Hello Imperium TW fans and TW community.
Although we have already given information about Imperium TW in many ways, we feel it is best to present all of our up to date infromation in one thread, so you can truly get a feel of what our mod is.
Imperium Total War is a modification for RTW: BI. It will feature many factions (detailed below) and have a well made map, with many scripting features and a well balanced game. We will put an emphasis on being historically accurate in our work, but we also put a huge focus on gameplay issues and making the game enjoyable for people to play, not just a history lesson.
The first, all-important detail is the Faction list.
As you may or may not know, we plan to include more than 20 factions in Imperium TW. For information on how this works, you can visit this thread.
To make it easier, I will offer the explanation here as well. What we will be doing is using a regular faction in the game, and switching it using batch files, like this:
Using the normal 20 factions and this feature, this is the list of factions we will most likely be including, with many more also.Originally Posted by thread linked above
19 Base Factions
-Mauryan Empire
-Republic of Rome
-Carthage
-Makedonia
-Ptolemaic Empire
-Seleukid Empire
-Epirus
-Baktria
-Pontos
-Pergamon
-Nabataea
-Sarmatia
-Armenia
-Parthia
-Dacia
-Germans
-Aedui
-Arverni
-Iberia
Factions added with method mentioned above
-Meroe/Nubia/Ethiopia (Axum)
-Sparta
-Aetolian League
-Achaean League
-Syracuse
-Numidia
-Galatia
-Scythia
-Cyrenaica
-Lybia
-A Briton tribe (you will help us chose which one)
-A second german tribe (again we will want the input of the fans)
-Bosphoran Kingdom
-Bithynia
-Moors or Mauretania
-Thrace
-Yuezhi
-The Sabeans (Arabia Felix)
-Caledonians
...and more, but they are not decided yet
The Rebels:
We will also be going to many lengths to improve the capabilities of the rebels and make them more formidable. The rebels will have strong custom units based on the region you encounter them and many family trees will exist for the different rebels around the map. This will make it possible to modify and improve the rebels via traits, ancillaries and scripting, and it will also make them stronger in general. We also have other plans we are developing.
The Map and AoR:
Another important part of the mod is the map. We will be using Mundus Magnus with our own editing done to many areas to help it fit our mod and factions more appropriately. We will also be working very hard on improving the campaign map AI, something which has more possibilities with the use of BI's features.
We will also be featuring an in-depth Area of Recruiment (AoR). This system is used by other mods such as Rome total Realism, and has proven to add much to gameplay and accuracy. We will feature many different areas with dynamic cultural assimilation methods and units available to you. This will work hand in hand with the mercenary system we aim to implement. We hope to have very dynamic mercenary hiring, that does not remain the same throughout the game. This way, you won't be recruiting hoplites in Massilia in 50 BCE.
Planned Scripting Features
We plan to use scripting extensively in Imperium Total War. Below, I will mention some of our planned scripting features, but some things we want to keep secretive for now.
Some of our planned scripting features:
-Multiple military reforms, this can be used to demonstrate changing army composition, one instance would be the multiple changes that took place in the Roman army over the time span of the game.
-Some scripted invasions: We will most likely script some famous invasions to increase immersion and fun. One example would be hannibal invading Italy.
-Scripts like the "client kingdoms" script. We will use this to represent client factions lending their troops. We are also looking into extending this to buildings.
-Victory Conditions. Although we have the great new feature in BI, which we will very much use, we can also make victory conditions more complex and interesting through scripts.
-Prisoner Exchanges. We are working on a script to simulate similar prisoner exchanges/ransoms to what were found in MTW. We will provide more information on this later on.
Traits and Ancillaries
We will be working on an improved Traits and Ancillaries system. We will most likely integrate things like the Cherry Vanilla Pack and Genetics Aging Family and Health mod. We will also be designing our own traits, which we will discuss more in depth later.
Of course, a crucial part of a good mod is it's units. Here are a few shots of some of our units:
Of course, those are just a few of our many, many units we have done. If you want to see a much larger assortment of unit shots, view this topic: http://www.twcenter.net/forums/showthread.php?t=32470 Or you can see some cool pictures of our units in battle, Here
You can visit Imperium TW's IRC channel also.
Server: irc.quakenet.org
Channel: #imperiumtw
If you are interested in joining the mod team, please visit the Recruitment Threa or just send me a PM.
Thanks very much for reading, and we hope you enjoyed it! If you're interested in it, please post suggestions and feedback, and of course questions are always welcome.![]()
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