cavalry (steppes, require cavalry stables)

    MERCENARIES
    ===========
    - Genoese crossbowmen mercenaries (Northern Italy and French riviera area)
    - Varangian mercenaries (Kiev, Smolensk etc.)
    - Abyssinian guard - unarmored, fierce axemen (Nubia, perhaps also the Egyptian provinces)
    - Mercenary longbowmen - (in the Welsh provinces)
    - Mercenary ballista crew - (in France, HRE, Lotharingia, rest of Italy and Greece)
    - Mercenary catapult crew - (in France, HRE, Lotharingia, rest of Italy and Greece)
    - Mercenary trebuchet crew - (in France, HRE, Lotharingia, rest of Italy and Greece)
    - Turkish horse archers - (ZOR eastern Asia Minor area)

    France, HRE and Lotharingia
    =====================
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming), Feudal farming (+17 farming).
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus).
    - Paths, Mud roads, Paved roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it), Large stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, archers), Bowmaker's guild (militia archer +1 xp, archers +1 xp, genoese crossbowmen [lotharinigia only]), Master bowmaker (crossbowmen, pavise crossbowmen).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (spearmen), Spearmaker's guild (armored spearmen), Master spearmaker (feudal foot sergeants, halberdiers).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (scout cavalry, spearcavalry), Cavalry stables (frankish sergeants, frankish knights), Elite cavalry stables (feudal sergeants, feudal knights, royal knights [expensive, elite, small unit size])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Swordsmaker (militia swordsmen), Swordsmaker's workshop (militia axemen, early foot knights), Swordsmaker's guild (men-at-arms, foot knights), Master swordsmaker (feudal men-at-arms, feudal foot knights)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp), Military academy (requires Master swordsmaker, +3 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Norway, Denmark, Sweden
    ====================
    - Shrine to Odin/Thor/Freya (+10 happiness, requires town, odin:+1 xp, thor: +1 weapons, freya: +1 population growth), Sacred groove of Odin/Thor/Freya (+20 happiness, requires large town, odin:+2 xp, enable training of viking berserkers, thor: +1 weapons +1 armor, freya +2 population growth +5% law), Sanctuary of Odin/Thor/Freya (+30 happiness, requires city, odin +3 xp +5% law, thor: +2 weapons +1 armor, freya: +3 population growth, +10% law).
    - Tavern (+5% happiness, allows thing to be held), Mead hall (+10% happiness).
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming).
    - Proper sewage (+10% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Port (+20 trade), Shipyard (+40 trade), Dockyard (+60 trade), (all of these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it)

    - Muster field (javelinmen, peasants), Town militia (hirdmenn, +5% law)
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, viking archers), Bowmaker's guild (militia archers +1 xp, viking archers +1 xp, birkebeiner archers [zone of recruit Norway and western part of Sweden]), Master bowmaker (crossbowmen).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (viking spearmen), Spearmaker's guild (geirrmen).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (raider cavalry), Cavalry stables (viking cavalry), Elite cavalry stables (danish knights [danes only])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables).
    - Swordsmaker (landsmenn, jarl's hirdmenn), Swordsmaker's workshop (karls [sword], viking huskarl swordsmen [sword]), Swordsmaker's guild (viking huskarl axemen, birkebeiners [bow and sword]), Master swordsmaker (joms vikings [zone of recruit Sweden, Norway, Denmark, northern Poland])
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Rus
    ===
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, requires city)
    - MORE HAPPINESS BUILDINGS NEEDED
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (slav javelinmen, urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, archers), Bowmaker's guild (militia archer +1 xp, archers +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (rus spearmen), Spearmaker's guild (armored spearmen), Master spearmaker (rus foot sergeants [slightly weaker than feudal foot sergeants]).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (horse archers, spearcavalry), Cavalry stables (druzhina cavalry), Elite cavalry stables (boyars)
    (also note that Rus have easy access to steppe cavalry with zone of recruit in their area)
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Swordsmaker (militia swordsmen), Swordsmaker's workshop (militia axemen, rus swordsmen), Swordsmaker's guild (rus axemen), Master swordsmaker (rus heavy axemen)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp), Military academy (requires Master swordsmaker, +3 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Byzantines
    ==========
    Their recruiting abilities are limited so they'll need to hunt for mercenaries, especially the varangian mercenaries around Kiev. Their cavalrymen are however of high quality but they're required to hold their lands if they are to be able to recruit them.
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, requires city)
    - MORE HAPPINESS BUILDINGS NEEDED
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming), Feudal farming (+17 farming).
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus).
    - Paths, Mud roads, Paved roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it), Large stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (psiloi javelinmen, urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, trebizond archers [ZOR trebizond only], slingers), Bowmaker's guild (militia archers +1 xp, skutatoi archers +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (skutatoi spearmen), Spearmaker's guild (skutatoi heavy spearmen), Master spearmaker (-).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (kataphraktoi [expensive, lance and sword, shield, not super heavy - the klibanophoroi are much stronger, zone of recruit east Asia minor area], trapezitoi light cavalry [zone of recruit trebizond]), Cavalry stables (expensive, kavallarioi archers [heavy horse archers, sword and bow, no shield, zone of recruit east Asia minor area], klibanophoroi [expensive, small unit, lance and mace, maybe shield, extra heavy cataphracts, zone of recruit east Asia minor area]), Elite cavalry stables (immortals [expensive, small unit, heavy cavalry, zone of recruit Constantinople and Macedon area], Proniai cavalry [medium cavalry, cheap]])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Swordsmaker (militia swordsmen), Swordsmaker's workshop (slavic warriors), Swordsmaker's guild (militia swordsmen +1 xp), Master swordsmaker (proniai swordsmen)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp), Military academy (requires Master swordsmaker, +3 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Bulgars
    =======
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, requires city)
    - MORE HAPPINESS BUILDINGS NEEDED
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (slav javelinmen, urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, bulgarian brigands [bow and sword, ZOR bulgaria], archers), Bowmaker's guild (bulgarian brigands +1 xp, archers +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (spearmen), Spearmaker's guild (armored spearmen), Master spearmaker (-).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (horse archers, spearcavalry), Cavalry stables (pecheneg horse archers [ZOR north of Bulgaria up to Kiev area], vlach cavalry [medium cavalry, ZOR wallachia]), Elite cavalry stables (boyars [sword and bow], cuman horse archers [sword and bow, weaker meleé but faster than boyars])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Swordsmaker (militia swordsmen), Swordsmaker's workshop (militia axemen, slavic warriors), Swordsmaker's guild (elite slavic warriors), Master swordsmaker (-)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Scots
    =====
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming).
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, archers), Bowmaker's guild (militia archers +1 xp, archers +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (spearmen), Spearmaker's guild (armored spearmen), Master spearmaker (feudal foot sergeants).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (scout cavalry, spearcavalry), Cavalry stables (scottish cavalry), Elite cavalry stables (feudal sergeants, feudal knights, royal knights [expensive, elite, small unit size])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables).
    - Swordsmaker (militia clansmen), Swordsmaker's workshop (highland clansmen), Swordsmaker's guild (elite clansmen, foot knights), Master swordsmaker (feudal foot knights)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Welsh
    =====
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming).
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, archers, militia longbowmen [long range, armor-piercing, fast]), Bowmaker's guild (longbowmen [very long range, armor-piercing, fast], archers +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (spearmen), Spearmaker's guild (armored spearmen), Master spearmaker (feudal foot sergeants).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (scout cavalry, spearcavalry), Cavalry stables (dumnonian cavalry), Elite cavalry stables (feudal sergeants, feudal knights, royal knights [expensive, elite, small unit size])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables).
    - Swordsmaker (celtic militia swordsmen), Swordsmaker's workshop (celtic swordsmen, celtic militia axemen), Swordsmaker's guild (celtic elite swordsmen, celtic axemen), Master swordsmaker (-)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Irish
    =====
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming).
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (irish dartmen, urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, archers), Bowmaker's guild (militia archer +1 xp, archers +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (spearmen), Spearmaker's guild (armored spearmen), Master spearmaker (feudal foot sergeants).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (scout cavalry, spearcavalry), Cavalry stables (irish cavalry), Elite cavalry stables (feudal sergeants, feudal knights, royal knights [expensive, elite, small unit size])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables).
    - Swordsmaker (celtic militia swordsmen), Swordsmaker's workshop (celtic swordsmen, celtic militia axemen), Swordsmaker's guild (bonnachts), Master swordsmaker (gallowglasses [elite, expensive])
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Normandy
    ========
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming), Feudal farming (+17 farming).
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus).
    - Paths, Mud roads, Paved roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it), Large stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, norman archers), Bowmaker's guild (militia archer +1 xp, norman archers +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (spearmen), Spearmaker's guild (armored spearmen), Master spearmaker (feudal foot sergeants, halberdiers).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (scout cavalry, spearcavalry), Cavalry stables (norman sergeants, norman knights), Elite cavalry stables (feudal sergeants, feudal knights, royal knights [expensive, elite, small unit size])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Swordsmaker (militia swordsmen), Swordsmaker's workshop (militia axemen, early foot knights), Swordsmaker's guild (men-at-arms, foot knights), Master swordsmaker (feudal men-at-arms, feudal foot knights)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp), Military academy (requires Master swordsmaker, +3 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Saxons
    ======
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming).
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it), Large stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, archers), Bowmaker's guild (militia archer +1 xp, archers +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (fyrdmen), Spearmaker's guild (armored fyrdmen), Master spearmaker (feudal foot sergeants, halberdiers).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (scout cavalry, spearcavalry), Cavalry stables (saxon sergeants, saxon knights), Elite cavalry stables (feudal sergeants, feudal knights, royal knights [expensive, elite, small unit size])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables).
    - Swordsmaker (militia swordsmen), Swordsmaker's workshop (saxon huscarl swordsmen [sword]), Swordsmaker's guild (saxon huscarl axemen [axe]), Master swordsmaker (saxon huscarl swordsmen +1 xp, saxon huscarl axemen +1 xp, feudal foot knights)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Papal states
    ============
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming), Feudal farming (+17 farming).
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus).
    - Paths, Mud roads, Paved roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it), Large stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, archers), Bowmaker's guild (militia archer +1 xp, archers +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (spearmen), Spearmaker's guild (armored spearmen), Master spearmaker (feudal foot sergeants, halberdiers).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (scout cavalry, spearcavalry), Cavalry stables (papal sergeants, papal knights), Elite cavalry stables (feudal sergeants, feudal knights, royal knights [expensive, elite, small unit size])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Swordsmaker (militia swordsmen), Swordsmaker's workshop (militia axemen, early foot knights), Swordsmaker's guild (men-at-arms, foot knights), Master swordsmaker (feudal men-at-arms, feudal foot knights)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp), Military academy (requires Master swordsmaker, +3 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Khazar
    ======
    The khazars will, like the Byzantines, hire the expensive but very professional varangian mercenaries near Kiev if they want any higher-quality swordsmen to support their formidable cavalry
    - Small synagogue (+10 happiness, requires town), Synagogue (+20 happiness, +1 morale, +5% law, requires large town), Large synagogue (+40 happiness, +2 morale, +10% law, requires city)
    - MORE HAPPINESS BUILDINGS NEEDED!
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming).
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, archers), Bowmaker's guild (militia archer +1 xp, archers +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (arsiyah spearmen), Spearmaker's guild (arsiyah armored spearmen), Master spearmaker (-)
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (horse archers, alan light auxilia cavalry [high-quality light cavalry, ZOR eastern steppes provinces]), Cavalry stables (pecheneg horse archers [ZOR north of Bulgaria up to Kiev area], khazar royal cavalry), Elite cavalry stables (khwarazmian cavalry)
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables)
    - Swordsmaker (militia swordsmen), Swordsmaker's workshop (militia axemen, arsiyah swordsmen), Swordsmaker's guild (-), Master swordsmaker (-)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Abbassids
    =========
    - Minarete (+10 happiness, requires town), Mosque (+20 happiness, +1 morale, +5% law, requires large town), Large mosque (+40 happiness, +2 morale, +10% law, requires city)
    - MORE HAPPINESS BUILDINGS NEEDED!
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University, Great university
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, desert bowmen), Bowmaker's workshop (militia archers, desert archers), Bowmaker's guild (militia archer +1 xp, desert archers +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen, napta throwers [maybe not included if it's impossible to fix napta, small unit, expensive]).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (desert spearmen, nubian spearmen [good morale, relatively cheap, ZOR nubia and egyptian provinces]), Spearmaker's guild (desert spearmen +1 xp), Master spearmaker (saracen infantry).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (saharan cavalry [militia light cavalry, ZOR north africa], mamluk light cavalry [professional light cavalry], beouin camel warriors [scare horses, poor morale, very much combat bonus in deserts, ZOR north africa, sinai, arabia and syria]), Cavalry stables (ghulam cavalry [medium cavalry - faster but weaker than most other heavy cavs, but desert combat bonus can nearly make up for that in deserts]), Elite cavalry stables (khwarazmian cavalry)
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Swordsmaker (arab militia swordsmen [sable]), Swordsmaker's workshop (arab militia axemen, arab swordsmen), Swordsmaker's guild (arab axemen), Master swordsmaker (-)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp), Military academy (requires Master swordsmaker, +3 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Al Andalus
    ==========
    - Minarete (+10 happiness, requires town), Mosque (+20 happiness, +1 morale, +5% law, requires large town), Large mosque (+40 happiness, +2 morale, +10% law, enables training of al-murabitin fanatics [small unit], requires city)
    - MORE HAPPINESS BUILDINGS NEEDED!
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it), Large stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, desert bowmen), Bowmaker's workshop (militia archers, desert archers), Bowmaker's guild (militia archer +1 xp, desert archers +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen, napta throwers [maybe not included if it's impossible to fix napta, small unit, expensive]).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (desert spearmen), Spearmaker's guild (desert spearmen +1 xp, al-murabitin spearmen), Master spearmaker (saracen infantry).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (saharan cavalry [militia light cavalry, ZOR north africa], mamluk light cavalry [professional light cavalry], beouin camel warriors [scare horses, poor morale, very much combat bonus in deserts, ZOR north africa, sinai, arabia and syria], berber camel archers [ZOR southern Spain and west Africa]), Cavalry stables (ghulam cavalry [medium cavalry - faster but weaker than most other heavy cavs, but desert combat bonus can nearly make up for that in deserts]), Elite cavalry stables (-)
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Swordsmaker (arab militia swordsmen [sable]), Swordsmaker's workshop (arab militia axemen, arab swordsmen), Swordsmaker's guild (arab axemen), Master swordsmaker (al-murabitin swordsmen)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp), Military academy (requires Master swordsmaker, +3 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Kingdom of Asturia
    ==================
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming), Feudal farming (+17 farming).
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus).
    - Paths, Mud roads, Paved roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it), Large stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, archers), Bowmaker's guild (militia archer +1 xp, archers +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (spearmen), Spearmaker's guild (armored spearmen), Master spearmaker (feudal foot sergeants).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (scout cavalry, spearcavalry), Cavalry stables (asturian sergeants, asturian knights), Elite cavalry stables (feudal sergeants, feudal knights, royal knights [expensive, elite, small unit size])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Swordsmaker (militia swordsmen), Swordsmaker's workshop (militia axemen, early foot knights), Swordsmaker's guild (men-at-arms, foot knights), Master swordsmaker (feudal men-at-arms, feudal foot knights)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp), Military academy (requires Master swordsmaker, +3 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)

    Magyars
    =======
    I can't find any info on magyar gods, I need help with that.
    - Shrine to X (+10 happiness, requires town, ?), Sacred groove of X (+20 happiness, requires large town, ?), Sanctuary of X (+30 happiness, requires city, ?).
    - MORE HAPPINESS BUILDINGS NEEDED
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming).
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Port, Shipyard, Dockyard (all these enable training of better and better ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it)

    - Muster field (javelinmen, town watch, peasants), Town militia (slav javelinmen, urban militia, +5% law), Police force (urban guard, +10% law).
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, bulgarian brigands [bow and sword, ZOR bulgaria], archers), Bowmaker's guild (militia archer +1 xp, bulgarian brigands +1 xp, archers +1 xp), Master bowmaker (crossbowmen, pavise crossbowmen).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (spearmen), Spearmaker's guild (armored spearmen), Master spearmaker (-).
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (horse archers, szekely [medium cavalry, sword and bow]), Cavalry stables (pecheneg horse archers [ZOR north of Bulgaria up to Kiev area], szekely heavy cavalry [heavy cavalry, lance and sword]), Elite cavalry stables (feudal sergeants, feudal knights, royal knights [expensive, elite, small unit size])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Swordsmaker (militia swordsmen), Swordsmaker's workshop (militia axemen, maygar swordsmen [very light troops]), Swordsmaker's guild (-), Master swordsmaker (-)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, catapult), Siege engineer's guild (requires city, trebuchet)
    Last edited by Rodion Romanovich; 05-27-2005 at 21:29.
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

  23. #53

    Thumbs up Re: Age of Vikings and Fanatics: Total war

    ok i like this idea of the mod if it haven't died yet. so i think you should make biger Lithuania :) since i'm the first Lithuanian here . keep up the good work (bad english i know ...)

  24. #54

    Default Re: Age of Vikings and Fanatics: Total war

    Wow LegioXXXUlpiaVictrix, thats amasing....

    For the Norse factions, the unit "viking thrall swordsmen" is way off. Thrall means slave, and the thralls were never allowed to own/use any kind of weapon. (except maybe hunting-gear)

    -skel-

    Age of vikings and fanatics: Total War

  25. #55
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    Quote Originally Posted by skeletor
    Wow LegioXXXUlpiaVictrix, thats amasing....

    For the Norse factions, the unit "viking thrall swordsmen" is way off. Thrall means slave, and the thralls were never allowed to own/use any kind of weapon. (except maybe hunting-gear)

    -skel-
    Ok. Do you have any suggestions for a replacement to fill the slot as "cheap militia-type swordsman" for vikings? Or how do you suggest I change the tech tree?

    Also, I'd like any comments about what you think of the system to have one extra series of buildings for "training quality" of units, for example the practise target and archery range to improve missile weapon xp and similar for the other weapon types. Do you like the idea or do you think I should remove it?
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

  26. #56

    Default Re: Age of Vikings and Fanatics: Total war

    I wold probably call them something like sword hirdmen.

    The norse army's were built up by the nobles hirds (bodyguards, or personal/local army). Poor and less important nobles had small, less trained, and bad equipped hirds. The Important nobles/jarls/kings on the other hand, had larger numbers of well trained, good armoured hirdmen. When a king or a jarl went to war, he had to relay on hes "ally nobles" to support hes army with men. The nobles gathered with their hird (10 - 100 men etch) along with the Jarls/kings hird. Together they formed the army.

    So the regular sword/spear/archer/axe unit's could be called sword/spear/archer/axe hird. then you get Jarls hird, as better troops, and the finest units can be called kings hird.

    This along with the other unique units like nobles, berserkers, jomsvikings, birkebeiners, aso.

    -Skel-

    Age of vikings and fanatics: Total War

  27. #57
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    Ok, I'll fix that when I get the time. I'll be a little short of time the coming week but I'll be able to devote more time to the mod from next weekend again.

    I like your ideas for the viking tech tree but I hadn't heard of birkebeiners. What are they? How good should they be compared to the other viking units, and which building level should unlock them?

    Also, I like the picture in your sig. Could we use that as the mod's logo? Only thing I'd like to change then is the text, IMO it would be cool with "A furore Normannorum, libera nos Domine" and a small text with the name of the mod in the lower right corner of the picture.
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

  28. #58
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    I've run some tests with existing vanilla R:TW units with modded stats to check what stats would be best to use for the units in order to create a good behavior and achieve slower battle speed. I tested with chosen swordsmen with modded stats. I'll soon post some suggestions for good stats for the different unit types I listed above. I'll not post specific suggestions for each unit, only what I think should be the approximate stats for different TYPES of units, such as what the better swordsmen should have and what stats the militia should have etc.
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

  29. #59

    Default Re: Age of Vikings and Fanatics: Total war

    Also, I like the picture in your sig. Could we use that as the mod's logo? Only thing I'd like to change then is the text, IMO it would be cool with "A furore Normannorum, libera nos Domine" and a small text with the name of the mod in the lower right corner of the picture.
    Done, see here

    I like your ideas for the viking tech tree but I hadn't heard of birkebeiners. What are they? How good should they be compared to the other viking units, and which building level should unlock them?
    They played a vital role in several Norwegian civil wars. birkebeiner means barklegs, from the bark they used to protect their legs. They were supreme skiers, and therefor supreme snow/winter warriors. They were also known for their archer skills.


    -skel-

    Age of vikings and fanatics: Total War

  30. #60
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Age of Vikings and Fanatics: Total war

    Nice. So should birkebeiners be a unit with bow and spear, or a unit with bow and sword, or two units: birkebeiner swordsmen (for Norway only or available to all viking factions but with zone of recruit in Norwegian provinces?) and birkebeiner archers?
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

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