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Thread: Tech trees

  1. #181
    Bopa Member Incongruous's Avatar
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    Default Re: Tech trees

    You should go look in our Minor Adjustments thread.

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  2. #182
    Dungalloigh Brehonda Member Ranika's Avatar
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    Default Re: Tech trees

    An error of mine; Constantine of Scotland did use Pict levies with arcuballista. He sent many in support of an Irish ally; so, the Pict levies for Scotland should include Pict 'crossbows'; I updated my proposed unit list, which I'll just repost here, so you don't need to go back for it:

    The crossbow (as the medieval weapon) was not used by the Picts. They did use a copy of the arcuballista, but it was poor quality, and the Scots didn't use it, but Pictish levies did. Highlanders don't emerge until about 1160 as a distinct group apart from lowlanders.

    I'd recommend, then, only sharing units between the Irish and Scots; not allowing them to have other 'shared' units. They simply would look improper in a Gaelic army. If you're going to do the two factions, may as well do them right; you don't need use everything listed, but, these are my suggestions. A general Gaelic army would be composed of (this'll be followed with appropriate uniques for Scots and Irish), largely;

    Gaelic units (Gaels organize in multiples of 5, along the line of 25-50-100-150-200; keep in mind for choosing numbers of men in a unit);
    Kernbannal ('Levy Troop'; unarmored club or spear militia with darts, fight as skirmishers) -
    Description - The hierarchy of Gaelic societies is a bit unusual; it lacks feudal nobles and the subsequent varying ranks of nobles and peasants. However, Kerns tend to fall near the bottom. Without much money or inherent fighting ability, they cannot afford good equipment, nor are they likely to be sponsored by an arras (aristocrat). However, that matters little. Most of the time, a kern is just a man called up to form a militia in times of strife, and fight with whatever is on hand; usually hunting spears or solid clubs, accompanied by light, small javelins, often called darts.

    Soikernbannal ('Levy Archer Troop'; only Gaelic archers they would have, levy archers with knives, hooded cloaks, hide in tall grass, but not really much good; Scots would have some better Regyddite archers probably, will explain below) -
    Description - Gaels rarely employ professional archers as soldiers, except for mercenaries. They, personally, see little value in archers. However, when they do employ their own, they tend to be simple levies of hunters, who, while proficient with their bows, are not soldiers, and easily chased off of a battlefield if engaged not properly defended, or if engaged in a melee.

    Sleanaghta (Spearmen with heavy throwing spears, large round shield, leather helmet, and padded coat (Irish)/leather vest/coat (Scots)) -
    Description - The slea or gae (spear) is the preferred weapon of most Gaelic soldiers. Accompanied with heavy throwing spears and a solid Gaelic targe, these spearmen form the backbone of any Gaelic army. They are professional soldiers, who either bought their equipment, or were sponsored by a wealthier member of society. They are intended to hold positions, and are often placed around missile troops to defend them from cavalry and any other threats that might occur.

    Tuanaghta (Axemen with heavy throwing spears, large round shield, leather helmet, and padded coat (Irish)/leather coat (Scots)) -
    Description - The tua (axe) is one of the oldest and most favored weapons of the Gaels. The Gaelic axe has a particularly weighty head, meant to crush helmets and smash shields. With it, like most Gaels carry, are carried two heavy throwing spears, thrown into an enemy position before a charge. The Gaelic axemen act as a kind of bridge between medium and heavy infantry.

    Claiomhnaghta (Mid-length swordsmen with javelins, large round shield, leather helmet, padded coat (Irish), leather coat (Scots)) -
    Description - The claiomh, climh, or clom (sword) is an expensive weapon, but generally well made. Faster than an axe, and generally more wieldy than a spear, it allows the soldier using it to manuever into position for thrusts and slashes. The typical Gaelic sword is shorter than a longsword, but not a shortsword. It generally has a leaf-shaped blade, meant to offer wide, sheering cuts, and devestating thrusts that open wide, gaping wounds. It is accompanied with a heavy Gaelic targe, and three light throwing spears; these spears are favored for swordsmen, so to enhance the mobility of these soldiers, but keep them able to fight in the traditional Gaelic manner.

    Gaemornaghta (Spearmen with long, two-handed spears (not actually pikes though), maybe use phalanx, leather helmet, padded coat (Irish), leather coat (Scots)) -
    Description - The Gaemor or Gaemhor (great spear) is a lengthy spear generally used in two hands. It is used in a tight formation as an anti-cavalry and anti-infantry measure; it is difficult to manuever past a wall of spear heads. While in use for centuries, this type of soldier grew increasingly more common among the Gaels as the dark ages and middle ages drove on; a response to the growing importance of cavalrymen.

    Guirran (Horsemen with javelins, and an axe/spear in melee, large round shield, leather helmet, padded coat (Irish), leather coat (Scots)) -
    Description - Gaelic light cavalry sticks to the common methods of Gaelic combat. They are skirmishers by default, meant to ride toward an opponent, throw javelins, and retreat, ad infinitum. Training and experience has made them fairly good at this, and the Guirran (horsemen), later called hobblers or hobilars, became a staple of English and French armies as well.

    Amguirran Ridire (Gaelic heavy cavalry with axes/swords, and lance, large-ring chain armor/scale armor, long leines, large round shield, iron conical helmet, should be a bit late period) -
    Description - Champions in Gaelic culture are afforded some of the best weapons and equipment. The Ridire are the Gaelic equivalent of 'knights'; they have a patron who provides them with equipment, training, and gifts for performing well. On horseback, they form the Amguirran (heavy horsemen); Gaels don't tend to use much heavy cavalry, but when they do, they form a powerful reserve on the field for mowing down enemy infantry.

    Clommhornaghta (Longswordsmen with javelins, large round shield, iron helmet, padded coat (Irish), leather coat (Scots), or scale armor) -
    Description - The claiomh, climh, or clom (sword) is an expensive weapon, but generally well made. The longsword is a rare weapon among Gaels outside of aristocracy, but wars with vikings helped to popularize it. Wealthier soldiers may often binge and purchase a longsword, from viking traders, or commission one from a smith locally. Such warriors would be small in number, but relatively cheap semi-heavy infantry, since they'd provide most, if not all, of their own equipment.

    Ridire (Gaelic heavy infantry with axes, large-ring chain armor/scale armor, long leines, large round shield, iron conical helmet, throwing spears) -
    Description - Champions in Gaelic culture are afforded some of the best weapons and equipment. The Ridire are the Gaelic equivalent of 'knights'; they have a patron who provides them with equipment, training, and gifts for performing well. On foot, they form heavy infantry soldiers, with throwing spears, like most other Gaelic infantry, to disrupt an enemy line before charging. When defending, they use a tight formation, akin to a Norse shieldwall, to absorb charges.

    Arras (Gaelic general unit, foot nobles with longswords, 'robes', long chain armor, large round shield, iron conical helmet, javelins) -
    Description - Gaelic 'nobility' are drawn from numerous places; everyone from the lowest chief to the high king are considered Arras, as well as indepedent, wealthy merchants and traders. They can afford the best training, the best equipment, and the best soldiers to support them. Like other Gaels, they carry javelins to throw at their enemies before charging, and form a tight shieldwall-like formation to absorb an attack. They use long slashing and thrusting swords, often of Norse design, though Gaels also have their own styles of longsword. The heavy Gaelic targe, good quality chain armor, and a well-made iron helmet, provide them great protection against their enemies.

    Scottish uniques;
    Criosionaghta (Crossbowmen, late period unit, leather armor, an iron helmet, cudgel or mace in melee) -
    Description - The crossbow changed the face of warfare in the kingdom of Alba. Scots took well to it, using it combat eachothers' tribes, as the bolt could pierce even the best chain armor. Arcuballistas had been used by pre-Gaelic Picts, but had never found much favor among Scots. They used the crossbow against both eachother and invaders; progessively more against invaders as they grew more stable and unified.

    Picts (wear long-sleeve shirt, a heavy coat, trousers, boots, tattooed skin, bearded; all Picts hide in tall grass): -
    Pictish Taghnaghta (Pict axemen, with a small round shield) -
    Description - The Picts were subverted and eventually absorbed by the Scots. However, they were sometimes used by Scots as shock troops and skirmishers. Pictish axemen use a small round shield, and a small hand axe; they're not the most skilled, but cheap and plentiful shock troops.

    Pictish Gaenaghta (Pict spearmen with javelins and a small round shield, fight as skirmishers) -
    Description - The Picts were subverted and eventually absorbed by the Scots. However, they were sometimes used by Scots as shock troops and skirmishers. Pictish skirmishers and spearmen were used as harassers and harriers, to weaken and slow down enemy forces. Similar troops made up the majority of Pictish rebels the Scots would eventually have to quell.

    Pictish Fiagai (Pict huntsmen with a light crossbow {imitated arcuballista}) -
    Description - The Picts were subverted and eventually absorbed by the Scots. However, they were sometimes used by Scots as shock troops and skirmishers. Pictish huntsmen were useful as missile troops and ambushers. Picts had used the arcuballista for centuries, after it was introduced by wars and trade with Romans.

    Pictish Argull (Pict nobles with a sword, shield, robe, and leather armor, raise allied morale) -
    Description - The Picts were subverted and eventually absorbed by the Scots. However, they were sometimes used by Scots as shock troops and skirmishers. Pictish nobles fought against the Scots, and beside them; they were fairly well equipped and brave.

    Strathclyders/Regyddites (from southwest Scotland; they'd look like Gaels in this period):
    Gaelo-British Ridire (Look like Ridire, but with a two-handed axe instead of axes/shields, shield strapped to back) -
    Description - The Strathclyders and Regyddites were Britons, heavily influenced by Gaelic culture. Their best soldiers often use a heavy axe, in one or two-hands. This axe is often actually little more than a modified wood axe, though they'd later begin using bearded heads and similar other types of axes.

    Regyddite Bognaghta ('Bowmen', Fair quality archers with knife in melee, in heavy cloaks; 'Bog' is a Norse word for bow that was adopted slightly later than your start period) -
    Description - The Regyddites add substantial ranged power to the Scots compared to normal Gaelic archers. Regyddites have skilled archers, who wear heavy defensive cloaks, and carry long knives in melee. They can fire a fair distance with decent accuracy, and are accustomed to combat, so less likely to break.

    Irish uniques;
    Rastriagha (Irish berserkers, use an axe, cudgel, or hammer, round shield, probably wearing a crucifix (they were fanatics of different saint cults, and also generally trained soldiers), no armor) -
    Description - The Irish have their own berserker tradition, stemming from pagan times, but adapted well into the Christian era. The Irish are generally very fervent people; the most fervent soldiers tend to belong to saint cults, such as the cult of St. Finbar. Their devotion to their people and the Church keeps them constantly training. Many even join monastaries and are actually monks or priests. In battle, they enter a kind of religious-inspired frenzy, and kill anyone they see as a threat to Ireland or Christianity.

    Inishnaghta (Irish islanders from the satellite islands of Ireland, with heavy cloaks, no armor, large round shield, bipenne axe (two blades), heavy throwing spears, leather helmet, painted skin) -
    Description - The islanders of Ireland live among the many sattelite islands. They fight with a version of the Gaelic axe, with two blades, and carry heavy throwing spears. They still paint their skin, and are some of the bravest soldiers in Ireland, though they wear no armor, but a helmet, and instead use a heavy cloak as defense.

    Maiobhanaghta (Irish slingers with knives and a small round shield, padded armor, leather helmet, better than their archers, and slings are substantially longer range than a normal bow) -
    Description - The sling is still a popular weapon among the Irish. It is far longer range than a regular bow, and a sling bullet of clay or stone is surprisingly deadly. Slingers in use by the Gaelic Irish often are used to harass an enemy from great distance. Further, they are professional soldiers, not levies like Gaelic archers.

    Caeisornaghta (Irish macemen, with a round-headed mace {not flanged, like medieval period mace}, round shield, throwing spears, leather helmet, padded armor) -
    Description - The mace is an old, simple weapon. While popularized widely in Europe by the advent of plate armor, Gaels, the Irish particularly, have used the mace for century, with a smooth spherical or egg-shaped head. They are another arm of Irish infantry, and fight like axe or spearmen, with heavy spears thrown before a charge. The mace is essentially a glorified club, but it is very effective against most types of armor and any shield.

    Dinuadda-Claiomhnaghta (Irish longswordsmen; using longsword in two-hands though (not a greatsword), padded armor, iron helmet, available in southern Ireland) -
    Description - Southern Irish longswords sometimes accomodated longer grips, meant to be used in two hands. Longswords were somewhat rare in Ireland to begin with, and these particular weapons rarely proliferated far, but they were a favored weapon of numerous champions and wealthier soldiers, as they could be used in one or two hands. In two hands, they would be able to deal more damage.

    Carpata - Gaelic chariot; chariot models don't count (they are counted with siege engines), but it'd probably need a new model for the driver. Would probably look similar to a British Wetwang chariot in shape, but less decoration than you see on reconstructions; riders would be Sleanaghta or similar infantry, maybe even just use them, in which case no new model would be needed at all; would raise allied morale
    Description - The Gaels still used chariots in this period. They were in rapid decline in use, and had rarely been much of a weapon for war outside of a few regions, where the ground was smooth and flat enough to make good use of them, but they were still a popularized possession, and it was rare for aristocrats to not own at least one chariot for formal events. In war, they were used to drop nobles off into the middle of the fight (which can't be replicated in game), and as a missile platform from which the riders would hurl javelins, and also to crush light infantry by riding over them with the chariot's substantial weight.

    Mercenaries in Scotland and Ireland;
    Ostmen (Ireland and southwest Scotland only; Gaelicized Norsemen; dressed like Gaels, but with a Norse round shield, viking sword or axe, leather or chain armor, round metal helmet, trews)
    Cymri Dynne (All of Britain and eastern Ireland; mercenary Welsh archers)
    Gael Gaedhilbuanna (No province should start with these in them, but they should generate slowly; Gaelic-Norse raiders, available in eastern Ireland and southwest Scotland)
    Gaelbuanna (Gaelic mercenaries in all of Britain, can be a number of mercenaries, really; just use the 'basic' units as mercs; names are easy, instead of 'naghta', the name ends in 'buanna' {'mercenaries'})


    I'm aware you probably won't do all or most of that, but it's what I'd recommend for accurate Gaels (and keeps them from looking at all like Saxons or Welsh, since they didn't at all look like them).
    Last edited by Ranika; 09-03-2005 at 02:21.
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  3. #183
    One of the Undutchables Member The Stranger's Avatar
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    Default Re: Tech trees

    thanx

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  4. #184
    is not a senior Member Meneldil's Avatar
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    Default Re : Tech trees

    Here's the Franksih army list I posted for Fury of the Northmen MTW mod. I thought it could be helpful :

    Comes: Comes were part of the higher Frankish nobility, they were the king’s most important vassals. What distinguished them from the other members of the nobility was that they had their own vassals, loyal to them personally. When a Comes was granted land by the King, his part of the deal was that he would bring a certain number of knights to the battlefield when summoned. They were often used as the king’s elite bodyguards, or were asked to lead batailles (battlefield divisions) during important battles.

    Units of 15 men
    Armed with spears
    Armoured
    Irresistible charge
    High moral
    Impetuous
    May charge without orders

    Milites: Milites are the backbones of Frankish armies. They are fearsome warriors, and as cavalrymen, their skills are only matched by the Katraphraktoi and by the Normans knights.
    Like many other knights, their arrogance might sometimes be a problem, and might aswell lead them in dangerous situations.

    Unit of 40 men
    Elite unit
    Armed with spears
    Armoured
    Large shield
    Irresistible charge
    High moral
    Impetuous
    May charge without orders
    May dismount before battle

    http://www.image-dump.com/view.php?m=1&x=19258

    Milites pedites: While they mostly fight as heavy cavalry, Milites are sometimes dismounted and used as heavy infantry. Though they may not be as effective as mounted Milites, they are a very effective heavy infantry. Protected by heavy armours and large shields, and armed with swords and axes, they are probably the best infantry a Frankish king could lead to the battle.

    Unit of 40 men
    Bonus vs. armoured troops
    Elite unit
    Armoured
    Large shield
    High moral
    Impetuous
    May charge without orders
    Slow

    http://www.image-dump.com/view.php?m=1&x=19257

    Pueri: Pueri are light cavalry, mostly used to scout out the enemy positions and troop strengths, as well as to take care of skirmishers and light infantry. Unlike milites, pueri aren’t part of the high nobility, but rather poor knights or squires.

    Unit of 40 men
    Powerful charge
    Armed with throwing spears
    Missiles effective against armour
    Fast

    Liberi: Liberi are lesser warriors. Though they can stand a fight against more professional warriors, they are mainly used to make the number, and to support the heavy Frankish cavalry during long fights (which was unlikely to happen, since the Milites’ charge was often enough to break the enemy). Liberi usually use spears and shields or bows.

    Liberi (spearmen):
    Unit of 100 men
    Powerful charge
    Armed with spears
    Large shield
    Weak attack
    Weak defence
    Effective against cavalry
    Can fight on 2 ranks

    http://www.image-dump.com/view.php?m=1&x=19256

    Liberi (archers):
    Unit of 66 men
    Good attack
    Weak defence
    Poor moral

    http://www.image-dump.com/view.php?m=1&x=19255

    Coloni: Coloni are nothing else than quickly-trained peasants. They are not really good at fighting, but they can form a cheap and useful militia in times of need.

    Same thing as peasants from MTW

    Here are some Normans, Britons and Flemish special units:

    Norman Milites: Norman knights are probably the finest cavalry of the era. They learnt how to use lance when fighting as mercenaries for the Byzantines, but unlike Byzantine cavalry who used to charge at a brisk trot, Normans usually enter the fight at the highest speed possible, wreaking havoc in their enemy’s ranks, which usually lead to a quick victory.

    Unit of 40 men
    Armed with spears
    Irresistible charge
    High moral
    Elite unit
    Large shield
    Heavily armoured
    Impetuous
    May charge without orders

    http://www.image-dump.com/view.php?m=1&x=19259

    PS: The use of the cavalry lance + high speed charge was probably not used before the mid/late 10th century, so I don’t know if they should have the irresistible charge. It’s up to you, though I think it would make Norman knights a nice unit.

    Norman infantry (I have no idea if this unit is totally correct, but I know that while Franks were sometimes warring with cavalry armies only, Normans were rather using both infantry and cavalry, so I think it might be a good idea): Unlike franks who were mostly relying on their heavy cavalry and on their archers, Normans used both infantry and cavalry to win battles. Norman, having blood from both Vikings and franks, can form a superb infantry, a good combination of Frankish warfare and Vikings warlike.

    Unit of 100 men
    Armoured
    Strong charge
    High moral
    Elite unit
    Large shield
    Impetuous
    May charge without orders
    Bonus vs. armoured troops

    Devroet: Devroet means literally Breton exile. Whereas Brittany wasn’t actually a part of the Frankish empire, Britons were often used in both Normans and Frankish armies. They are famous for their horsemanship and are used as an effective medium cavalry, used to support heavier cavalry or infantry, or to rout enemy skirmishers or light infantry.

    Unit of 40 men
    Armed with spears and javelins
    Very strong charge
    Missiles effective vs. armoured troops
    Good moral

    Flemish spearmen: The county of Flanders is nominally a part of the Western Frank Empire. In fact, the county was often warring against the French king, and quickly became a semi-independent province. To protect Flanders from attacks from both Normans and Frankish armies, Flemish lords had to train professional warriors, which could defend themselves against the heavy cavalry they often had to fight. Those warriors were also often hired as mercenaries in west Europe.

    Unit of 100 men
    Armed with spears
    Large shields
    Very effective against cavalry
    Powerful charge
    Good moral
    Good defence

    Stipendarii: Mercenary knights are often recruited from all over north-west Europe, as well as Spain and Italy. Stipendarii is the name of those mercenary groups, often composed of fallen knights, fighting sometimes for glory, and often for money. These skilled warriors spend their time fighting for wealthy lords and kings and are a good and reliable cavalry, as well as an effective medium infantry.

    Mounted stipendarii:
    Unit of 60 men
    Armed with spears
    Fast
    Powerful charge
    Bonus versus armoured troop
    Poor moral

    Stipendarii pedites:
    Unit of 60 men
    Good attack
    Bonus versus armoured troops
    Poor moral

    A pic that could be used for Stipendarii, though it's supposed to be a spanish mercenary knight from the XIIIth century :
    http://www.image-dump.com/view.php?m=1&x=19463

    Italian crossbowmen: Italian crossbowmen are considered as the best long range infantry a Christian lord could hire. Crossbow is a fearsome weapon that can easily kill a man in a single shot, and unlike long and composite bows, it can be used effectively after a few days of training. One thing is certain; mercenaries from Italia are famous for their use of the crossbow.

    Unit of 60 men
    Good attack
    Long range
    Weak defence
    Slow rate of fire
    Slow
    Bonus vs. armoured troop
    Poor moral

  5. #185
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Re : Tech trees

    Wow, that's great! I now noticed I've missed a lot of the info in this thread. I'll take a look at the last few pages and update the tech trees with the new info in the coming days (I'm working on the map at the same time so it might take some time, but hopefully not too long).
    Under construction...

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  6. #186
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Re : Tech trees

    Frankish tech trees under construction ATM. Magyar tech tree needs some more research before it can be completed.
    Under construction...

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  7. #187
    is not a senior Member Meneldil's Avatar
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    Default Re : Tech trees

    There's also a tehc tree for a blatic faction (in case we can add one with BI), for a Finno Ugrian faction (Hame I think), and possibly for the Rus and British isles factions.


    Here's someting I found out on the net :

    http://www.wargamesfoundry.com/books/byzantium.asp

    Early Byzantines 527-660 AD:
    including the armies of Justinian and Heraclius
    Germanic Kingdoms 442-800AD:
    including the armies of the Ostrogoths and Lombards
    Sassanid Persians 226-649 AD:
    including armies for the early and later Sassanid period
    Steppe Nomads 558-1200 AD:
    including the armies of the Magyars and Penchenegs
    Thematic Byzantines 660- 1042AD:
    including the armies of the Isaurian and Macedonian dynasties
    Bulgars and Slavs 643- 1018 AD:
    including the armies of the early and later Bulgars
    Early Caliphates 632- 1073 AD:
    including the armies of the Arab Conquest and Abbasids
    The Rus 750-1250 AD:
    including the armies of the Early Pagan and Great Rus
    Later Byzantines1042-1185 AD:
    including the armies of the Komnenian dynasty


    http://www.wargamesfoundry.com/books/elcid.asp

    Armies of Christian Spain : The Early Christian Kingdoms. the Age of El Cid and the Reconquista.
    Armies of Al-Andalus : The Caliphate of Cordoba. the Taifa Kings and the Later Taifas. Armies of the African Invaders – The Almoravids and the Almohads.
    Aliados y Mercenaries – Allies and Mercenaries available for hire to complement your armies.


    As these books have info on roughly the factions were looking for, I thought it would be nice to get one (furthermore, I made the frankish/norman army list with another WAB publication : Shieldwall)


    The link to ShieldWall doesn't work anymore, but the book has army list for the saxons, the vikings, the franks/normans, the welsh, the irish and the scot.
    Last edited by Meneldil; 08-21-2005 at 10:23.

  8. #188
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Re : Tech trees

    Quote Originally Posted by Meneldil
    There's also a tehc tree for a blatic faction (in case we can add one with BI), for a Finno Ugrian faction (Hame I think), and possibly for the Rus and British isles factions.


    Here's someting I found out on the net :

    http://www.wargamesfoundry.com/books/byzantium.asp

    Early Byzantines 527-660 AD:
    including the armies of Justinian and Heraclius
    Germanic Kingdoms 442-800AD:
    including the armies of the Ostrogoths and Lombards
    Sassanid Persians 226-649 AD:
    including armies for the early and later Sassanid period
    Steppe Nomads 558-1200 AD:
    including the armies of the Magyars and Penchenegs
    Thematic Byzantines 660- 1042AD:
    including the armies of the Isaurian and Macedonian dynasties
    Bulgars and Slavs 643- 1018 AD:
    including the armies of the early and later Bulgars
    Early Caliphates 632- 1073 AD:
    including the armies of the Arab Conquest and Abbasids
    The Rus 750-1250 AD:
    including the armies of the Early Pagan and Great Rus
    Later Byzantines1042-1185 AD:
    including the armies of the Komnenian dynasty


    http://www.wargamesfoundry.com/books/elcid.asp

    Armies of Christian Spain : The Early Christian Kingdoms. the Age of El Cid and the Reconquista.
    Armies of Al-Andalus : The Caliphate of Cordoba. the Taifa Kings and the Later Taifas. Armies of the African Invaders – The Almoravids and the Almohads.
    Aliados y Mercenaries – Allies and Mercenaries available for hire to complement your armies.


    As these books have info on roughly the factions were looking for, I thought it would be nice to get one (furthermore, I made the frankish/norman army list with another WAB publication : Shieldwall)


    The link to ShieldWall doesn't work anymore, but the book has army list for the saxons, the vikings, the franks/normans, the welsh, the irish and the scot.
    Ok, might be interesting. As for ShieldWall link going down, the saxons, vikings, welsh, irish and scots are the tech trees that are already complete, so it was no loss . It's mostly the other factions that require more work. Those marked in red in the first post are already complete...
    Last edited by Rodion Romanovich; 08-21-2005 at 16:19.
    Under construction...

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  9. #189
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Re : Tech trees

    NEW FRENCH AND NORMAN TECH TREE SUGGESTIONS:

    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, coloni [cheap levies, light wooden spears]), Town militia (urban militia [HRE only], coloni +1 xp, +5% law), Police force (urban guard [HRE only], +10% law)
    - Bowmaker (militia bowmen, liberi bowmen), Bowmaker's workshop (militia archers, liberi archers), Bowmaker's guild (militia archers +1 xp, liberi archers +1 xp, genoese crossbowmen [france and lotharingia only, ZOR: southeast france and northern Italy]), 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 (spear militia +1 xp), Spearmaker's guild (liberi spearmen [spears and large shields, medium spearmen, anti-cav bonus, 0 turns training time]), Master spearmaker (-)
    - Horse farmer (militia swordscavalry, militia spearcavalry [javelin and spear]), Stables (pueri [light scout cavalry, rather cheap, swords and throwing spears], devroet [medium cavalry, spears and javelins, good charge, good morale, ZOR: northern France]), Cavalry stables (early milites [heavy cavalry, spears and swords, large shield, very good morale, elite, low discipline], early comes [heavy cavalry, small unit, spears and swords, armored, very good morale, elite, low discipline]), Elite cavalry stables (late milites [heavy cavalry, spears and swords, large shield, very good morale, elite, low discipline], late comes [heavy cavalry, small unit, spears and swords, armored, very good morale, elite, low discipline], knights hospitaller [3 turns training, ZOR Jerusalem only, therefore very hard to get])
    - 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).
    - Weaponsmith (militia axemen), Weaponsmith's workshop (-), Weaponsmith's guild (milites pedites axe [heavy armor, axes, low discipline], milites pedites sword [heavy armor, swords, low discipline]), Master weaponsmith (-)
    - Barracks (requires Weaponsmith's workshop, +1 swordsmen xp), Army barracks (requires Weaponsmith's guild, +2 swordsmen xp), Military academy (requires Master weaponsmith, +3 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (requires city, -)

    Normans
    =======
    - 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, coloni [cheap levies, light wooden spears]), Town militia (coloni +1 xp, +5% law), Police force (+10% law)
    - Bowmaker (militia bowmen, liberi bowmen), Bowmaker's workshop (militia archers, liberi archers), Bowmaker's guild (militia archers +1 xp, liberi archers +1 xp), Master bowmaker (crossbowmen)
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (spear militia +1 xp), Spearmaker's guild (liberi spearmen [spears and large shields, medium spearmen, anti-cav bonus, 0 turns training time]), Master spearmaker (-)
    - Horse farmer (militia swordscavalry, militia spearcavalry [javelin and spear]), Stables (pueri [light scout cavalry, rather cheap, swords and throwing spears], devroet [medium cavalry, spears and javelins, good charge, good morale, ZOR: northern France]), Cavalry stables (early milites [heavy cavalry, spears and swords, large shield, very good morale, elite, low discipline], early comes [heavy cavalry, small unit, spears and swords, armored, very good morale, elite, low discipline]), Elite cavalry stables (late milites [heavy cavalry, spears and swords, large shield, very good morale, elite, low discipline], late comes [heavy cavalry, small unit, spears and swords, armored, very good morale, elite, low discipline], norman milites [heavy cavalry, spears and swords, large shield, very good morale, elite, low discipline, ZOR: Northern France])
    - 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).
    - Weaponsmith (landsmenn [axe, 0 turns training, more viking-like look, levies]), Weaponsmith's workshop (norman infantry [axe, medium armor, large drop-shield, good morale, fairly professional], breton infantry [light, fast, excellent morale, axe, primary weapon are javelins {very little ammo though}, can skirmish, ZOR: northern france]), Weaponsmith's guild (norman pedites [heavy armor, axes, drop-shield, good morale, low discipline]), Master weaponsmith (-)
    - Barracks (requires Weaponsmith's workshop, +1 swordsmen xp), Army barracks (requires Weaponsmith's guild, +2 swordsmen xp), Military academy (requires Master weaponsmith, +3 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (requires city, -)

    MERCENARIES:
    ===========
    - stipendarii [medium to heavy cavalry, comparable to level 3 cavalry, but with lower morale, quite expensive, spears and swords, ZOR: France, western half of HRE and northern, mostly the Christian parts of, Spain]
    - stipendarii pedites [medium to heavy footmen, spears and swords, ZOR: France, western half of HRE and northern, mostly the Christian parts of, Spain]
    - flemish spearmen [medium spearmen, large shields, very good anti-cav bonus, good morale, good defense, ZOR: Flanders]
    Under construction...

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

  10. #190

    Default Re: Tech trees

    No knights of the hospital until 1113 though.

  11. #191
    is not a senior Member Meneldil's Avatar
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    Default Re : Tech trees

    Yeah, maybe replace them by Knights of the Christ, if the player achieve to reach Jerusalem (we could create an event that would trigger the creation of the order), but Hospitaller shouldn't appear before the templars.

  12. #192

    Default Re: Tech trees

    Thought the templars came 1120.

  13. #193
    Thread killer Member Rodion Romanovich's Avatar
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    My motive for including hospitallers was that they were the only ones to have an order before 1099 AD. However, they were mostly nurses and doctors at that time, with limited military influence, although I'm not sure it's correct to state that they begun military actions after the templars did. Anyway, I like your idea with a generic Knights of the Christ unit or something like that, that would remove all the problems.
    Under construction...

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

  14. #194
    is not a senior Member Meneldil's Avatar
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    Default Re : Tech trees

    Well, the Order of the Hospital existed before 1099, but it turned into a military order only after the creation of the templar order (the templar ordrer was created around 1118, and the the Hospitaler became a military order in 1130.

    But we don't have to stick to History. We could always create an event that create Templars if say, the French or the Normans reach Jerusalem, and the Hospitaller for the Germans. As you may have seen in the Gameplay preview of EB, we can do a whole lot of things with script. We just have to find an historical basis.

  15. #195

    Default Re: Tech trees

    The problem with calling something "Knights of christ" is that they too existed, and have contiued to do so til this day, but weren't founded until 14th century.

  16. #196
    is not a senior Member Meneldil's Avatar
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    Default Re : Tech trees

    Poor Knights of the Christ was the first name Templars.
    They were known as Poor Knights of the Christ, then as Knights of the Temple, and finally as Templars.

  17. #197
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Re : Tech trees

    Quote Originally Posted by Meneldil
    Well, the Order of the Hospital existed before 1099, but it turned into a military order only after the creation of the templar order (the templar ordrer was created around 1118, and the the Hospitaler became a military order in 1130.

    But we don't have to stick to History. We could always create an event that create Templars if say, the French or the Normans reach Jerusalem, and the Hospitaller for the Germans. As you may have seen in the Gameplay preview of EB, we can do a whole lot of things with script. We just have to find an historical basis.
    Yes, I like that idea. Perhaps the event would unlock training of Templars/Hospitallers in ZOR France+HRE+Italy+nearest vicinity of Jerusalem for French/Normans and HRE respectively.
    Under construction...

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

  18. #198
    His higness, the Sultan Member Randarkmaan's Avatar
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    Default Re: Tech trees

    and the Hospitaller for the Germans.
    Ehm...The Hospitallers were NOT a german order, most of them were french, same with the templars.
    "One of the nice things about looking at a bear is that you know it spends 100 per cent of every minute of every day being a bear. It doesn't strive to become a better bear. It doesn't go to sleep thinking, "I wasn't really a very good bear today". They are just 100 per cent bear, whereas human beings feel we're not 100 per cent human, that we're always letting ourselves down. We're constantly striving towards something, to some fulfilment"
    -Stephen Fry

  19. #199
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Tech trees

    Yes, the order wasn't German, but there is, afaik, no other order where there were enough Germans in at the time. The German branch of hospitallers, the Johanniterrittern (unsure about spelling), is well known. Anyway, more research is needed before we can decide anything about the knight order units.

    BTW, a good combination of triggers for unlocking training of the units in question could be:
    1. capture Jerusalem
    2. year 1000 or later
    3. have at least one cathedral
    4. and some more secret stuff to make it slightly more random, perhaps also add a certain time (say 10 turns) from no.1 to no.3 have been achieved until the units become available.
    Under construction...

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

  20. #200
    is not a senior Member Meneldil's Avatar
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    Default Re : Tech trees

    And of course, someone would have to learn scripting

    I was pretty good at Warcraft 3 scripting, but never tried with RTW.

  21. #201

    Default Re: Tech trees

    http://www.newadvent.org/cathen/03698b.htm

    About the knights of christ

    A couple of the orders exist to this day f.e
    http://www.teutonicknight.com

  22. #202
    is not a senior Member Meneldil's Avatar
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    Default Re : Tech trees

    Yeah, I think Hitler tried to get ride of the Teutonic order, and Malta is still the home of the former Hospitallers.

  23. #203

    Default Re: Tech trees

    He did actually, but only for the duration of his regin. Though I really can't say I understand why.

  24. #204
    Member Member r-marci's Avatar
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    Default Re: Tech trees

    The ancient hungarian religion was samanist-monoteist. The centre of this is a huge tree, that split the world into three parts. Its branches hold the sky and the roots are in the Hell. A main theme of this religion is the fight of the Good (God, "Isten" or "Úr" in Hungarian) and the Bad (Devil, "Ördög" in Hungarian). The God lives top of the huge tree. Everybody knows where the Devil lives. The trunk was in the middle world. This is the world of the human but other people live here: demons (démonok), giants (óriások), dragons (sárkányok), nightmares (lidércek), fairies (tündérek). The most important was the good saman ("táltos" in Hungarian) in this religion. The evil witch was the opposit of the saman.
    Feheruuraru rea meneh hodu utu rea

  25. #205
    Member Member r-marci's Avatar
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    Default Re: Tech trees

    Oh, sorry! I looked at the fore parts.
    Feheruuraru rea meneh hodu utu rea

  26. #206
    Dungalloigh Brehonda Member Ranika's Avatar
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    Default Re: Tech trees

    Can the Norse get lighter Irish troops in Ireland? Representative of both native levies and Gaelicized Norsemen? They'd not look much different than others, except that more troops would be wearing trews (pretty much all of them), and not wearing cloaks; dressed the same way Gaels dressed foreign levies themselves.
    Ní dheachaigh fial ariamh go hIfreann.


  27. #207
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Tech trees

    @Ranika: As mercenaries they can get Gael gaedhilbuanna - gaelic-norse light raider infantry, good attack but low defense - especially vs cavalry, medium cost, HIRING ZONE: eastern Ireland and southwest Scotland - perhaps some more. Not existing from start, medium replenish speed.
    Under construction...

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  28. #208
    is not a senior Member Meneldil's Avatar
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    Default Re : Tech trees

    Here are some changes I thought about :

    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) >> I know a better name for European fanatics, I'll have a look at my sources
    - 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). Franks and non muslim nations should be limited to level 4. The Spanish moors had way better farming than the europeans.- 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). I was thinking about adding a trading port at level 1. It would have one trade road, and no ability to build ships (except maybe for the vikings). It would also be used as ports for rivers.
    - 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. There can't be more than 2 mines still (as long as you want them to appear on the campaign map). Having 4 kind of mines suck up building complexes to
    - Academy, University Don't really think this is historical. Maybe I'll find a better idea.
    - 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). It would require to create whole new wall models. Quite annoying. I think we should stucj to vanilla RTW level 3 walls, since only a few cities (Constantinople, Bagdad) had really big walls.
    Last edited by Meneldil; 08-29-2005 at 20:22.

  29. #209
    Dungalloigh Brehonda Member Ranika's Avatar
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    Default Re: Tech trees

    Quote Originally Posted by LegioXXXUlpiaVictrix
    @Ranika: As mercenaries they can get Gael gaedhilbuanna - gaelic-norse light raider infantry, good attack but low defense - especially vs cavalry, medium cost, HIRING ZONE: eastern Ireland and southwest Scotland - perhaps some more. Not existing from start, medium replenish speed.
    I didn't mean mercenaries; I meant more like 'regional' units of sorts. Except they'd just be light Irish troops.

    As for academies; they existed. I don't know if they existed in Frankish regions, but pretty sure they must've. There were academies in Britain and Ireland, so it seems likely they would be elsewhere too.
    Ní dheachaigh fial ariamh go hIfreann.


  30. #210
    is not a senior Member Meneldil's Avatar
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    Default Re : Tech trees

    As early as in the 9th century ?

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