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		<id>https://wiki.twcenter.net/index.php?title=Europa_Barbarorum&amp;diff=15861</id>
		<title>Europa Barbarorum</title>
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		<updated>2008-04-22T19:32:50Z</updated>

		<summary type="html">&lt;p&gt;Jebus: /* Music */ new voicemods, changed title to sound&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Europa Barbarorum (or EB) is a Mod of the computer game [[Rome: Total War]] (RTW) based on the desire to provide RTW players with a more historically accurate game experience, without sacrificing fun. Europa Barbarorum is a total conversion&amp;amp;mdash;replacing all unit and building stats, for instance, and all unit models&amp;amp;mdash;though it covers roughly the same time period as the campaign included with RTW.&lt;br /&gt;
&lt;br /&gt;
==History and goal== &lt;br /&gt;
EB was originally founded in January 2004, eight months before RTW&#039;s release, when several individuals&amp;lt;!-- who are they? needs names --&amp;gt; following the game&#039;s development became concerned that barbarian factions such as [[Gaul]] and [[Germania]] were being portrayed as stereotypical hordes of unwashed savages. These individuals felt that such representations conformed more to a sensationalist Hollywood stereotype than historical fact, maintaining (as many modern historians do) that the ancient &amp;quot;barbarian&amp;quot; cultures are often viewed through the paradigm of Greco-Roman bias. The true nature of these civilizations, says EB, is better revealed through archaeological evidence and what remains of their own ancient texts.&lt;br /&gt;
&lt;br /&gt;
These individuals, concerned as they were for the “barbarians”, were joined by others with concerns for other ancient cultures / factions. Together, these EB members tried to convince the [[Creative Assembly]] to alter their depiction of the period to make the whole game more historically accurate. Whilst some suggestions were taken on board and adopted in the final release of RTW, most were disregarded by CA due to publisher pressures / financial expediency. Some EB members continued to offer their services as historical advisers but due to inherent concerns over intellectual property rights, CA declined the offer. &lt;br /&gt;
&lt;br /&gt;
Having exhausted this avenue for change, the EB members then resolved to modify the game themselves upon its release. To these ends they began what ended up being several thousands of hours of research and preliminary work.&lt;br /&gt;
&lt;br /&gt;
On released, EB immediately began work on the modification, recruiting a large team of volunteer Texture mapping, skinners, 3D modelers, coders, and historians to make the game better reflect historical reality. EB’s vision of edutainment was endorsed by CA, who offered limited help when able.&lt;br /&gt;
&lt;br /&gt;
Slightly over a year after its release, the EB team finally made their initial [http://www.europabarbarorum.com/downloads_mod.html open beta] public on 27 December 2005. Almost  50,000 tracked downloads have been recorded since then, and many other untracked sites also host the mod.  The mod has also been included with demos and mods on PC Format, a computer magazine published in the United Kingdom and South Africa.&lt;br /&gt;
&lt;br /&gt;
Even though EB gives the players the opportunity to experience the same age and (roughly) place as original RTW, this mod is a [[Total Conversion]], which offers a completely new feel / gaming experience. All units, buildings, map features and other modable parameters of the game have been reworked from scratch and many new features added.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
* All existing units have been removed and replaced&lt;br /&gt;
* Unit recruitment has been changed to a new system based on governments and assimilation, set up at region-by-region basis&lt;br /&gt;
&lt;br /&gt;
===New factions===&lt;br /&gt;
&lt;br /&gt;
* The Arverni, a new faction of Gauls&lt;br /&gt;
* Baktria, the central asian Hellenic empire&lt;br /&gt;
* Pyrrhos and his Epeirotes are now playable&lt;br /&gt;
* Saka-Rauka, a heavily cavalry-based faction based in central Asia&lt;br /&gt;
&lt;br /&gt;
===Faction changes===&lt;br /&gt;
* The Egyptian army has been changed to correspond to the Ptolemaic period in history&lt;br /&gt;
* Sauromatae takes over as the regional superpower in ancient Russia, instead of the Scythians whose power was in decline&lt;br /&gt;
* The Gauls are split into two factions, the Aedui and the Arverni&lt;br /&gt;
* The Koinon Hellenon represents the Chremonidean League of Athens, Sparta and Rhodes, instead of the Greek Cities which were made up of cities who only shared being called Greeks&lt;br /&gt;
* New families for all factions with members&#039; ages and relationships accurate (as far as modern scholarship is able to reconstruct) to current knowledge of the year 272 BC&lt;br /&gt;
* Diplomatic relationships between factions are accurately mapped out for the game&#039;s start in 272BC, accurately representing the state of diplomacy for the start date.&lt;br /&gt;
* Unrealistic &amp;quot;fog-of-war&amp;quot; constraints partially lifted at the game&#039;s start to show a more realistic understanding of political geography specialized for each individual faction&#039;s point of view&lt;br /&gt;
* More than 4,900 new names for generals and family members of Hellenic factions, transliterated from ancient Greek&lt;br /&gt;
* Faction-specific alerts and messages for the capture of the most important unique buildings for those peoples&lt;br /&gt;
* Diplomatic relationships of rebel cities with existing factions accurately represented, with severe consequences for AI and human players who violate those alliances.&lt;br /&gt;
* Rebel forces now have accurate ethnic names and strengths.&lt;br /&gt;
* No more fantasy units.&lt;br /&gt;
* Procedures and goals for attaining a Roman triumph&lt;br /&gt;
* Special alerts and graphics representing the major stages of the breakup of the Seleukid empire, if the collapse occurs&lt;br /&gt;
* A new faction-specific and historically based faction victory condition system, with each faction required to achieve goals as diverse as conquering provinces, raiding cities, capturing unique buildings, and destroying other specific factions&lt;br /&gt;
* Nomadic, desert, and steppe cultures much more accurately represented in government types and resource development&lt;br /&gt;
&lt;br /&gt;
===Cartography===&lt;br /&gt;
&lt;br /&gt;
* A new map as the base for our campaign mode, with greatly expanded eastern and southern regions, and with Arabia, India, Central Asia, and the Upper Nile all receiving many new territories. &lt;br /&gt;
* Faction specific naming practices with accurate unit names and accurate province names in the language of the controlling peoples at the game&#039;s start&lt;br /&gt;
* Accurate terrain reconstructions, snow boundaries, vegetation types, and coastlines&lt;br /&gt;
* The Nile-Red Sea canal linking the Indian Ocean and Mediterranean Sea&lt;br /&gt;
* Province boundaries carefully reconstructed to represent the political geography of 272BC&lt;br /&gt;
* New campaign map vegetation models include palms and denser forests.&lt;br /&gt;
* Ancient trade routes (such as the Amber and Silk Roads) which can be captured and used&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
* A new trait system based on and including a complex interaction of genetics, aging, family members, and health, affecting trait acquisition and development over the life of your characters. The number of new traits themselves is greatly increased and faction specific.&lt;br /&gt;
* Hellenic trait system based on ancient Greek perceptions of personalities. &lt;br /&gt;
* Roman trait system partially based on the moral tales of Valerius Maximus.&lt;br /&gt;
* All starting generals&#039; personalities and traits mirror their historical personalities.&lt;br /&gt;
* Special Events Traits, like the Olympics where a Hellenic general can compete and even win them gaining a significant Influence boost.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
&lt;br /&gt;
* A complex new government system to more accurately reflect the choices of government types available within factions for the provinces they begin with and conquer. For example, Sparta&#039;s government is much different from Athens at the game&#039;s start, providing different benefits and unit recruitment capabilities, as well as different disadvantages.&lt;br /&gt;
* Many new faction specific buildings, including colonies, shrines, clinics, granaries, new barbarian governmental structures, new theater trees, stupas, and many, many more.&lt;br /&gt;
* Over 50 new unique buildings or &amp;quot;wonders&amp;quot; for the map, present at the game&#039;s start, and affecting everything from trade and population growth to generals&#039; traits and faction recruitment abilities, bonuses of which many are specifically tailored for and limited to certain factions.&lt;br /&gt;
* Temple systems representing the most popular temple types of each of the depicted factions, not just a sampling for variety. New descriptions of the numerous deities.&lt;br /&gt;
* No more fantasy bonuses, like equipment upgrades from temples of Vulcan.&lt;br /&gt;
* Capes, straits, mountains, and other terrain &amp;quot;unique buildings&amp;quot; provide bonuses to represent their historical importance&lt;br /&gt;
&lt;br /&gt;
===Non-Unit Graphics===&lt;br /&gt;
&lt;br /&gt;
* All new faction specific special graphics for the faction selection menu&lt;br /&gt;
* New campaign map minimap and faction starting point maps in the campaign selection menu&lt;br /&gt;
* New faction icons, selection buttons, campaign map standards, and battle map banners&lt;br /&gt;
* A new campaign map siege, ship, unit, general, watchtower, and resource graphics&lt;br /&gt;
* Culture-specific advisors.&lt;br /&gt;
* New faction-defeated graphics for every faction.&lt;br /&gt;
&lt;br /&gt;
===Game Mechanics===&lt;br /&gt;
&lt;br /&gt;
* A fleet system with many more new ships and more accurate strengths and weaknesses in battle&lt;br /&gt;
* Custom designed formations give the AI greater flexibility and incentive to perform actual battlefield maneuvers&lt;br /&gt;
* Four turns per year gameplay, with the winter months limited to one of the four seasons.&lt;br /&gt;
* New animations created, like two-handed lancers and better horse archer animations. &lt;br /&gt;
&lt;br /&gt;
===Sound===&lt;br /&gt;
&lt;br /&gt;
* As of April 2008, EB features its own music, composed by [http://www.morgancasey.com/ Morgan Casey] &amp;amp; [http://www.nickwylie.com/ Nick Wylie]&lt;br /&gt;
* New classical voicemods, in Latin, Greek, Celtic, proto-Germanic and Pahlavan&lt;br /&gt;
&lt;br /&gt;
==Awards and reviews==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2006&#039;&#039;&#039;&lt;br /&gt;
*Best Mod&lt;br /&gt;
*Best Modding Team&lt;br /&gt;
*Best Gameplay&lt;br /&gt;
*Best Map&lt;br /&gt;
*Most Promising Mod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2007&#039;&#039;&#039;&lt;br /&gt;
*Favorite RTW Mod&lt;br /&gt;
*RTW Coding Award&lt;br /&gt;
*Favorite Original Audio Award&lt;br /&gt;
*Favorite RTW Roman Era Award&lt;br /&gt;
*Favorite RTW 2D Art Award&lt;br /&gt;
*RTW Scripting Award&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Europa Barbarorum was featured and reviewed in the April 2005 edition of the Italian PC Gaming magazine &#039;&#039;Giochi per Il Mio Computer&#039;&#039;, French PC Gaming magazine [http://fr.wikipedia.org/wiki/Canard_PC Canard PC] in 2005, and PC Gamer (UK), March 2005 and again in January 2008.&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&lt;br /&gt;
Members of EB include:&lt;br /&gt;
&lt;br /&gt;
*[[Khelvan]]&lt;br /&gt;
*[[Teleklos Archelaou]]&lt;br /&gt;
*[[Kull]]&lt;br /&gt;
*[[Krusader]]&lt;br /&gt;
*[[Urnamma]]&lt;br /&gt;
*[[Aymar de Bois Mauri]]&lt;br /&gt;
*[[Vandal Carthage]]&lt;br /&gt;
*[[Shigawire]]&lt;br /&gt;
*Fahrenheit&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
&lt;br /&gt;
===1.1===&lt;br /&gt;
Version 1.1, with several new units, many new traits, music, reforms and celtic, Pahlava and proto-germanic voicemods and AI improvements was realeased on 7th April 2008, [http://www.twcenter.net/forums/showthread.php?t=157181 release thread and list of changes]&lt;br /&gt;
&lt;br /&gt;
As with older versions, the amount of script in the mod can make it lag (A lot), so closing down all non-essential processors and running the game on low-settings is still recommended.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===1.0===&lt;br /&gt;
&lt;br /&gt;
The EB team released version 1.0 of their mod on the 11th of October, 2007 (over 3 years worth of work). The mod folder which is downloaded is probably one of the biggest ever created due to so much detail being included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=126568 release thread and list of changes]&lt;br /&gt;
&lt;br /&gt;
WARNING: EB 1.0 may still play with a significant amount of lag, its recommended that you shut down all non-essential processes and run the game on low settings &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is the list of  older versions of EB:&lt;br /&gt;
&lt;br /&gt;
===0.8===&lt;br /&gt;
&lt;br /&gt;
Changes from 0.7 to 0.8 as listed by Teleklos Archelaou [http://www.twcenter.net/forums/showthread.php?t=71981 here]&lt;br /&gt;
&lt;br /&gt;
1. New Faction Yes. The new faction is the &#039;&#039;&#039;Sabaeans&#039;&#039;&#039;.  Sab&#039;yn, more precisely.  As&#039;Sab&#039;yn wal&#039;Jau, most precisely.  They are not completed yet though so while we have a handful of new units for the faction we also have a number of placeholders for the time being that will be removed when their other units are finished.  We do have ethnicities, accurate names, many building descriptions, and as I said a handful of units, but you may want to wait till 0.9 or another update to play a full campaign as them if their unfinished nature worries you greatly.&lt;br /&gt;
&lt;br /&gt;
2. The &#039;&#039;&#039;new music&#039;&#039;&#039; is in the game, and there is a mix for each culture.  To keep from playing one song over and over, each culture group has a few songs from similar culture groups, or at least a few songs that we thought might go well with it.  You can see the arrangement easily by going to descr_sounds_music.txt and taking a look.  Feel free to alter that file with a text editor to come up with your own preferred arrangement for a given culture group. It&#039;s a piece of cake to change them; just cut/copy and paste.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
3. There is a &#039;&#039;&#039;new government level&#039;&#039;&#039;.  When you first capture a province, you still have to destroy the old government building (which is 100% damaged), just like before.  But now, there is a one turn &amp;quot;Provisional Military Government/Regional Pacifcation&amp;quot; level that will allow you then to pick from among the possible correct governments once it is constructed.  It&#039;s basically a level one from which we can branch the government levels but keep them in one complex instead of spread out over four (wasting three complex slots).  Not a big change really, you&#039;ll get used to it very quickly indeed, and it gives us three free complex slots to use for other things which we badly needed. As with the 0.74 build, we strongly recommend totally destroying any government buildings that exist in a province when you take control of it.  They should be damaged 100% by scripts, but we cannot totally destroy them, so make sure that is the first thing you do when you capture a new province. Then we suggest immediately installing the new Regional Pacification level and moving on to your choice of government.&lt;br /&gt;
&lt;br /&gt;
4. The &#039;&#039;&#039;new MIC system&#039;&#039;&#039; may be the biggest change. Take a look at my in-depth post on it here:  [http://forums.totalwar.org/vb/showthread.php?t=73928 http://forums.totalwar.org/vb/showthread.php?t=73928]&lt;br /&gt;
&lt;br /&gt;
5. The &#039;&#039;&#039;Nomadic system&#039;&#039;&#039; is a big change too.  The battlemap items have not entirely been inserted into the game yet either, but the building progression is now in place.  The best way of understanding the system is to refer to this flowchart till you get the hang of it:&lt;br /&gt;
[http://img474.imageshack.us/img474/3759/nomad7fp.th.jpg http://img474.imageshack.us/my.php?image=nomad7fp.jpg]&lt;br /&gt;
&lt;br /&gt;
6. There is a lot of &#039;&#039;&#039;other new content&#039;&#039;&#039; in many different areas, all of which we hope you enjoy:&lt;br /&gt;
-Many new buildings, including a new group of gymnasia for Greeks, new local MIC&#039;s, Buddhist Stupas.&lt;br /&gt;
-New constructed images for some older buildings to emphasize culture group differences.&lt;br /&gt;
-Plenty of new ships and enhanced ship unit cards and unit info images.&lt;br /&gt;
-Lots of new loading screens with more to come.&lt;br /&gt;
-Our brand new soundtrack already mentioned above by Morgan Casey and Nick Wylie.&lt;br /&gt;
-Ethnicities for some factions that didn&#039;t have them before and expanded ones for some others.&lt;br /&gt;
-New province summaries for Greek factions taken from Strabo.&lt;br /&gt;
-Lots of new ancillary portraits, especially for certain culture groups.&lt;br /&gt;
-New Graphic User Interfaces (GUI&#039;s) for each culture group.  They include some new event pics and others filtered to match the GUI for that culture group.&lt;br /&gt;
-Many new building descriptions, although they aren&#039;t finished yet.&lt;br /&gt;
-New and different short building descriptions for some factions (Carthage, Maks, some Ptolemaic and Pontic ones).&lt;br /&gt;
&lt;br /&gt;
7. &#039;&#039;&#039;Culture groups&#039;&#039;&#039; are changed. You will notice big differences.  Battlemap cities are different now for some cities and you will feel more like you are in an eastern Greek city instead of just a Greek one.  The new GUI&#039;s, and new music, and new (and filtered) event pics will all make the culture groups much much more distinct.  Romans now speak Latin. The groups are:&lt;br /&gt;
Barbarian - Casse, Aedui, Arverni, Sweboz, Lusotannan, Getai&lt;br /&gt;
Roman - Romani&lt;br /&gt;
Semitic - Qarthadastim, Sabyn&lt;br /&gt;
Greek - Koinon Hellenon, Epeiros, Makedonia&lt;br /&gt;
Eastern Greek - Ptolemaioi, Arche Seleukeia, Baktria&lt;br /&gt;
Eastern - Pontos, Hayasdan, Pahlava&lt;br /&gt;
Nomadic - Saka Rauka, Sauromatae&lt;br /&gt;
&lt;br /&gt;
8. The &#039;&#039;&#039;Lusotannan&#039;&#039;&#039; are our other new faction, as you already know from the preview..  They are not complete yet either, but have a lot of wonderful new units as you have recently seen in our faction preview.  They have new building descriptions also, and the faction team will continue working on other regional Iberian units and completing this faction in the very near future.&lt;br /&gt;
&lt;br /&gt;
9. &#039;&#039;&#039;Campaign map changes&#039;&#039;&#039;: In case you hadn&#039;t downloaded the resources update for your 0.74 build, you will see a huge difference now on the campaign map. The resources have been changed from the small symbols to graphics that are more realistic. Instead of a marble block, you will see a marble quarry. Instead of a fish, you will see a fishing village. Instead of pots, you will see workshops.  In 0.81 (an update that will be ready quite soon and in which mostly just further bugs will be ironed out), on the campaign map you will also notice a big change if you have not played Res Gestae before - Prometheus has allowed us to use his city and port models and shifty has streamlined them even further by removing many of the rear polygons that are not visible.  The result is that Prom&#039;s wonderful cities will be in the build and won&#039;t cause any real lag (maybe on some of the slowest systems, but we have not seen a difference).&lt;br /&gt;
&lt;br /&gt;
10. &#039;&#039;&#039;Province changes&#039;&#039;&#039; and their effect: The AI has worried us in places, but it is behaving a lot better recently, in terms of expansion on the strat map.  Baktria has two new provinces to represent the areas under the control of the Baktrian Satrap in 272, and for a while it was expanding constantly into the steppe instead of into India.  But with map changes we have recently seen it much more interested in the east instead of the north and west.  We hope this continues.  The Ptolemies also have a new province at Ptolemais Theron on the Red Sea, but it is very simple and won&#039;t be a major factor early in the game. We have also been working on keeping Hayasdan out of the steppe too and thanks to some creative map work have seen better results in this area as well. You will also notice that the AI does not go after the Sahara as much because the city has been moved far away, and further border changes of this province have also benefitted the diplomatic relationship between the Qarthadastim and Ptolemaioi, lessening the chances for continual war between them.  One other item: the province Gaetulia will be removed in a future build, so the borders it shares with other provinces were shrunk to lessen its impact on the game.   - Here are the maps for EB also:  The small ones are on the thumbnails below (hosted by imageshack), but the large ones are (for now) downloadable through our website.  These might be good to keep on your desktop for easy &#039;preview&#039; viewing (i.e., save them instead of using our bandwith over and over please), or you could print them out if you&#039;re particularly insane. ~D &lt;br /&gt;
&lt;br /&gt;
Here are the files:&lt;br /&gt;
&lt;br /&gt;
Antique JPG Map: &lt;br /&gt;
http://img476.imageshack.us/img476/530/ebmap080antiquesmalljj3.th.jpg&lt;br /&gt;
&lt;br /&gt;
11. Oh yeah, there is rumored to be a fully functioning &#039;&#039;&#039;Ancient Greek voice mod&#039;&#039;&#039; in the build as well for all Hellenic factions.  I can&#039;t say much about it yet though as I haven&#039;t been able to hear it yet - it has only gotten in on the most absolute recent version of the build, which I&#039;m still slowly downloading. :grin:  Those voicemod guys deserve mad props for it I am told. :laugh4:  Can&#039;t wait to hear it personally. &lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;beta&#039;&#039;&#039; still.  You are all officially beta-testers in the widest application of the term&#039;s meaning.  We would like you to help us figure out what needs work, *but* don&#039;t worry about immediately flooding us with things your first day or two.  Enjoy it.  It&#039;s going to be a lot like 0.74, but better.  If you liked 0.74, you should really like 0.8, but if you hated 0.74, then instead of berating us or those who do enjoy it, don&#039;t bring yourself down. Go play something else and have fun there :grin:. 0.805 or 0.81 should not take very long and it will smooth out a lot of issues that folks might object to if they are expecting something totally polished or without any CTD&#039;s at all.&lt;br /&gt;
&lt;br /&gt;
If you are shocked, surprised, bewildered by anything else in the new build, we&#039;d probably like to know.  What else is there for future builds and updates?  &#039;&#039;&#039;Some of the things, among many others, we are working on still include:&#039;&#039;&#039;&lt;br /&gt;
-recruitment work (currently fixing recruitment areas is incredibly easier than it was in the past.  Some old recruitment problems might remain, like gaps in places, but with the new system, fixing problems will be a lot simpler.)&lt;br /&gt;
-more faction and regional units and some additional variations of current units&lt;br /&gt;
-more detailed ethnicities for some factions and generally better building descriptions for some factions that are a bit thin&lt;br /&gt;
-more scripted events (won&#039;t say more about these since they&#039;ll be some of our bigger surprises for the next updates)&lt;br /&gt;
-possibly more music&lt;br /&gt;
-more voicemod work&lt;br /&gt;
-more nomadic buildings on the battlemap&lt;br /&gt;
-more loading screens as additional downloads&lt;br /&gt;
-more work on the government system&lt;br /&gt;
-more work on where you can and cannot obtain regional MIC&#039;s&lt;br /&gt;
-more editing of text descriptions&lt;br /&gt;
-more ancillaries and traits, specifically culture-specific ancillaries&lt;br /&gt;
-more historical battles&lt;br /&gt;
-totally getting rid of all vanilla captains, generals, standard-bearers (as these do not make up entire units, they have been towards the end of our to-do list.  We have included many more in this build, but we aren&#039;t done yet.)&lt;br /&gt;
-working on ways of solving some problems that continue to plague us, like why some buildings placed at the start of the game insist on showing up as another culture&#039;s variant&lt;br /&gt;
&lt;br /&gt;
Finally, a word about the build&#039;s &#039;&#039;&#039;-mod format&#039;&#039;&#039;:  We decided over the summer to use the -mod format for EB 0.8. This format gives us a number of benefits, but a few drawbacks. Benefits include the incredible ease of dropping files into the UI folders and having them immediately work instead of packing them first. This also will make EB more moddable if anyone wants to personalize their build. One drawback though is that some files absolutely will not work in the -mod files, like the loading bar. A few other files have had to be left in the &amp;quot;base&amp;quot; build, but the loading bar is the only one that we are aware of that would affect other mods installed in different -mod files. It is our recommendation that EB still has its own separate build on your computer, and that other -mod format mods be installed on an entirely different build, but we are not aware of any other direct conflicts beside the loading bar. Alter other base files at your own risk though after EB has been installed.&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=71974 TWC Announcement]&lt;br /&gt;
&lt;br /&gt;
====0.81====&lt;br /&gt;
&lt;br /&gt;
===0.7===&lt;br /&gt;
&lt;br /&gt;
== Future ==&lt;br /&gt;
&lt;br /&gt;
The EB team now plans to make [[Europa Barbarorum 2]] for the new [[Total War]] game, [[Medieval 2: Total War]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Interviews#Europa_Barbarorum|Interviews about Europa Barbarorum]]&lt;br /&gt;
&lt;br /&gt;
*[[Bactria Gameplay Guide (For EB)|Bactria Gameplay Guide]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.totalwar.com/community/rome.htm Official &#039;&#039;Rome: Total War&#039;&#039; Game Website]&lt;br /&gt;
* [http://www.europabarbarorum.com Official Europa Barbarorum Website]&lt;br /&gt;
* [http://forums.totalwar.org/vb/forumdisplay.php?f=70 Official Europa Barbarorum Discussion Forum]&lt;br /&gt;
* [http://rtw.heavengames.com/rtw/mods/portal/eb/index.shtml EB review on Heavengames.com]&lt;br /&gt;
* [http://www.twcenter.net/forums/forumdisplay.php?f=31 EB at TWC]&lt;br /&gt;
* [http://forums.totalwar.org/vb/forumdisplay.php?f=128 Whole forum of EB Gameplay Guides and AAR&#039;s on the Org]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copied from Wikipedia, thanks to them!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: RTW Mods]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:RTW_Mods_%28Released%29]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Europa_Barbarorum&amp;diff=15860</id>
		<title>Europa Barbarorum</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Europa_Barbarorum&amp;diff=15860"/>
		<updated>2008-04-22T19:27:43Z</updated>

		<summary type="html">&lt;p&gt;Jebus: /* Releases */ 1.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Europa Barbarorum (or EB) is a Mod of the computer game [[Rome: Total War]] (RTW) based on the desire to provide RTW players with a more historically accurate game experience, without sacrificing fun. Europa Barbarorum is a total conversion&amp;amp;mdash;replacing all unit and building stats, for instance, and all unit models&amp;amp;mdash;though it covers roughly the same time period as the campaign included with RTW.&lt;br /&gt;
&lt;br /&gt;
==History and goal== &lt;br /&gt;
EB was originally founded in January 2004, eight months before RTW&#039;s release, when several individuals&amp;lt;!-- who are they? needs names --&amp;gt; following the game&#039;s development became concerned that barbarian factions such as [[Gaul]] and [[Germania]] were being portrayed as stereotypical hordes of unwashed savages. These individuals felt that such representations conformed more to a sensationalist Hollywood stereotype than historical fact, maintaining (as many modern historians do) that the ancient &amp;quot;barbarian&amp;quot; cultures are often viewed through the paradigm of Greco-Roman bias. The true nature of these civilizations, says EB, is better revealed through archaeological evidence and what remains of their own ancient texts.&lt;br /&gt;
&lt;br /&gt;
These individuals, concerned as they were for the “barbarians”, were joined by others with concerns for other ancient cultures / factions. Together, these EB members tried to convince the [[Creative Assembly]] to alter their depiction of the period to make the whole game more historically accurate. Whilst some suggestions were taken on board and adopted in the final release of RTW, most were disregarded by CA due to publisher pressures / financial expediency. Some EB members continued to offer their services as historical advisers but due to inherent concerns over intellectual property rights, CA declined the offer. &lt;br /&gt;
&lt;br /&gt;
Having exhausted this avenue for change, the EB members then resolved to modify the game themselves upon its release. To these ends they began what ended up being several thousands of hours of research and preliminary work.&lt;br /&gt;
&lt;br /&gt;
On released, EB immediately began work on the modification, recruiting a large team of volunteer Texture mapping, skinners, 3D modelers, coders, and historians to make the game better reflect historical reality. EB’s vision of edutainment was endorsed by CA, who offered limited help when able.&lt;br /&gt;
&lt;br /&gt;
Slightly over a year after its release, the EB team finally made their initial [http://www.europabarbarorum.com/downloads_mod.html open beta] public on 27 December 2005. Almost  50,000 tracked downloads have been recorded since then, and many other untracked sites also host the mod.  The mod has also been included with demos and mods on PC Format, a computer magazine published in the United Kingdom and South Africa.&lt;br /&gt;
&lt;br /&gt;
Even though EB gives the players the opportunity to experience the same age and (roughly) place as original RTW, this mod is a [[Total Conversion]], which offers a completely new feel / gaming experience. All units, buildings, map features and other modable parameters of the game have been reworked from scratch and many new features added.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
* All existing units have been removed and replaced&lt;br /&gt;
* Unit recruitment has been changed to a new system based on governments and assimilation, set up at region-by-region basis&lt;br /&gt;
&lt;br /&gt;
===New factions===&lt;br /&gt;
&lt;br /&gt;
* The Arverni, a new faction of Gauls&lt;br /&gt;
* Baktria, the central asian Hellenic empire&lt;br /&gt;
* Pyrrhos and his Epeirotes are now playable&lt;br /&gt;
* Saka-Rauka, a heavily cavalry-based faction based in central Asia&lt;br /&gt;
&lt;br /&gt;
===Faction changes===&lt;br /&gt;
* The Egyptian army has been changed to correspond to the Ptolemaic period in history&lt;br /&gt;
* Sauromatae takes over as the regional superpower in ancient Russia, instead of the Scythians whose power was in decline&lt;br /&gt;
* The Gauls are split into two factions, the Aedui and the Arverni&lt;br /&gt;
* The Koinon Hellenon represents the Chremonidean League of Athens, Sparta and Rhodes, instead of the Greek Cities which were made up of cities who only shared being called Greeks&lt;br /&gt;
* New families for all factions with members&#039; ages and relationships accurate (as far as modern scholarship is able to reconstruct) to current knowledge of the year 272 BC&lt;br /&gt;
* Diplomatic relationships between factions are accurately mapped out for the game&#039;s start in 272BC, accurately representing the state of diplomacy for the start date.&lt;br /&gt;
* Unrealistic &amp;quot;fog-of-war&amp;quot; constraints partially lifted at the game&#039;s start to show a more realistic understanding of political geography specialized for each individual faction&#039;s point of view&lt;br /&gt;
* More than 4,900 new names for generals and family members of Hellenic factions, transliterated from ancient Greek&lt;br /&gt;
* Faction-specific alerts and messages for the capture of the most important unique buildings for those peoples&lt;br /&gt;
* Diplomatic relationships of rebel cities with existing factions accurately represented, with severe consequences for AI and human players who violate those alliances.&lt;br /&gt;
* Rebel forces now have accurate ethnic names and strengths.&lt;br /&gt;
* No more fantasy units.&lt;br /&gt;
* Procedures and goals for attaining a Roman triumph&lt;br /&gt;
* Special alerts and graphics representing the major stages of the breakup of the Seleukid empire, if the collapse occurs&lt;br /&gt;
* A new faction-specific and historically based faction victory condition system, with each faction required to achieve goals as diverse as conquering provinces, raiding cities, capturing unique buildings, and destroying other specific factions&lt;br /&gt;
* Nomadic, desert, and steppe cultures much more accurately represented in government types and resource development&lt;br /&gt;
&lt;br /&gt;
===Cartography===&lt;br /&gt;
&lt;br /&gt;
* A new map as the base for our campaign mode, with greatly expanded eastern and southern regions, and with Arabia, India, Central Asia, and the Upper Nile all receiving many new territories. &lt;br /&gt;
* Faction specific naming practices with accurate unit names and accurate province names in the language of the controlling peoples at the game&#039;s start&lt;br /&gt;
* Accurate terrain reconstructions, snow boundaries, vegetation types, and coastlines&lt;br /&gt;
* The Nile-Red Sea canal linking the Indian Ocean and Mediterranean Sea&lt;br /&gt;
* Province boundaries carefully reconstructed to represent the political geography of 272BC&lt;br /&gt;
* New campaign map vegetation models include palms and denser forests.&lt;br /&gt;
* Ancient trade routes (such as the Amber and Silk Roads) which can be captured and used&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
* A new trait system based on and including a complex interaction of genetics, aging, family members, and health, affecting trait acquisition and development over the life of your characters. The number of new traits themselves is greatly increased and faction specific.&lt;br /&gt;
* Hellenic trait system based on ancient Greek perceptions of personalities. &lt;br /&gt;
* Roman trait system partially based on the moral tales of Valerius Maximus.&lt;br /&gt;
* All starting generals&#039; personalities and traits mirror their historical personalities.&lt;br /&gt;
* Special Events Traits, like the Olympics where a Hellenic general can compete and even win them gaining a significant Influence boost.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
&lt;br /&gt;
* A complex new government system to more accurately reflect the choices of government types available within factions for the provinces they begin with and conquer. For example, Sparta&#039;s government is much different from Athens at the game&#039;s start, providing different benefits and unit recruitment capabilities, as well as different disadvantages.&lt;br /&gt;
* Many new faction specific buildings, including colonies, shrines, clinics, granaries, new barbarian governmental structures, new theater trees, stupas, and many, many more.&lt;br /&gt;
* Over 50 new unique buildings or &amp;quot;wonders&amp;quot; for the map, present at the game&#039;s start, and affecting everything from trade and population growth to generals&#039; traits and faction recruitment abilities, bonuses of which many are specifically tailored for and limited to certain factions.&lt;br /&gt;
* Temple systems representing the most popular temple types of each of the depicted factions, not just a sampling for variety. New descriptions of the numerous deities.&lt;br /&gt;
* No more fantasy bonuses, like equipment upgrades from temples of Vulcan.&lt;br /&gt;
* Capes, straits, mountains, and other terrain &amp;quot;unique buildings&amp;quot; provide bonuses to represent their historical importance&lt;br /&gt;
&lt;br /&gt;
===Non-Unit Graphics===&lt;br /&gt;
&lt;br /&gt;
* All new faction specific special graphics for the faction selection menu&lt;br /&gt;
* New campaign map minimap and faction starting point maps in the campaign selection menu&lt;br /&gt;
* New faction icons, selection buttons, campaign map standards, and battle map banners&lt;br /&gt;
* A new campaign map siege, ship, unit, general, watchtower, and resource graphics&lt;br /&gt;
* Culture-specific advisors.&lt;br /&gt;
* New faction-defeated graphics for every faction.&lt;br /&gt;
&lt;br /&gt;
===Game Mechanics===&lt;br /&gt;
&lt;br /&gt;
* A fleet system with many more new ships and more accurate strengths and weaknesses in battle&lt;br /&gt;
* Custom designed formations give the AI greater flexibility and incentive to perform actual battlefield maneuvers&lt;br /&gt;
* Four turns per year gameplay, with the winter months limited to one of the four seasons.&lt;br /&gt;
* New animations created, like two-handed lancers and better horse archer animations. &lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
&lt;br /&gt;
* As of August 2006, EB features its own music, composed by [http://www.morgancasey.com/ Morgan Casey] &amp;amp; [http://www.nickwylie.com/ Nick Wylie]&lt;br /&gt;
* New classical Latin battle map voice recordings&lt;br /&gt;
&lt;br /&gt;
==Awards and reviews==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2006&#039;&#039;&#039;&lt;br /&gt;
*Best Mod&lt;br /&gt;
*Best Modding Team&lt;br /&gt;
*Best Gameplay&lt;br /&gt;
*Best Map&lt;br /&gt;
*Most Promising Mod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2007&#039;&#039;&#039;&lt;br /&gt;
*Favorite RTW Mod&lt;br /&gt;
*RTW Coding Award&lt;br /&gt;
*Favorite Original Audio Award&lt;br /&gt;
*Favorite RTW Roman Era Award&lt;br /&gt;
*Favorite RTW 2D Art Award&lt;br /&gt;
*RTW Scripting Award&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Europa Barbarorum was featured and reviewed in the April 2005 edition of the Italian PC Gaming magazine &#039;&#039;Giochi per Il Mio Computer&#039;&#039;, French PC Gaming magazine [http://fr.wikipedia.org/wiki/Canard_PC Canard PC] in 2005, and PC Gamer (UK), March 2005 and again in January 2008.&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&lt;br /&gt;
Members of EB include:&lt;br /&gt;
&lt;br /&gt;
*[[Khelvan]]&lt;br /&gt;
*[[Teleklos Archelaou]]&lt;br /&gt;
*[[Kull]]&lt;br /&gt;
*[[Krusader]]&lt;br /&gt;
*[[Urnamma]]&lt;br /&gt;
*[[Aymar de Bois Mauri]]&lt;br /&gt;
*[[Vandal Carthage]]&lt;br /&gt;
*[[Shigawire]]&lt;br /&gt;
*Fahrenheit&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
&lt;br /&gt;
===1.1===&lt;br /&gt;
Version 1.1, with several new units, many new traits, music, reforms and celtic, Pahlava and proto-germanic voicemods and AI improvements was realeased on 7th April 2008, [http://www.twcenter.net/forums/showthread.php?t=157181 release thread and list of changes]&lt;br /&gt;
&lt;br /&gt;
As with older versions, the amount of script in the mod can make it lag (A lot), so closing down all non-essential processors and running the game on low-settings is still recommended.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===1.0===&lt;br /&gt;
&lt;br /&gt;
The EB team released version 1.0 of their mod on the 11th of October, 2007 (over 3 years worth of work). The mod folder which is downloaded is probably one of the biggest ever created due to so much detail being included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=126568 release thread and list of changes]&lt;br /&gt;
&lt;br /&gt;
WARNING: EB 1.0 may still play with a significant amount of lag, its recommended that you shut down all non-essential processes and run the game on low settings &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is the list of  older versions of EB:&lt;br /&gt;
&lt;br /&gt;
===0.8===&lt;br /&gt;
&lt;br /&gt;
Changes from 0.7 to 0.8 as listed by Teleklos Archelaou [http://www.twcenter.net/forums/showthread.php?t=71981 here]&lt;br /&gt;
&lt;br /&gt;
1. New Faction Yes. The new faction is the &#039;&#039;&#039;Sabaeans&#039;&#039;&#039;.  Sab&#039;yn, more precisely.  As&#039;Sab&#039;yn wal&#039;Jau, most precisely.  They are not completed yet though so while we have a handful of new units for the faction we also have a number of placeholders for the time being that will be removed when their other units are finished.  We do have ethnicities, accurate names, many building descriptions, and as I said a handful of units, but you may want to wait till 0.9 or another update to play a full campaign as them if their unfinished nature worries you greatly.&lt;br /&gt;
&lt;br /&gt;
2. The &#039;&#039;&#039;new music&#039;&#039;&#039; is in the game, and there is a mix for each culture.  To keep from playing one song over and over, each culture group has a few songs from similar culture groups, or at least a few songs that we thought might go well with it.  You can see the arrangement easily by going to descr_sounds_music.txt and taking a look.  Feel free to alter that file with a text editor to come up with your own preferred arrangement for a given culture group. It&#039;s a piece of cake to change them; just cut/copy and paste.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
3. There is a &#039;&#039;&#039;new government level&#039;&#039;&#039;.  When you first capture a province, you still have to destroy the old government building (which is 100% damaged), just like before.  But now, there is a one turn &amp;quot;Provisional Military Government/Regional Pacifcation&amp;quot; level that will allow you then to pick from among the possible correct governments once it is constructed.  It&#039;s basically a level one from which we can branch the government levels but keep them in one complex instead of spread out over four (wasting three complex slots).  Not a big change really, you&#039;ll get used to it very quickly indeed, and it gives us three free complex slots to use for other things which we badly needed. As with the 0.74 build, we strongly recommend totally destroying any government buildings that exist in a province when you take control of it.  They should be damaged 100% by scripts, but we cannot totally destroy them, so make sure that is the first thing you do when you capture a new province. Then we suggest immediately installing the new Regional Pacification level and moving on to your choice of government.&lt;br /&gt;
&lt;br /&gt;
4. The &#039;&#039;&#039;new MIC system&#039;&#039;&#039; may be the biggest change. Take a look at my in-depth post on it here:  [http://forums.totalwar.org/vb/showthread.php?t=73928 http://forums.totalwar.org/vb/showthread.php?t=73928]&lt;br /&gt;
&lt;br /&gt;
5. The &#039;&#039;&#039;Nomadic system&#039;&#039;&#039; is a big change too.  The battlemap items have not entirely been inserted into the game yet either, but the building progression is now in place.  The best way of understanding the system is to refer to this flowchart till you get the hang of it:&lt;br /&gt;
[http://img474.imageshack.us/img474/3759/nomad7fp.th.jpg http://img474.imageshack.us/my.php?image=nomad7fp.jpg]&lt;br /&gt;
&lt;br /&gt;
6. There is a lot of &#039;&#039;&#039;other new content&#039;&#039;&#039; in many different areas, all of which we hope you enjoy:&lt;br /&gt;
-Many new buildings, including a new group of gymnasia for Greeks, new local MIC&#039;s, Buddhist Stupas.&lt;br /&gt;
-New constructed images for some older buildings to emphasize culture group differences.&lt;br /&gt;
-Plenty of new ships and enhanced ship unit cards and unit info images.&lt;br /&gt;
-Lots of new loading screens with more to come.&lt;br /&gt;
-Our brand new soundtrack already mentioned above by Morgan Casey and Nick Wylie.&lt;br /&gt;
-Ethnicities for some factions that didn&#039;t have them before and expanded ones for some others.&lt;br /&gt;
-New province summaries for Greek factions taken from Strabo.&lt;br /&gt;
-Lots of new ancillary portraits, especially for certain culture groups.&lt;br /&gt;
-New Graphic User Interfaces (GUI&#039;s) for each culture group.  They include some new event pics and others filtered to match the GUI for that culture group.&lt;br /&gt;
-Many new building descriptions, although they aren&#039;t finished yet.&lt;br /&gt;
-New and different short building descriptions for some factions (Carthage, Maks, some Ptolemaic and Pontic ones).&lt;br /&gt;
&lt;br /&gt;
7. &#039;&#039;&#039;Culture groups&#039;&#039;&#039; are changed. You will notice big differences.  Battlemap cities are different now for some cities and you will feel more like you are in an eastern Greek city instead of just a Greek one.  The new GUI&#039;s, and new music, and new (and filtered) event pics will all make the culture groups much much more distinct.  Romans now speak Latin. The groups are:&lt;br /&gt;
Barbarian - Casse, Aedui, Arverni, Sweboz, Lusotannan, Getai&lt;br /&gt;
Roman - Romani&lt;br /&gt;
Semitic - Qarthadastim, Sabyn&lt;br /&gt;
Greek - Koinon Hellenon, Epeiros, Makedonia&lt;br /&gt;
Eastern Greek - Ptolemaioi, Arche Seleukeia, Baktria&lt;br /&gt;
Eastern - Pontos, Hayasdan, Pahlava&lt;br /&gt;
Nomadic - Saka Rauka, Sauromatae&lt;br /&gt;
&lt;br /&gt;
8. The &#039;&#039;&#039;Lusotannan&#039;&#039;&#039; are our other new faction, as you already know from the preview..  They are not complete yet either, but have a lot of wonderful new units as you have recently seen in our faction preview.  They have new building descriptions also, and the faction team will continue working on other regional Iberian units and completing this faction in the very near future.&lt;br /&gt;
&lt;br /&gt;
9. &#039;&#039;&#039;Campaign map changes&#039;&#039;&#039;: In case you hadn&#039;t downloaded the resources update for your 0.74 build, you will see a huge difference now on the campaign map. The resources have been changed from the small symbols to graphics that are more realistic. Instead of a marble block, you will see a marble quarry. Instead of a fish, you will see a fishing village. Instead of pots, you will see workshops.  In 0.81 (an update that will be ready quite soon and in which mostly just further bugs will be ironed out), on the campaign map you will also notice a big change if you have not played Res Gestae before - Prometheus has allowed us to use his city and port models and shifty has streamlined them even further by removing many of the rear polygons that are not visible.  The result is that Prom&#039;s wonderful cities will be in the build and won&#039;t cause any real lag (maybe on some of the slowest systems, but we have not seen a difference).&lt;br /&gt;
&lt;br /&gt;
10. &#039;&#039;&#039;Province changes&#039;&#039;&#039; and their effect: The AI has worried us in places, but it is behaving a lot better recently, in terms of expansion on the strat map.  Baktria has two new provinces to represent the areas under the control of the Baktrian Satrap in 272, and for a while it was expanding constantly into the steppe instead of into India.  But with map changes we have recently seen it much more interested in the east instead of the north and west.  We hope this continues.  The Ptolemies also have a new province at Ptolemais Theron on the Red Sea, but it is very simple and won&#039;t be a major factor early in the game. We have also been working on keeping Hayasdan out of the steppe too and thanks to some creative map work have seen better results in this area as well. You will also notice that the AI does not go after the Sahara as much because the city has been moved far away, and further border changes of this province have also benefitted the diplomatic relationship between the Qarthadastim and Ptolemaioi, lessening the chances for continual war between them.  One other item: the province Gaetulia will be removed in a future build, so the borders it shares with other provinces were shrunk to lessen its impact on the game.   - Here are the maps for EB also:  The small ones are on the thumbnails below (hosted by imageshack), but the large ones are (for now) downloadable through our website.  These might be good to keep on your desktop for easy &#039;preview&#039; viewing (i.e., save them instead of using our bandwith over and over please), or you could print them out if you&#039;re particularly insane. ~D &lt;br /&gt;
&lt;br /&gt;
Here are the files:&lt;br /&gt;
&lt;br /&gt;
Antique JPG Map: &lt;br /&gt;
http://img476.imageshack.us/img476/530/ebmap080antiquesmalljj3.th.jpg&lt;br /&gt;
&lt;br /&gt;
11. Oh yeah, there is rumored to be a fully functioning &#039;&#039;&#039;Ancient Greek voice mod&#039;&#039;&#039; in the build as well for all Hellenic factions.  I can&#039;t say much about it yet though as I haven&#039;t been able to hear it yet - it has only gotten in on the most absolute recent version of the build, which I&#039;m still slowly downloading. :grin:  Those voicemod guys deserve mad props for it I am told. :laugh4:  Can&#039;t wait to hear it personally. &lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;beta&#039;&#039;&#039; still.  You are all officially beta-testers in the widest application of the term&#039;s meaning.  We would like you to help us figure out what needs work, *but* don&#039;t worry about immediately flooding us with things your first day or two.  Enjoy it.  It&#039;s going to be a lot like 0.74, but better.  If you liked 0.74, you should really like 0.8, but if you hated 0.74, then instead of berating us or those who do enjoy it, don&#039;t bring yourself down. Go play something else and have fun there :grin:. 0.805 or 0.81 should not take very long and it will smooth out a lot of issues that folks might object to if they are expecting something totally polished or without any CTD&#039;s at all.&lt;br /&gt;
&lt;br /&gt;
If you are shocked, surprised, bewildered by anything else in the new build, we&#039;d probably like to know.  What else is there for future builds and updates?  &#039;&#039;&#039;Some of the things, among many others, we are working on still include:&#039;&#039;&#039;&lt;br /&gt;
-recruitment work (currently fixing recruitment areas is incredibly easier than it was in the past.  Some old recruitment problems might remain, like gaps in places, but with the new system, fixing problems will be a lot simpler.)&lt;br /&gt;
-more faction and regional units and some additional variations of current units&lt;br /&gt;
-more detailed ethnicities for some factions and generally better building descriptions for some factions that are a bit thin&lt;br /&gt;
-more scripted events (won&#039;t say more about these since they&#039;ll be some of our bigger surprises for the next updates)&lt;br /&gt;
-possibly more music&lt;br /&gt;
-more voicemod work&lt;br /&gt;
-more nomadic buildings on the battlemap&lt;br /&gt;
-more loading screens as additional downloads&lt;br /&gt;
-more work on the government system&lt;br /&gt;
-more work on where you can and cannot obtain regional MIC&#039;s&lt;br /&gt;
-more editing of text descriptions&lt;br /&gt;
-more ancillaries and traits, specifically culture-specific ancillaries&lt;br /&gt;
-more historical battles&lt;br /&gt;
-totally getting rid of all vanilla captains, generals, standard-bearers (as these do not make up entire units, they have been towards the end of our to-do list.  We have included many more in this build, but we aren&#039;t done yet.)&lt;br /&gt;
-working on ways of solving some problems that continue to plague us, like why some buildings placed at the start of the game insist on showing up as another culture&#039;s variant&lt;br /&gt;
&lt;br /&gt;
Finally, a word about the build&#039;s &#039;&#039;&#039;-mod format&#039;&#039;&#039;:  We decided over the summer to use the -mod format for EB 0.8. This format gives us a number of benefits, but a few drawbacks. Benefits include the incredible ease of dropping files into the UI folders and having them immediately work instead of packing them first. This also will make EB more moddable if anyone wants to personalize their build. One drawback though is that some files absolutely will not work in the -mod files, like the loading bar. A few other files have had to be left in the &amp;quot;base&amp;quot; build, but the loading bar is the only one that we are aware of that would affect other mods installed in different -mod files. It is our recommendation that EB still has its own separate build on your computer, and that other -mod format mods be installed on an entirely different build, but we are not aware of any other direct conflicts beside the loading bar. Alter other base files at your own risk though after EB has been installed.&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=71974 TWC Announcement]&lt;br /&gt;
&lt;br /&gt;
====0.81====&lt;br /&gt;
&lt;br /&gt;
===0.7===&lt;br /&gt;
&lt;br /&gt;
== Future ==&lt;br /&gt;
&lt;br /&gt;
The EB team now plans to make [[Europa Barbarorum 2]] for the new [[Total War]] game, [[Medieval 2: Total War]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Interviews#Europa_Barbarorum|Interviews about Europa Barbarorum]]&lt;br /&gt;
&lt;br /&gt;
*[[Bactria Gameplay Guide (For EB)|Bactria Gameplay Guide]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.totalwar.com/community/rome.htm Official &#039;&#039;Rome: Total War&#039;&#039; Game Website]&lt;br /&gt;
* [http://www.europabarbarorum.com Official Europa Barbarorum Website]&lt;br /&gt;
* [http://forums.totalwar.org/vb/forumdisplay.php?f=70 Official Europa Barbarorum Discussion Forum]&lt;br /&gt;
* [http://rtw.heavengames.com/rtw/mods/portal/eb/index.shtml EB review on Heavengames.com]&lt;br /&gt;
* [http://www.twcenter.net/forums/forumdisplay.php?f=31 EB at TWC]&lt;br /&gt;
* [http://forums.totalwar.org/vb/forumdisplay.php?f=128 Whole forum of EB Gameplay Guides and AAR&#039;s on the Org]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copied from Wikipedia, thanks to them!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: RTW Mods]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:RTW_Mods_%28Released%29]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Deus_lo_Vult&amp;diff=15859</id>
		<title>Deus lo Vult</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Deus_lo_Vult&amp;diff=15859"/>
		<updated>2008-04-22T19:19:18Z</updated>

		<summary type="html">&lt;p&gt;Jebus: /* Releases */new, well old release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod|mod=Deus lo Vult|modscreenshot=Dlv sig.jpg|platform=[[Medieval II: Total War]]|era=Medieval|leader=[[repman]]}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Image:DlV faction symbols.jpg|thumb| Faction Symbols]]&lt;br /&gt;
&lt;br /&gt;
Modification for [[Medieval_2:_Total_War| Medieval II Total War]] by [[repman]], version 5.1 installs in its own independent [[mod-folder]].&lt;br /&gt;
&lt;br /&gt;
Roleplay as a real Knight, Prince or King in a true medieval atmosphere and face unique strategic challenges due to many scripted elements on a big map and get beaten up on the battlefield...&lt;br /&gt;
....Deus lo Vult!&lt;br /&gt;
&lt;br /&gt;
It&#039;s not for Blitzkrieg but for strategic slow playing players players (2 turns per year ) who like micromanagement !&lt;br /&gt;
&lt;br /&gt;
We retooled the event timing so more happens when the game is still interesting...a little ahistorical but a lot more fun. DLV starts in 1180, the Mongols arrive in ~1210 (~turn 60), the Black Plague in ~1270 (~turn 180) and the third great scourge, the Timurids, shortly thereafter.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===Large Map===&lt;br /&gt;
===Field cost script for human player===&lt;br /&gt;
Field Army Costs&lt;br /&gt;
* Besieging Army costs 2000fl + 500fl each additional Named General beyond the first&lt;br /&gt;
* Army in Enemy Territory costs 500fl + 500fl each additional Named General beyond the first&lt;br /&gt;
* Army in Friendly Territory (outside a settlement) costs 200fl +200fl each additional Named General beyond the first&lt;br /&gt;
* Army in Fort (captain-led) zero cost (so you can set up forts on the frontier as a defensive strategy)&lt;br /&gt;
* Army in Fort led by Named General costs 500fl (enemy lands) or 200fl (friendly lands) +500/200 for each additional Named General beyond the first&lt;br /&gt;
* Army in a settlement...no additional cost&lt;br /&gt;
Assasins +Spies:&lt;br /&gt;
- they cost 500 florin each one each turn in enemy land&lt;br /&gt;
&lt;br /&gt;
===Career system===&lt;br /&gt;
====Heraldic Ranks====&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:DlV_crowns.jpg|thumb|Crowns, Swords and Standards]] &lt;br /&gt;
|}&lt;br /&gt;
The Heraldic Rank System has been expanded to now include Byzantine, Moors, Egyptian and Turkish factions. All European factions (including Russian) were included in the 1.9 release. Byzantine and Islamic factions have unique rank names. They receive their banners (Imperial Army Banner or Banner of the Prophet) at Rank 4 (Knight Commander equivalent) which provides a nice morale boost to their army. Also, promotions to the next rank for all factions can now be had through victory on the battlefield in addition to time campaigning.&lt;br /&gt;
====Command Experience====&lt;br /&gt;
by Oda Nobunaga. Generals now have a trait that records number of battles in which they have led the army. Generals which have never or seldom led an army in battle get Authority and Hit Point penalties (they don&#039;t know how to handle themselves on the battlefield...&amp;quot;My liege, don&#039;t ride in front of the archers when they&#039;re firing...Doh!&amp;quot;). This trait improves by commanding more battles. Royal heirs who just sit in their castles waiting to be crowned King start off with an Authority penalty as a result...&amp;quot;get out there and lead boy!&amp;quot;&lt;br /&gt;
===Garrison script===&lt;br /&gt;
All settlements now raise garrisons for their defense when besieged, depending on the faction owner. In fact, every settlement has a unique garrison scheme. The garrison is raised at the time an invading army lays siege so having a spy open the gates or bringing up your own siege equipment does not bypass the garrison. This simulates the idea that the feudal system was basically a system for defense (standing armies being very expensive) and on the approach of an invading army, the knights, yeomanry and peasantry in the settlement and surrounding countryside rally to the defense. The size of the garrison depends not only on the importance of the settlement but the local zeal of the citizenry.&lt;br /&gt;
===Diplomacy System===&lt;br /&gt;
Uses diplomacy system from [[Ultimate AI]] mod.&lt;br /&gt;
&lt;br /&gt;
==Team / Contributors==&lt;br /&gt;
*[[Repman]] (the &amp;quot;Creator&amp;quot;)&lt;br /&gt;
*[[TheDrakken]]: the new DLV Master&lt;br /&gt;
*[[Tokus Maximus]]: Graphical Artwork and Ideas (Artist Maximus Augustus)&lt;br /&gt;
*[[DeZzErX]]: Flanders&lt;br /&gt;
*[[Boicote]]: Kiev Rus&lt;br /&gt;
*[[Joedreck]]: banner, shields, graphics&lt;br /&gt;
*[[Renown]]: Traits/Ancillaries&lt;br /&gt;
*[[Lusted| Lusted\Palamedes]]: EDU balancing&lt;br /&gt;
*[[Oda Nobunaga]]: Traits/Ancillaries Enhancements&lt;br /&gt;
*[[Spurius]]: (Big Map 1.06)&lt;br /&gt;
*[[Rawghi]]: Heraldic mod&lt;br /&gt;
*[[Kobal2]]: Traits Bugfixer&lt;br /&gt;
*[[Marcus Camillus]]: old Career System, refined by Drakken&lt;br /&gt;
*[[GAFH modder]]: Age simulation&lt;br /&gt;
*[[Dearmad]] : smoke mod, cannon fix; traits/ancillary system&lt;br /&gt;
&lt;br /&gt;
Thanks also to:&lt;br /&gt;
*[[Ordensritter]]&lt;br /&gt;
*[[Burrek]]&lt;br /&gt;
*[[Eternal cocoon]]&lt;br /&gt;
*[[Himmelsfeuer]]&lt;br /&gt;
*[[Horsearcher]]&lt;br /&gt;
*[[Salty]]&lt;br /&gt;
*[[plasticfigurine]]&lt;br /&gt;
*[[WhiteWolf]]&lt;br /&gt;
*[[zhumin1978]]&lt;br /&gt;
*[[ziher]]&lt;br /&gt;
*[[Maced0n]]&lt;br /&gt;
*[[Silent Resident]]&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
Version 4.0 for M2TW official patch 1.2 released in [http://www.twcenter.net/forums/showthread.php?t=114748 this thread] - 23/09/07&lt;br /&gt;
&lt;br /&gt;
Version 5.5 for M2TW:Kingdoms (1.4) released in [http://www.twcenter.net/forums/showthread.php?t=155476 this thread] - 30/03/08&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Deus lo Vult (form)|Deus lo Vult - Mod Registration Form]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*Deus lo Vult [http://www.twcenter.net/forums/forumdisplay.php?f=309 hosted forums] at TWC&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=83190 DLV Faq]&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW_Mods]]&lt;br /&gt;
[[Category:TWC_Hosted_Modifications]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Guild&amp;diff=15858</id>
		<title>The Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Guild&amp;diff=15858"/>
		<updated>2008-04-22T19:10:01Z</updated>

		<summary type="html">&lt;p&gt;Jebus: /* Multiplayer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:org.png|right|thumb|376px| The Guild&#039;s logo from their homepage.]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Guild is one of the largest three Total War forums, the other two being [[Total War Center]] and the [[Official Forums]]. It is commonly known as the &#039;Org&#039; as it&#039;s web address is [http://www.totalwar.org www.totalwar.org].  &lt;br /&gt;
&lt;br /&gt;
The heart of the Org are its community forums, where Total War fans from across the globe meet and discuss their campaigns, their victories, their defeats, and everything else! The forums are the place to find in-depth and friendly discussion of all the Total War series of games.&lt;br /&gt;
&lt;br /&gt;
It has the most active [[Medieval: Total War]] and [[Shogun: Total War]] sections, and is the second largest in terms of number of members. It is considered to be well reputable for it&#039;s friendly and welcoming community. It is currently run by [[TosaInu]], forum administrator, [[Ser Clegane]], TosaInu&#039;s deputy, and [[barroca]], website administrator and approximately twenty-one moderators.&lt;br /&gt;
&lt;br /&gt;
==Strategic Guides==&lt;br /&gt;
&lt;br /&gt;
The Org is also a great place to find detailed information and advice on all aspects of strategy, tactics and mods. It houses frogbeastegg&#039;s renowned and extensive guides to Medieval Total War and Rome Total War and an in-depth game mechanics research forum.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
The Org has active multiplayer forums for each and every game in the Total War series (for those who want to test their mettle against opponents online) and a Play-By-eMail forum (the &amp;quot;Throne Room&amp;quot;) where members enjoy co-operative &#039;succession&#039; campaigns, online hotseat campaigns or multiplayer/diplomacy type campaigns such as King of the Romans.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
&lt;br /&gt;
Much of the Org is also devoted to those members of the community adding something &#039;extra&#039; to their Total War games. It is one of the leading Total War modification sites.&lt;br /&gt;
&lt;br /&gt;
The Org hosts several major mods, the largest of which is [[Europa Barbarorum]], and includes a fully categorised database listing of mods available to download. Modders themselves will find an uploading area for their files, a full modding tutorials section and it&#039;s own wiki incorporated into the forums, devoted to modding research!&lt;br /&gt;
&lt;br /&gt;
==The &#039;Tavern&#039;==&lt;br /&gt;
&lt;br /&gt;
The Org also has a variety of off-topic areas where discussions range across life, the universe or anything, including the famed (and occasionally flamed) political Backroom. It features an arcade, an IRC chat and a Java Chat and is considered to be well reputable for its friendly and welcoming community. The off-topic forums are open to new members once they have been there for a few weeks.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Org was the first unofficial fan site for the Total War series, established near the end of 1998 / beginning of 1999 after news was announced of a ground-breaking grand strategy game in development called [[Shogun: Total War]].&lt;br /&gt;
&lt;br /&gt;
Created by Dan Goldstein, the original domain was a fan page dedicated to [[Creative Assembly]]&#039;s [[Shogun: Total War]] game.&lt;br /&gt;
&lt;br /&gt;
The site itself spawned a community of like minded fans that congregated on a subsidiary Echelon board which, due to the large influx of members and subsequent instability, were later discarded and replaced more than once for several on-server board services along with hosted sub-sites.&lt;br /&gt;
&lt;br /&gt;
In 2001 the admins were Terazawa (mainpage) and Anssi Hakkinen (Sword Dojo) and Dan Goldstein was webmaster.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.totalwar.org The Guild&#039;s Homepage]&lt;br /&gt;
*[http://forums.totalwar.org/index.php The Guild&#039;s Forums]&lt;br /&gt;
&lt;br /&gt;
[[Category: Fansites]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15857</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15857"/>
		<updated>2008-04-22T19:05:17Z</updated>

		<summary type="html">&lt;p&gt;Jebus: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
A spy is an agent character that may be trained in settlements that have the required structures. Spies cannot take part in battles, or negotiate with other characters. Their purpose is to reveal:&lt;br /&gt;
: 1. What lies within another faction&#039;s settlement. &lt;br /&gt;
: 2. The make-up of another faction&#039;s army on the map.&lt;br /&gt;
: 3. Any hidden armies laying in ambush on the map.&lt;br /&gt;
: 4. Counter spying - staying in friendly settlements to expose espionage and assassination attempts.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
: 1. Moving spies next to a settlement or army will often give the required information. Clicking on a settlement or army will increase the risk of the spy being discovered and perhaps slain.&lt;br /&gt;
: 2. Spies that enter a settlement that has the plague, may contract the disease and can carry that with them to another settlement or army. This can be considered &#039;germ warfare&#039; to affect your enemies.&lt;br /&gt;
: 3. Moving to, or keeping a spy in your own settlements can improve public order and help to reveal enemy agents.&lt;br /&gt;
: 4. Spies can also attach themselves to armies in order to protect them or  board ships. &lt;br /&gt;
: 5. Spies can be used to increase unrest in other factions settlements, possibly tipping the town into revolt&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Main_Page&amp;diff=15856</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Main_Page&amp;diff=15856"/>
		<updated>2008-04-22T19:01:41Z</updated>

		<summary type="html">&lt;p&gt;Jebus: /* Medieval 2: Total War */ new release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- These are comments, they wont show up on the page when viewed. All comments are wrapped in these little arrow tags --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Feel free to keep this page updated in any way you see fit. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Though please discuss major alterations in the discussions page. --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[TWC_Wiki:Help_Desk| Help Desk]]  •  [[Special:Popularpages|Popular Pages]]  •  [[TWC Official:Terms of Service|TWC Terms of Service]]  •  [[TWC:FAQ|TWC Frequently Asked Questions]]  •  [http://www.twcenter.net/forums/forumdisplay.php?f=489 Discuss the Wiki on TWC]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Modding Portal|http://www.twcenter.net/w/images/5/50/GeneralModding.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
*[[Modding Portal|&#039;&#039;&#039;The Modding Portal:&#039;&#039;&#039;]]&lt;br /&gt;
:*[[Modding:Art|&#039;&#039;&#039;Art&#039;&#039;&#039;]]&lt;br /&gt;
:*[[Modding:Coding|&#039;&#039;&#039;Coding&#039;&#039;&#039;]]&lt;br /&gt;
:*[[Modding:Mapping|&#039;&#039;&#039;Mapping&#039;&#039;&#039;]]&lt;br /&gt;
*[[Modding:Tutorial list|&#039;&#039;&#039;List of all Modding Tutorials&#039;&#039;&#039;]]&lt;br /&gt;
*&#039;&#039;&#039;[[:Category:Modding|Wiki Modding Articles]]&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[:Category: MTW2Modding|Medieval II Wiki Modding Articles]]&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[:Category:RTWModding|Rome &amp;amp; Barbarian Invasion Wiki Modding Articles]]&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[:Category:RTW Files|Artcles on RTW/BI Text Files]]&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[:Category:MTW2 Files|Articles on M2TW Text Files]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Medieval 2: Total War|http://www.twcenter.net/w/images/e/ee/MedievalText2.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=== Overview: ===&lt;br /&gt;
*[[Medieval 2: Total War|Medieval 2: Total War Portal]]&lt;br /&gt;
*[[Medieval_II:_Total_War_Kingdoms|Medieval 2: Total War Kingdoms Overview]]&lt;br /&gt;
&lt;br /&gt;
=== Information: ===&lt;br /&gt;
*[[Factions in Medieval 2|Faction List]]&lt;br /&gt;
*[[:Category:Medieval 2 Information|Gameplay Information]]&lt;br /&gt;
*[[Medieval II Patches|Latest Patches]]&lt;br /&gt;
*[[Medieval II cheats|Cheats]]&lt;br /&gt;
&lt;br /&gt;
=== Modifications: ===&lt;br /&gt;
*[[:Category:MTW2_Mods|Released Mods for M2TW]]&lt;br /&gt;
*[[:Category:TWC_Hosted_Modifications_-_MTW2|Hosted Mods for M2TW]]&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Rome: Total War Portal|http://www.twcenter.net/w/images/b/b8/RomeText.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Overview: ===&lt;br /&gt;
*[[Rome: Total War Portal|Rome: Total War Portal]]&lt;br /&gt;
*[[Barbarian Invasion|Barbarian Invasion Overview]]&lt;br /&gt;
*[[Alexander|Alexander Overview]]&lt;br /&gt;
&lt;br /&gt;
=== Information: ===&lt;br /&gt;
*[[:Category:Rome: Total War Factions|Faction List]]&lt;br /&gt;
*[[:Category:Scriptorium - Rome: Total War|Strategy Guides]]&lt;br /&gt;
&lt;br /&gt;
=== Modifications: ===&lt;br /&gt;
*[[:Category:RTW Mods (Released)|Released Mods for Rome]]&lt;br /&gt;
*[[:Category:BI Mods (Released)|Released Mods for Barbarian Invasion]]&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Total War Center|http://www.twcenter.net/w/images/6/66/ForumInformation.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=== [[Total War Center|The Total War Center:]] ===&lt;br /&gt;
*[[:Category:Total War Center Information|&#039;&#039;&#039;Information on TWC&#039;&#039;&#039;]]&lt;br /&gt;
*[[:Category:Ranks|&#039;&#039;&#039;Ranks on TWC&#039;&#039;&#039;]]&lt;br /&gt;
*[[Index to Say Cheese| &#039;&#039;&#039;&amp;quot;Say Cheese&amp;quot; Index&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Total War Center Publications|Publications:]] ===&lt;br /&gt;
*[[Helios|&#039;&#039;&#039;The Helios&#039;&#039;&#039;]] &lt;br /&gt;
*[[Podcast|&#039;&#039;&#039;Podcasts&#039;&#039;&#039;]] &lt;br /&gt;
*[[Eagle_Standard|&#039;&#039;&#039;The Eagle Standard&#039;&#039;&#039;]]&lt;br /&gt;
*[[:Category:Scriptorium|&#039;&#039;&#039;The Scriptorium&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
&amp;lt;!-- Recently released mods are listed here --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; rowspan=1 valign=&amp;quot;top&amp;quot; style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Recently Released Mods &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[:Category:M2TW Mods|Medieval 2: Total War]] ==&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=146797 Pro Deo Et Rege 1.0]&lt;br /&gt;
*[http://twcenter.net/forums/showthread.php?t=140940 Broken Crescent 1.0]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=121291 Darthmod 1.4C]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=116379 Deus lo Vult 4.0]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=131240 Lands to Conquer 4.1]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=159996 Stainless Steel 6.0]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:RTW Mods (Released)|Rome: Total War]] ==&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=31 Europa Barbarorum 1.1]&lt;br /&gt;
*[http://twcenter.net/forums/showthread.php?t=138533 Roma Surrectum 1.5]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=121086 Invasio Barbarorum VI]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=120902 Napoleonic 2 TW: Portugal Expansion]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=117801 Rome Medieval: Lord of the Knights]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=116312 Rome Cassus Belli 1.0]&lt;br /&gt;
| style=&amp;quot;width:50%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; The Modding Spotlight &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Lycan Rising]] ==&lt;br /&gt;
[[Image:SpotlightImage2.jpg|left|Lycan Rising Screenshot]]&amp;lt;!-- Simply upload a new version of the spotlight image to replace it --&amp;gt;&lt;br /&gt;
[[Lycan Rising|End of Days: Lycan Rising]] is a completely independent sequel to [[End of Days]], it is a full conversion modification for [[Barbarian Invasion]] 1.6, contained within its own mod folder and with automated installer.&lt;br /&gt;
&lt;br /&gt;
The mod is based on an invented pre-history of ongoing warfare between Lycan and Vampire races. See Chronicle of the Nightbreeds for the book by [[Halie Satanus]] that the mod is based on.&lt;br /&gt;
&lt;br /&gt;
It uses a new campaign map designed specifically for the mod, which includes a wide range of climates and terrain, with areas such as the &#039;Forbidden Mountains&#039; and &#039;Cursed Earth&#039;.&lt;br /&gt;
&lt;br /&gt;
All [[faction]]s have completely new (non-vanilla) unit rosters, including many less humanoid units such as the giant Yargrazil, the winged ancient vampires, and turned Lycans...[[Lycan Rising|Continue Reading]]&lt;br /&gt;
| rowspan=1 style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Picture of the Week|http://www.twcenter.net/w/images/e/ee/Image2.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Submitted by:&#039;&#039;&#039; [[Chaplain118]] &lt;br /&gt;
&lt;br /&gt;
[[Image:PotW2.jpg|center|225px]]&lt;br /&gt;
&#039;&#039;&#039;Title:&#039;&#039;&#039; &#039;&#039;&amp;quot;Sarmatians Advance&amp;quot;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Discuss this weeks winner&#039;&#039;&#039; [http://www.twcenter.net/forums/showthread.php?t=158787 Here]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; rowspan=1 |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Help the TWC Wiki &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[:Special:Wantedpages|Most Wanted Articles:]] ===&lt;br /&gt;
*[[Skymod]]&lt;br /&gt;
*[[Descr sounds units anims.txt]]&lt;br /&gt;
*[[Export descr sounds units battle events.txt]]&lt;br /&gt;
*[[Export descr sounds prebattle.txt]]&lt;br /&gt;
*[[Export descr sounds stratmap voice.txt]]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Stubs|Short articles in need of expansion:]] ===&lt;br /&gt;
*[[Admiral]]&lt;br /&gt;
*[[Spy]]&lt;br /&gt;
*[[Diplomat]]&lt;br /&gt;
*[[Assassin]]&lt;br /&gt;
*[[May 2005 crisis]]&lt;br /&gt;
*[[The Crusades Campaign]]&lt;br /&gt;
*[[The Americas Campaign]]&lt;br /&gt;
*[[Alexander]]&lt;br /&gt;
*[[Squalor]]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Cleanup|Articles in need of Cleanup:]] ===&lt;br /&gt;
*[[Total War]]&lt;br /&gt;
*[[Shogun: Total War]]&lt;br /&gt;
*[[Medieval: Total War]]&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;width:50%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Total War Community &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Community News ==&lt;br /&gt;
=== New [[Empire: Total War]] Interview ===&lt;br /&gt;
[[Image:Empiretotalw1.jpg|175px|left|Empire Total War Ingame Screenshot]]&lt;br /&gt;
Lead designer James Russell reveals the details of the next sequel in the celebrated strategy series.&lt;br /&gt;
&lt;br /&gt;
by [http://pc.ign.com/email.html Steve Butts]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;US, April 18, 2008&#039;&#039; - Last year&#039;s trip to the Games Convention in Leipzig didn&#039;t offer that many surprises to us. But among the few surprises it offered up, none was more intriguing or exciting than Creative Assembly&#039;s announcement of the latest game in their extraordinary Total War series. Empire: Total War finally brings the strategy series into the early modern period and opens up a wealth of new gameplay options. We&#039;ve been eager to hear more about the game ever since that first closed-door meeting in Germany and we&#039;re happy to say the team has finally agreed to offer up some answers...&lt;br /&gt;
&lt;br /&gt;
continue Reading [http://uk.pc.ign.com/articles/866/866990p1.html Here]&lt;br /&gt;
&lt;br /&gt;
== Other Major Fansites ==&lt;br /&gt;
*[[:Category: Fansites|All Total War Fansites]]&lt;br /&gt;
**[[The Guild]]&lt;br /&gt;
**[[Total Realism Forums]]&lt;br /&gt;
**[[Official Forums]]  &lt;br /&gt;
**[[Total_War_Heaven|Total War Heaven]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; rowspan=1 |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Latest Forum News &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Writing Competition 2008 ===&lt;br /&gt;
Take time and congratulate the following gems in the field of writing:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Winner of the writing competition: [http://www.twcenter.net/forums/showpost.php?p=2819208&amp;amp;postcount=1 Coffee and Burgers], a Short Anecdote by [[Juno]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Second place: [http://www.twcenter.net/forums/showpost.php?p=2819189&amp;amp;postcount=1 Morning View] by [[The Fuzz]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Third place: [http://www.twcenter.net/forums/showpost.php?p=2819204&amp;amp;postcount=1 Identity] by [[Justinian]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Librarians&#039; choice award winner: [http://www.twcenter.net/forums/showpost.php?p=2819192&amp;amp;postcount=1 A Friend Too Far] by [[Faenaris]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information see [http://www.twcenter.net/forums/showthread.php?t=148032 Here]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[News|View Previous News Items]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 style=&amp;quot;width:33%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt;References&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Consult the [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:FAQ MediaWiki FAQ]&lt;br /&gt;
* [http://mail.wikipedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Main_Page&amp;diff=15855</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Main_Page&amp;diff=15855"/>
		<updated>2008-04-22T18:59:21Z</updated>

		<summary type="html">&lt;p&gt;Jebus: /* Rome: Total War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- These are comments, they wont show up on the page when viewed. All comments are wrapped in these little arrow tags --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Feel free to keep this page updated in any way you see fit. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Though please discuss major alterations in the discussions page. --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[TWC_Wiki:Help_Desk| Help Desk]]  •  [[Special:Popularpages|Popular Pages]]  •  [[TWC Official:Terms of Service|TWC Terms of Service]]  •  [[TWC:FAQ|TWC Frequently Asked Questions]]  •  [http://www.twcenter.net/forums/forumdisplay.php?f=489 Discuss the Wiki on TWC]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Modding Portal|http://www.twcenter.net/w/images/5/50/GeneralModding.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
*[[Modding Portal|&#039;&#039;&#039;The Modding Portal:&#039;&#039;&#039;]]&lt;br /&gt;
:*[[Modding:Art|&#039;&#039;&#039;Art&#039;&#039;&#039;]]&lt;br /&gt;
:*[[Modding:Coding|&#039;&#039;&#039;Coding&#039;&#039;&#039;]]&lt;br /&gt;
:*[[Modding:Mapping|&#039;&#039;&#039;Mapping&#039;&#039;&#039;]]&lt;br /&gt;
*[[Modding:Tutorial list|&#039;&#039;&#039;List of all Modding Tutorials&#039;&#039;&#039;]]&lt;br /&gt;
*&#039;&#039;&#039;[[:Category:Modding|Wiki Modding Articles]]&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[:Category: MTW2Modding|Medieval II Wiki Modding Articles]]&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[:Category:RTWModding|Rome &amp;amp; Barbarian Invasion Wiki Modding Articles]]&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[:Category:RTW Files|Artcles on RTW/BI Text Files]]&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[:Category:MTW2 Files|Articles on M2TW Text Files]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Medieval 2: Total War|http://www.twcenter.net/w/images/e/ee/MedievalText2.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=== Overview: ===&lt;br /&gt;
*[[Medieval 2: Total War|Medieval 2: Total War Portal]]&lt;br /&gt;
*[[Medieval_II:_Total_War_Kingdoms|Medieval 2: Total War Kingdoms Overview]]&lt;br /&gt;
&lt;br /&gt;
=== Information: ===&lt;br /&gt;
*[[Factions in Medieval 2|Faction List]]&lt;br /&gt;
*[[:Category:Medieval 2 Information|Gameplay Information]]&lt;br /&gt;
*[[Medieval II Patches|Latest Patches]]&lt;br /&gt;
*[[Medieval II cheats|Cheats]]&lt;br /&gt;
&lt;br /&gt;
=== Modifications: ===&lt;br /&gt;
*[[:Category:MTW2_Mods|Released Mods for M2TW]]&lt;br /&gt;
*[[:Category:TWC_Hosted_Modifications_-_MTW2|Hosted Mods for M2TW]]&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Rome: Total War Portal|http://www.twcenter.net/w/images/b/b8/RomeText.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Overview: ===&lt;br /&gt;
*[[Rome: Total War Portal|Rome: Total War Portal]]&lt;br /&gt;
*[[Barbarian Invasion|Barbarian Invasion Overview]]&lt;br /&gt;
*[[Alexander|Alexander Overview]]&lt;br /&gt;
&lt;br /&gt;
=== Information: ===&lt;br /&gt;
*[[:Category:Rome: Total War Factions|Faction List]]&lt;br /&gt;
*[[:Category:Scriptorium - Rome: Total War|Strategy Guides]]&lt;br /&gt;
&lt;br /&gt;
=== Modifications: ===&lt;br /&gt;
*[[:Category:RTW Mods (Released)|Released Mods for Rome]]&lt;br /&gt;
*[[:Category:BI Mods (Released)|Released Mods for Barbarian Invasion]]&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Total War Center|http://www.twcenter.net/w/images/6/66/ForumInformation.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=== [[Total War Center|The Total War Center:]] ===&lt;br /&gt;
*[[:Category:Total War Center Information|&#039;&#039;&#039;Information on TWC&#039;&#039;&#039;]]&lt;br /&gt;
*[[:Category:Ranks|&#039;&#039;&#039;Ranks on TWC&#039;&#039;&#039;]]&lt;br /&gt;
*[[Index to Say Cheese| &#039;&#039;&#039;&amp;quot;Say Cheese&amp;quot; Index&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Total War Center Publications|Publications:]] ===&lt;br /&gt;
*[[Helios|&#039;&#039;&#039;The Helios&#039;&#039;&#039;]] &lt;br /&gt;
*[[Podcast|&#039;&#039;&#039;Podcasts&#039;&#039;&#039;]] &lt;br /&gt;
*[[Eagle_Standard|&#039;&#039;&#039;The Eagle Standard&#039;&#039;&#039;]]&lt;br /&gt;
*[[:Category:Scriptorium|&#039;&#039;&#039;The Scriptorium&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
&amp;lt;!-- Recently released mods are listed here --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; rowspan=1 valign=&amp;quot;top&amp;quot; style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Recently Released Mods &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[:Category:M2TW Mods|Medieval 2: Total War]] ==&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=146797 Pro Deo Et Rege 1.0]&lt;br /&gt;
*[http://twcenter.net/forums/showthread.php?t=140940 Broken Crescent 1.0]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=121291 Darthmod 1.4C]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=116379 Deus lo Vult 4.0]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=131240 Lands to Conquer 4.1]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=126810 Stainless Steel 5.0]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:RTW Mods (Released)|Rome: Total War]] ==&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=31 Europa Barbarorum 1.1]&lt;br /&gt;
*[http://twcenter.net/forums/showthread.php?t=138533 Roma Surrectum 1.5]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=121086 Invasio Barbarorum VI]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=120902 Napoleonic 2 TW: Portugal Expansion]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=117801 Rome Medieval: Lord of the Knights]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=116312 Rome Cassus Belli 1.0]&lt;br /&gt;
| style=&amp;quot;width:50%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; The Modding Spotlight &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Lycan Rising]] ==&lt;br /&gt;
[[Image:SpotlightImage2.jpg|left|Lycan Rising Screenshot]]&amp;lt;!-- Simply upload a new version of the spotlight image to replace it --&amp;gt;&lt;br /&gt;
[[Lycan Rising|End of Days: Lycan Rising]] is a completely independent sequel to [[End of Days]], it is a full conversion modification for [[Barbarian Invasion]] 1.6, contained within its own mod folder and with automated installer.&lt;br /&gt;
&lt;br /&gt;
The mod is based on an invented pre-history of ongoing warfare between Lycan and Vampire races. See Chronicle of the Nightbreeds for the book by [[Halie Satanus]] that the mod is based on.&lt;br /&gt;
&lt;br /&gt;
It uses a new campaign map designed specifically for the mod, which includes a wide range of climates and terrain, with areas such as the &#039;Forbidden Mountains&#039; and &#039;Cursed Earth&#039;.&lt;br /&gt;
&lt;br /&gt;
All [[faction]]s have completely new (non-vanilla) unit rosters, including many less humanoid units such as the giant Yargrazil, the winged ancient vampires, and turned Lycans...[[Lycan Rising|Continue Reading]]&lt;br /&gt;
| rowspan=1 style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Picture of the Week|http://www.twcenter.net/w/images/e/ee/Image2.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Submitted by:&#039;&#039;&#039; [[Chaplain118]] &lt;br /&gt;
&lt;br /&gt;
[[Image:PotW2.jpg|center|225px]]&lt;br /&gt;
&#039;&#039;&#039;Title:&#039;&#039;&#039; &#039;&#039;&amp;quot;Sarmatians Advance&amp;quot;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Discuss this weeks winner&#039;&#039;&#039; [http://www.twcenter.net/forums/showthread.php?t=158787 Here]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; rowspan=1 |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Help the TWC Wiki &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[:Special:Wantedpages|Most Wanted Articles:]] ===&lt;br /&gt;
*[[Skymod]]&lt;br /&gt;
*[[Descr sounds units anims.txt]]&lt;br /&gt;
*[[Export descr sounds units battle events.txt]]&lt;br /&gt;
*[[Export descr sounds prebattle.txt]]&lt;br /&gt;
*[[Export descr sounds stratmap voice.txt]]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Stubs|Short articles in need of expansion:]] ===&lt;br /&gt;
*[[Admiral]]&lt;br /&gt;
*[[Spy]]&lt;br /&gt;
*[[Diplomat]]&lt;br /&gt;
*[[Assassin]]&lt;br /&gt;
*[[May 2005 crisis]]&lt;br /&gt;
*[[The Crusades Campaign]]&lt;br /&gt;
*[[The Americas Campaign]]&lt;br /&gt;
*[[Alexander]]&lt;br /&gt;
*[[Squalor]]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Cleanup|Articles in need of Cleanup:]] ===&lt;br /&gt;
*[[Total War]]&lt;br /&gt;
*[[Shogun: Total War]]&lt;br /&gt;
*[[Medieval: Total War]]&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;width:50%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Total War Community &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Community News ==&lt;br /&gt;
=== New [[Empire: Total War]] Interview ===&lt;br /&gt;
[[Image:Empiretotalw1.jpg|175px|left|Empire Total War Ingame Screenshot]]&lt;br /&gt;
Lead designer James Russell reveals the details of the next sequel in the celebrated strategy series.&lt;br /&gt;
&lt;br /&gt;
by [http://pc.ign.com/email.html Steve Butts]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;US, April 18, 2008&#039;&#039; - Last year&#039;s trip to the Games Convention in Leipzig didn&#039;t offer that many surprises to us. But among the few surprises it offered up, none was more intriguing or exciting than Creative Assembly&#039;s announcement of the latest game in their extraordinary Total War series. Empire: Total War finally brings the strategy series into the early modern period and opens up a wealth of new gameplay options. We&#039;ve been eager to hear more about the game ever since that first closed-door meeting in Germany and we&#039;re happy to say the team has finally agreed to offer up some answers...&lt;br /&gt;
&lt;br /&gt;
continue Reading [http://uk.pc.ign.com/articles/866/866990p1.html Here]&lt;br /&gt;
&lt;br /&gt;
== Other Major Fansites ==&lt;br /&gt;
*[[:Category: Fansites|All Total War Fansites]]&lt;br /&gt;
**[[The Guild]]&lt;br /&gt;
**[[Total Realism Forums]]&lt;br /&gt;
**[[Official Forums]]  &lt;br /&gt;
**[[Total_War_Heaven|Total War Heaven]]&lt;br /&gt;
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&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Latest Forum News &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Writing Competition 2008 ===&lt;br /&gt;
Take time and congratulate the following gems in the field of writing:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Winner of the writing competition: [http://www.twcenter.net/forums/showpost.php?p=2819208&amp;amp;postcount=1 Coffee and Burgers], a Short Anecdote by [[Juno]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Second place: [http://www.twcenter.net/forums/showpost.php?p=2819189&amp;amp;postcount=1 Morning View] by [[The Fuzz]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Third place: [http://www.twcenter.net/forums/showpost.php?p=2819204&amp;amp;postcount=1 Identity] by [[Justinian]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Librarians&#039; choice award winner: [http://www.twcenter.net/forums/showpost.php?p=2819192&amp;amp;postcount=1 A Friend Too Far] by [[Faenaris]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information see [http://www.twcenter.net/forums/showthread.php?t=148032 Here]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt;References&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Consult the [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:FAQ MediaWiki FAQ]&lt;br /&gt;
* [http://mail.wikipedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
|}&lt;br /&gt;
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__NOTOC__&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Europa_Barbarorum&amp;diff=12344</id>
		<title>Europa Barbarorum</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Europa_Barbarorum&amp;diff=12344"/>
		<updated>2007-10-13T13:26:51Z</updated>

		<summary type="html">&lt;p&gt;Jebus: /* Releases */ version 1.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Europa Barbarorum (or EB) is a Mod of the computer game [[Rome: Total War]] (RTW) based on the desire to provide RTW players with a more historically accurate game experience, without sacrificing fun. Europa Barbarorum is a total conversion&amp;amp;mdash;replacing all unit and building stats, for instance, and all unit models&amp;amp;mdash;though it covers roughly the same time period as the campaign included with RTW.&lt;br /&gt;
&lt;br /&gt;
==History and goal== &lt;br /&gt;
EB was originally founded in January 2004, eight months before RTW&#039;s release, when several individuals&amp;lt;!-- who are they? needs names --&amp;gt; following the game&#039;s development became concerned that barbarian factions such as [[Gaul]] and [[Germania]] were being portrayed as stereotypical hordes of unwashed savages. These individuals felt that such representations conformed more to a sensationalist Hollywood stereotype than historical fact, maintaining (as many modern historians do) that the ancient &amp;quot;barbarian&amp;quot; cultures are often viewed through the paradigm of Greco-Roman bias. The true nature of these civilizations, says EB, is better revealed through archaeological evidence and what remains of their own ancient texts.&lt;br /&gt;
&lt;br /&gt;
These individuals, concerned as they were for the “barbarians”, were joined by others with concerns for other ancient cultures / factions. Together, these EB members tried to convince the [[Creative Assembly]] to alter their depiction of the period to make the whole game more historically accurate. Whilst some suggestions were taken on board and adopted in the final release of RTW, most were disregarded by CA due to publisher pressures / financial expediency. Some EB members continued to offer their services as historical advisers but due to inherent concerns over intellectual property rights, CA declined the offer. &lt;br /&gt;
&lt;br /&gt;
Having exhausted this avenue for change, the EB members then resolved to modify the game themselves upon its release. To these ends they began what ended up being several thousands of hours of research and preliminary work.&lt;br /&gt;
&lt;br /&gt;
On released, EB immediately began work on the modification, recruiting a large team of volunteer Texture mapping, skinners, 3D modelers, coders, and historians to make the game better reflect historical reality. EB’s vision of edutainment was endorsed by CA, who offered limited help when able.&lt;br /&gt;
&lt;br /&gt;
Slightly over a year after its release, the EB team finally made their initial [http://www.europabarbarorum.com/downloads_mod.html open beta] public on 27 December 2005. Almost  50,000 tracked downloads have been recorded since then, and many other untracked sites also host the mod.  The mod has also been included with demos and mods on PC Format, a computer magazine published in the United Kingdom and South Africa.&lt;br /&gt;
&lt;br /&gt;
Even though EB gives the players the opportunity to experience the same age and (roughly) place as original RTW, this mod is a [[Total Conversion]], which offers a completely new feel / gaming experience. All units, buildings, map features and other modable parameters of the game have been reworked from scratch and many new features added.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
* All existing units have been removed and replaced&lt;br /&gt;
* Unit recruitment has been changed to a new system based on governments and assimilation, set up at region-by-region basis&lt;br /&gt;
&lt;br /&gt;
===New factions===&lt;br /&gt;
&lt;br /&gt;
* The Arverni, a new faction of Gauls&lt;br /&gt;
* Baktria, the central asian Hellenic empire&lt;br /&gt;
* Pyrrhos and his Epeirotes are now playable&lt;br /&gt;
* Saka-Rauka, a heavily cavalry-based faction based in central Asia&lt;br /&gt;
&lt;br /&gt;
===Faction changes===&lt;br /&gt;
* The Egyptian army has been changed to correspond to the Ptolemaic period in history&lt;br /&gt;
* Sauromatae takes over as the regional superpower in ancient Russia, instead of the Scythians whose power was in decline&lt;br /&gt;
* The Gauls are split into two factions, the Aedui and the Arverni&lt;br /&gt;
* The Koinon Hellenon represents the Chremonidean League of Athens, Sparta and Rhodes, instead of the Greek Cities which were made up of cities who only shared being called Greeks&lt;br /&gt;
* New families for all factions with members&#039; ages and relationships accurate (as far as modern scholarship is able to reconstruct) to current knowledge of the year 272 BC&lt;br /&gt;
* Diplomatic relationships between factions are accurately mapped out for the game&#039;s start in 272BC, accurately representing the state of diplomacy for the start date.&lt;br /&gt;
* Unrealistic &amp;quot;fog-of-war&amp;quot; constraints partially lifted at the game&#039;s start to show a more realistic understanding of political geography specialized for each individual faction&#039;s point of view&lt;br /&gt;
* More than 4,900 new names for generals and family members of Hellenic factions, transliterated from ancient Greek&lt;br /&gt;
* Faction-specific alerts and messages for the capture of the most important unique buildings for those peoples&lt;br /&gt;
* Diplomatic relationships of rebel cities with existing factions accurately represented, with severe consequences for AI and human players who violate those alliances.&lt;br /&gt;
* Rebel forces now have accurate ethnic names and strengths.&lt;br /&gt;
* No more fantasy units.&lt;br /&gt;
* Procedures and goals for attaining a Roman triumph&lt;br /&gt;
* Special alerts and graphics representing the major stages of the breakup of the Seleukid empire, if the collapse occurs&lt;br /&gt;
* A new faction-specific and historically based faction victory condition system, with each faction required to achieve goals as diverse as conquering provinces, raiding cities, capturing unique buildings, and destroying other specific factions&lt;br /&gt;
* Nomadic, desert, and steppe cultures much more accurately represented in government types and resource development&lt;br /&gt;
&lt;br /&gt;
===Cartography===&lt;br /&gt;
&lt;br /&gt;
* A new map as the base for our campaign mode, with greatly expanded eastern and southern regions, and with Arabia, India, Central Asia, and the Upper Nile all receiving many new territories. &lt;br /&gt;
* Faction specific naming practices with accurate unit names and accurate province names in the language of the controlling peoples at the game&#039;s start&lt;br /&gt;
* Accurate terrain reconstructions, snow boundaries, vegetation types, and coastlines&lt;br /&gt;
* The Nile-Red Sea canal linking the Indian Ocean and Mediterranean Sea&lt;br /&gt;
* Province boundaries carefully reconstructed to represent the political geography of 272BC&lt;br /&gt;
* New campaign map vegetation models include palms and denser forests.&lt;br /&gt;
* Ancient trade routes (such as the Amber and Silk Roads) which can be captured and used&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
* A new trait system based on and including a complex interaction of genetics, aging, family members, and health, affecting trait acquisition and development over the life of your characters. The number of new traits themselves is greatly increased and faction specific.&lt;br /&gt;
* Hellenic trait system based on ancient Greek perceptions of personalities. &lt;br /&gt;
* Roman trait system partially based on the moral tales of Valerius Maximus.&lt;br /&gt;
* All starting generals&#039; personalities and traits mirror their historical personalities.&lt;br /&gt;
* Special Events Traits, like the Olympics where a Hellenic general can compete and even win them gaining a significant Influence boost.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
&lt;br /&gt;
* A complex new government system to more accurately reflect the choices of government types available within factions for the provinces they begin with and conquer. For example, Sparta&#039;s government is much different from Athens at the game&#039;s start, providing different benefits and unit recruitment capabilities, as well as different disadvantages.&lt;br /&gt;
* Many new faction specific buildings, including colonies, shrines, clinics, granaries, new barbarian governmental structures, new theater trees, stupas, and many, many more.&lt;br /&gt;
* Over 50 new unique buildings or &amp;quot;wonders&amp;quot; for the map, present at the game&#039;s start, and affecting everything from trade and population growth to generals&#039; traits and faction recruitment abilities, bonuses of which many are specifically tailored for and limited to certain factions.&lt;br /&gt;
* Temple systems representing the most popular temple types of each of the depicted factions, not just a sampling for variety. New descriptions of the numerous deities.&lt;br /&gt;
* No more fantasy bonuses, like equipment upgrades from temples of Vulcan.&lt;br /&gt;
* Capes, straits, mountains, and other terrain &amp;quot;unique buildings&amp;quot; provide bonuses to represent their historical importance&lt;br /&gt;
&lt;br /&gt;
===Non-Unit Graphics===&lt;br /&gt;
&lt;br /&gt;
* All new faction specific special graphics for the faction selection menu&lt;br /&gt;
* New campaign map minimap and faction starting point maps in the campaign selection menu&lt;br /&gt;
* New faction icons, selection buttons, campaign map standards, and battle map banners&lt;br /&gt;
* A new campaign map siege, ship, unit, general, watchtower, and resource graphics&lt;br /&gt;
* Culture-specific advisors.&lt;br /&gt;
* New faction-defeated graphics for every faction.&lt;br /&gt;
&lt;br /&gt;
===Game Mechanics===&lt;br /&gt;
&lt;br /&gt;
* A fleet system with many more new ships and more accurate strengths and weaknesses in battle&lt;br /&gt;
* Custom designed formations give the AI greater flexibility and incentive to perform actual battlefield maneuvers&lt;br /&gt;
* Four turns per year gameplay, with the winter months limited to one of the four seasons.&lt;br /&gt;
* New animations created, like two-handed lancers and better horse archer animations. &lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
&lt;br /&gt;
* As of August 2006, EB features its own music, composed by [http://www.morgancasey.com/ Morgan Casey] &amp;amp; [http://www.nickwylie.com/ Nick Wylie]&lt;br /&gt;
* New classical Latin battle map voice recordings&lt;br /&gt;
&lt;br /&gt;
==Awards and reviews==&lt;br /&gt;
&lt;br /&gt;
Europa Barbarorum has won numerous community awards, including [http://www.twcenter.net Total War Center] Best Mod 2006, Best Modding Team 2006, Best Gameplay 2006 and Best Map 2006, and [http://forums.totalwar.org/vb/showthread.php?t=59351 Total War Org] Most Promising Mod 2006&lt;br /&gt;
&lt;br /&gt;
Europa Barbarorum was featured and reviewed in the April 2005 edition of the Italian PC Gaming magazine &#039;&#039;Giochi per Il Mio Computer&#039;&#039;, French PC Gaming magazine [http://fr.wikipedia.org/wiki/Canard_PC Canard PC] in 2005, and PC Gamer (UK), March 2005.&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&lt;br /&gt;
Members of EB include:&lt;br /&gt;
&lt;br /&gt;
*[[Khelvan]]&lt;br /&gt;
*[[Teleklos Archelaou]]&lt;br /&gt;
*[[Kull]]&lt;br /&gt;
*[[Krusader]]&lt;br /&gt;
*[[Urnamma]]&lt;br /&gt;
*[[Aymar de Bois Mauri]]&lt;br /&gt;
*[[Vandal Carthage]]&lt;br /&gt;
*[[Shigawire]]&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
&lt;br /&gt;
===1.0===&lt;br /&gt;
&lt;br /&gt;
The EB team released version 1.0 of their mod on the 11th of October, 2007 (over 3 years worth of work). The mod folder which is downloaded is probably one of the biggest ever created due to so much detail being included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=126568 release thread and list of changes]&lt;br /&gt;
&lt;br /&gt;
WARNING: EB 1.0 may still play with a significant amount of lag, its recommended that you shut down all non-essential processes and run the game on low settings &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is the list of  older versions of EB:&lt;br /&gt;
&lt;br /&gt;
===0.8===&lt;br /&gt;
&lt;br /&gt;
Changes from 0.7 to 0.8 as listed by Teleklos Archelaou [http://www.twcenter.net/forums/showthread.php?t=71981 here]&lt;br /&gt;
&lt;br /&gt;
1. New Faction Yes. The new faction is the &#039;&#039;&#039;Sabaeans&#039;&#039;&#039;.  Sab&#039;yn, more precisely.  As&#039;Sab&#039;yn wal&#039;Jau, most precisely.  They are not completed yet though so while we have a handful of new units for the faction we also have a number of placeholders for the time being that will be removed when their other units are finished.  We do have ethnicities, accurate names, many building descriptions, and as I said a handful of units, but you may want to wait till 0.9 or another update to play a full campaign as them if their unfinished nature worries you greatly.&lt;br /&gt;
&lt;br /&gt;
2. The &#039;&#039;&#039;new music&#039;&#039;&#039; is in the game, and there is a mix for each culture.  To keep from playing one song over and over, each culture group has a few songs from similar culture groups, or at least a few songs that we thought might go well with it.  You can see the arrangement easily by going to descr_sounds_music.txt and taking a look.  Feel free to alter that file with a text editor to come up with your own preferred arrangement for a given culture group. It&#039;s a piece of cake to change them; just cut/copy and paste.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
3. There is a &#039;&#039;&#039;new government level&#039;&#039;&#039;.  When you first capture a province, you still have to destroy the old government building (which is 100% damaged), just like before.  But now, there is a one turn &amp;quot;Provisional Military Government/Regional Pacifcation&amp;quot; level that will allow you then to pick from among the possible correct governments once it is constructed.  It&#039;s basically a level one from which we can branch the government levels but keep them in one complex instead of spread out over four (wasting three complex slots).  Not a big change really, you&#039;ll get used to it very quickly indeed, and it gives us three free complex slots to use for other things which we badly needed. As with the 0.74 build, we strongly recommend totally destroying any government buildings that exist in a province when you take control of it.  They should be damaged 100% by scripts, but we cannot totally destroy them, so make sure that is the first thing you do when you capture a new province. Then we suggest immediately installing the new Regional Pacification level and moving on to your choice of government.&lt;br /&gt;
&lt;br /&gt;
4. The &#039;&#039;&#039;new MIC system&#039;&#039;&#039; may be the biggest change. Take a look at my in-depth post on it here:  [http://forums.totalwar.org/vb/showthread.php?t=73928 http://forums.totalwar.org/vb/showthread.php?t=73928]&lt;br /&gt;
&lt;br /&gt;
5. The &#039;&#039;&#039;Nomadic system&#039;&#039;&#039; is a big change too.  The battlemap items have not entirely been inserted into the game yet either, but the building progression is now in place.  The best way of understanding the system is to refer to this flowchart till you get the hang of it:&lt;br /&gt;
[http://img474.imageshack.us/img474/3759/nomad7fp.th.jpg http://img474.imageshack.us/my.php?image=nomad7fp.jpg]&lt;br /&gt;
&lt;br /&gt;
6. There is a lot of &#039;&#039;&#039;other new content&#039;&#039;&#039; in many different areas, all of which we hope you enjoy:&lt;br /&gt;
-Many new buildings, including a new group of gymnasia for Greeks, new local MIC&#039;s, Buddhist Stupas.&lt;br /&gt;
-New constructed images for some older buildings to emphasize culture group differences.&lt;br /&gt;
-Plenty of new ships and enhanced ship unit cards and unit info images.&lt;br /&gt;
-Lots of new loading screens with more to come.&lt;br /&gt;
-Our brand new soundtrack already mentioned above by Morgan Casey and Nick Wylie.&lt;br /&gt;
-Ethnicities for some factions that didn&#039;t have them before and expanded ones for some others.&lt;br /&gt;
-New province summaries for Greek factions taken from Strabo.&lt;br /&gt;
-Lots of new ancillary portraits, especially for certain culture groups.&lt;br /&gt;
-New Graphic User Interfaces (GUI&#039;s) for each culture group.  They include some new event pics and others filtered to match the GUI for that culture group.&lt;br /&gt;
-Many new building descriptions, although they aren&#039;t finished yet.&lt;br /&gt;
-New and different short building descriptions for some factions (Carthage, Maks, some Ptolemaic and Pontic ones).&lt;br /&gt;
&lt;br /&gt;
7. &#039;&#039;&#039;Culture groups&#039;&#039;&#039; are changed. You will notice big differences.  Battlemap cities are different now for some cities and you will feel more like you are in an eastern Greek city instead of just a Greek one.  The new GUI&#039;s, and new music, and new (and filtered) event pics will all make the culture groups much much more distinct.  Romans now speak Latin. The groups are:&lt;br /&gt;
Barbarian - Casse, Aedui, Arverni, Sweboz, Lusotannan, Getai&lt;br /&gt;
Roman - Romani&lt;br /&gt;
Semitic - Qarthadastim, Sabyn&lt;br /&gt;
Greek - Koinon Hellenon, Epeiros, Makedonia&lt;br /&gt;
Eastern Greek - Ptolemaioi, Arche Seleukeia, Baktria&lt;br /&gt;
Eastern - Pontos, Hayasdan, Pahlava&lt;br /&gt;
Nomadic - Saka Rauka, Sauromatae&lt;br /&gt;
&lt;br /&gt;
8. The &#039;&#039;&#039;Lusotannan&#039;&#039;&#039; are our other new faction, as you already know from the preview..  They are not complete yet either, but have a lot of wonderful new units as you have recently seen in our faction preview.  They have new building descriptions also, and the faction team will continue working on other regional Iberian units and completing this faction in the very near future.&lt;br /&gt;
&lt;br /&gt;
9. &#039;&#039;&#039;Campaign map changes&#039;&#039;&#039;: In case you hadn&#039;t downloaded the resources update for your 0.74 build, you will see a huge difference now on the campaign map. The resources have been changed from the small symbols to graphics that are more realistic. Instead of a marble block, you will see a marble quarry. Instead of a fish, you will see a fishing village. Instead of pots, you will see workshops.  In 0.81 (an update that will be ready quite soon and in which mostly just further bugs will be ironed out), on the campaign map you will also notice a big change if you have not played Res Gestae before - Prometheus has allowed us to use his city and port models and shifty has streamlined them even further by removing many of the rear polygons that are not visible.  The result is that Prom&#039;s wonderful cities will be in the build and won&#039;t cause any real lag (maybe on some of the slowest systems, but we have not seen a difference).&lt;br /&gt;
&lt;br /&gt;
10. &#039;&#039;&#039;Province changes&#039;&#039;&#039; and their effect: The AI has worried us in places, but it is behaving a lot better recently, in terms of expansion on the strat map.  Baktria has two new provinces to represent the areas under the control of the Baktrian Satrap in 272, and for a while it was expanding constantly into the steppe instead of into India.  But with map changes we have recently seen it much more interested in the east instead of the north and west.  We hope this continues.  The Ptolemies also have a new province at Ptolemais Theron on the Red Sea, but it is very simple and won&#039;t be a major factor early in the game. We have also been working on keeping Hayasdan out of the steppe too and thanks to some creative map work have seen better results in this area as well. You will also notice that the AI does not go after the Sahara as much because the city has been moved far away, and further border changes of this province have also benefitted the diplomatic relationship between the Qarthadastim and Ptolemaioi, lessening the chances for continual war between them.  One other item: the province Gaetulia will be removed in a future build, so the borders it shares with other provinces were shrunk to lessen its impact on the game.   - Here are the maps for EB also:  The small ones are on the thumbnails below (hosted by imageshack), but the large ones are (for now) downloadable through our website.  These might be good to keep on your desktop for easy &#039;preview&#039; viewing (i.e., save them instead of using our bandwith over and over please), or you could print them out if you&#039;re particularly insane. ~D &lt;br /&gt;
&lt;br /&gt;
Here are the files:&lt;br /&gt;
&lt;br /&gt;
Antique JPG Map: &lt;br /&gt;
http://img476.imageshack.us/img476/530/ebmap080antiquesmalljj3.th.jpg&lt;br /&gt;
&lt;br /&gt;
11. Oh yeah, there is rumored to be a fully functioning &#039;&#039;&#039;Ancient Greek voice mod&#039;&#039;&#039; in the build as well for all Hellenic factions.  I can&#039;t say much about it yet though as I haven&#039;t been able to hear it yet - it has only gotten in on the most absolute recent version of the build, which I&#039;m still slowly downloading. :grin:  Those voicemod guys deserve mad props for it I am told. :laugh4:  Can&#039;t wait to hear it personally. &lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;&#039;beta&#039;&#039;&#039; still.  You are all officially beta-testers in the widest application of the term&#039;s meaning.  We would like you to help us figure out what needs work, *but* don&#039;t worry about immediately flooding us with things your first day or two.  Enjoy it.  It&#039;s going to be a lot like 0.74, but better.  If you liked 0.74, you should really like 0.8, but if you hated 0.74, then instead of berating us or those who do enjoy it, don&#039;t bring yourself down. Go play something else and have fun there :grin:. 0.805 or 0.81 should not take very long and it will smooth out a lot of issues that folks might object to if they are expecting something totally polished or without any CTD&#039;s at all.&lt;br /&gt;
&lt;br /&gt;
If you are shocked, surprised, bewildered by anything else in the new build, we&#039;d probably like to know.  What else is there for future builds and updates?  &#039;&#039;&#039;Some of the things, among many others, we are working on still include:&#039;&#039;&#039;&lt;br /&gt;
-recruitment work (currently fixing recruitment areas is incredibly easier than it was in the past.  Some old recruitment problems might remain, like gaps in places, but with the new system, fixing problems will be a lot simpler.)&lt;br /&gt;
-more faction and regional units and some additional variations of current units&lt;br /&gt;
-more detailed ethnicities for some factions and generally better building descriptions for some factions that are a bit thin&lt;br /&gt;
-more scripted events (won&#039;t say more about these since they&#039;ll be some of our bigger surprises for the next updates)&lt;br /&gt;
-possibly more music&lt;br /&gt;
-more voicemod work&lt;br /&gt;
-more nomadic buildings on the battlemap&lt;br /&gt;
-more loading screens as additional downloads&lt;br /&gt;
-more work on the government system&lt;br /&gt;
-more work on where you can and cannot obtain regional MIC&#039;s&lt;br /&gt;
-more editing of text descriptions&lt;br /&gt;
-more ancillaries and traits, specifically culture-specific ancillaries&lt;br /&gt;
-more historical battles&lt;br /&gt;
-totally getting rid of all vanilla captains, generals, standard-bearers (as these do not make up entire units, they have been towards the end of our to-do list.  We have included many more in this build, but we aren&#039;t done yet.)&lt;br /&gt;
-working on ways of solving some problems that continue to plague us, like why some buildings placed at the start of the game insist on showing up as another culture&#039;s variant&lt;br /&gt;
&lt;br /&gt;
Finally, a word about the build&#039;s &#039;&#039;&#039;-mod format&#039;&#039;&#039;:  We decided over the summer to use the -mod format for EB 0.8. This format gives us a number of benefits, but a few drawbacks. Benefits include the incredible ease of dropping files into the UI folders and having them immediately work instead of packing them first. This also will make EB more moddable if anyone wants to personalize their build. One drawback though is that some files absolutely will not work in the -mod files, like the loading bar. A few other files have had to be left in the &amp;quot;base&amp;quot; build, but the loading bar is the only one that we are aware of that would affect other mods installed in different -mod files. It is our recommendation that EB still has its own separate build on your computer, and that other -mod format mods be installed on an entirely different build, but we are not aware of any other direct conflicts beside the loading bar. Alter other base files at your own risk though after EB has been installed.&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=71974 TWC Announcement]&lt;br /&gt;
&lt;br /&gt;
====0.81====&lt;br /&gt;
&lt;br /&gt;
===0.7===&lt;br /&gt;
&lt;br /&gt;
== Future ==&lt;br /&gt;
&lt;br /&gt;
The EB team now plans to make [[Europa Barbarorum 2]] for the new [[Total War]] game, [[Medieval 2: Total War]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Interviews#Europa_Barbarorum|Interviews about Europa Barbarorum]]&lt;br /&gt;
&lt;br /&gt;
*[[Bactria Gameplay Guide (For EB)|Bactria Gameplay Guide]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.totalwar.com/community/rome.htm Official &#039;&#039;Rome: Total War&#039;&#039; Game Website]&lt;br /&gt;
* [http://www.europabarbarorum.com Official Europa Barbarorum Website]&lt;br /&gt;
* [http://forums.totalwar.org/vb/forumdisplay.php?f=70 Official Europa Barbarorum Discussion Forum]&lt;br /&gt;
* [http://rtw.heavengames.com/rtw/mods/portal/eb/index.shtml EB review on Heavengames.com]&lt;br /&gt;
* [http://www.twcenter.net/forums/forumdisplay.php?f=31 EB at TWC]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copied from Wikipedia, thanks to them!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: RTW Mods]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:RTW_Mods_%28Released%29]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Britannia_Campaign&amp;diff=12038</id>
		<title>The Britannia Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Britannia_Campaign&amp;diff=12038"/>
		<updated>2007-10-06T12:27:19Z</updated>

		<summary type="html">&lt;p&gt;Jebus: /* Scotland */ FREEDOM!!! (had too)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{M2TW Kingdoms}}&lt;br /&gt;
&#039;&#039;&#039;The Britannia Campaign&#039;&#039;&#039; is one of four campaigns available in the [[Kingdoms]] expansion to [[Medieval II: Total War]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The campaign starts in 1258 AD with the British Isles in turmoil.  Henry III is the English King and a dominant power.  English forces are spread thinly though, and the other British Kingdoms are poised for a possible push for power....&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
The map area includes all of the British Isles.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
===[[England (M2TW Kingdoms)|England]]===&lt;br /&gt;
Faction Leader: King Henry III&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;England&#039;&#039;&#039; start in a dominant position, owning more lands than the Kings of Scotland, Wales and Ireland Combined.  They can soon expect trouble though.&lt;br /&gt;
&lt;br /&gt;
===[[Wales (M2TW Kingdoms)|Wales]]===&lt;br /&gt;
&lt;br /&gt;
Wales are a strong defensive faction but unless they attack the english their future looks bleak&lt;br /&gt;
&lt;br /&gt;
===[[Scotland (M2TW Kingdoms)|Scotland]]===&lt;br /&gt;
&lt;br /&gt;
Scotland will face a tough foe who uses simmilar tactics early on, thankfully a famous knight known as William Wallace may be able to help...&lt;br /&gt;
&lt;br /&gt;
===[[Norway (M2TW Kingdoms)|Norway]]===&lt;br /&gt;
Faction Leader: King Haakon IV&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Norway&#039;&#039;&#039; starts on islands just off the mainland, and can soon expect re-inforcements.&lt;br /&gt;
&lt;br /&gt;
===[[Ireland (M2TW Kingdoms)|Ireland]]===&lt;br /&gt;
&lt;br /&gt;
Faction Leader: Brian O&#039;Connor&lt;br /&gt;
&lt;br /&gt;
Ireland start off with half of the country in their control, but they will have to wrestle the other provinces from English rule.&lt;br /&gt;
&lt;br /&gt;
==Special Features==&lt;br /&gt;
===Forts===&lt;br /&gt;
The Britannia Campaign introduces permanent forts for the first time.  These provide strategic strongholds for attack or defence.  Unlike the major towns and castles occupation of a fort does not mean that you control the surrounding region.&lt;br /&gt;
&lt;br /&gt;
===Emerging Champions===&lt;br /&gt;
Each faction has a unique character that emerges during the game.  He will have traits that make him a formidable General and will also appear with a large army.&lt;br /&gt;
&lt;br /&gt;
===Rebellion on Welsh Border===&lt;br /&gt;
Simulating historic events, the Welsh, under their self-declared King of Wales, Llewellyn will make attacks along the border between England and Wales.&lt;br /&gt;
&lt;br /&gt;
===Dynamic Kings Purse===&lt;br /&gt;
The King&#039;s Purse is a bonus amount of income, irrespective of the wealth generated by cities.  The amount awarded by it can change throughout the game.  Messages will be sent notifying the player when this happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Kingdoms Information]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Britannia_Campaign&amp;diff=12037</id>
		<title>The Britannia Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Britannia_Campaign&amp;diff=12037"/>
		<updated>2007-10-06T12:24:51Z</updated>

		<summary type="html">&lt;p&gt;Jebus: /* Wales */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{M2TW Kingdoms}}&lt;br /&gt;
&#039;&#039;&#039;The Britannia Campaign&#039;&#039;&#039; is one of four campaigns available in the [[Kingdoms]] expansion to [[Medieval II: Total War]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The campaign starts in 1258 AD with the British Isles in turmoil.  Henry III is the English King and a dominant power.  English forces are spread thinly though, and the other British Kingdoms are poised for a possible push for power....&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
The map area includes all of the British Isles.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
===[[England (M2TW Kingdoms)|England]]===&lt;br /&gt;
Faction Leader: King Henry III&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;England&#039;&#039;&#039; start in a dominant position, owning more lands than the Kings of Scotland, Wales and Ireland Combined.  They can soon expect trouble though.&lt;br /&gt;
&lt;br /&gt;
===[[Wales (M2TW Kingdoms)|Wales]]===&lt;br /&gt;
&lt;br /&gt;
Wales are a strong defensive faction but unless they attack the english their future looks bleak&lt;br /&gt;
&lt;br /&gt;
===[[Scotland (M2TW Kingdoms)|Scotland]]===&lt;br /&gt;
&lt;br /&gt;
===[[Norway (M2TW Kingdoms)|Norway]]===&lt;br /&gt;
Faction Leader: King Haakon IV&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Norway&#039;&#039;&#039; starts on islands just off the mainland, and can soon expect re-inforcements.&lt;br /&gt;
&lt;br /&gt;
===[[Ireland (M2TW Kingdoms)|Ireland]]===&lt;br /&gt;
&lt;br /&gt;
Faction Leader: Brian O&#039;Connor&lt;br /&gt;
&lt;br /&gt;
Ireland start off with half of the country in their control, but they will have to wrestle the other provinces from English rule.&lt;br /&gt;
&lt;br /&gt;
==Special Features==&lt;br /&gt;
===Forts===&lt;br /&gt;
The Britannia Campaign introduces permanent forts for the first time.  These provide strategic strongholds for attack or defence.  Unlike the major towns and castles occupation of a fort does not mean that you control the surrounding region.&lt;br /&gt;
&lt;br /&gt;
===Emerging Champions===&lt;br /&gt;
Each faction has a unique character that emerges during the game.  He will have traits that make him a formidable General and will also appear with a large army.&lt;br /&gt;
&lt;br /&gt;
===Rebellion on Welsh Border===&lt;br /&gt;
Simulating historic events, the Welsh, under their self-declared King of Wales, Llewellyn will make attacks along the border between England and Wales.&lt;br /&gt;
&lt;br /&gt;
===Dynamic Kings Purse===&lt;br /&gt;
The King&#039;s Purse is a bonus amount of income, irrespective of the wealth generated by cities.  The amount awarded by it can change throughout the game.  Messages will be sent notifying the player when this happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Kingdoms Information]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Britannia_Campaign&amp;diff=12036</id>
		<title>The Britannia Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Britannia_Campaign&amp;diff=12036"/>
		<updated>2007-10-06T12:22:30Z</updated>

		<summary type="html">&lt;p&gt;Jebus: /* Map */ map does not include any of mainland europe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{M2TW Kingdoms}}&lt;br /&gt;
&#039;&#039;&#039;The Britannia Campaign&#039;&#039;&#039; is one of four campaigns available in the [[Kingdoms]] expansion to [[Medieval II: Total War]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The campaign starts in 1258 AD with the British Isles in turmoil.  Henry III is the English King and a dominant power.  English forces are spread thinly though, and the other British Kingdoms are poised for a possible push for power....&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
The map area includes all of the British Isles.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
===[[England (M2TW Kingdoms)|England]]===&lt;br /&gt;
Faction Leader: King Henry III&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;England&#039;&#039;&#039; start in a dominant position, owning more lands than the Kings of Scotland, Wales and Ireland Combined.  They can soon expect trouble though.&lt;br /&gt;
&lt;br /&gt;
===[[Wales (M2TW Kingdoms)|Wales]]===&lt;br /&gt;
&lt;br /&gt;
===[[Scotland (M2TW Kingdoms)|Scotland]]===&lt;br /&gt;
&lt;br /&gt;
===[[Norway (M2TW Kingdoms)|Norway]]===&lt;br /&gt;
Faction Leader: King Haakon IV&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Norway&#039;&#039;&#039; starts on islands just off the mainland, and can soon expect re-inforcements.&lt;br /&gt;
&lt;br /&gt;
===[[Ireland (M2TW Kingdoms)|Ireland]]===&lt;br /&gt;
&lt;br /&gt;
Faction Leader: Brian O&#039;Connor&lt;br /&gt;
&lt;br /&gt;
Ireland start off with half of the country in their control, but they will have to wrestle the other provinces from English rule.&lt;br /&gt;
&lt;br /&gt;
==Special Features==&lt;br /&gt;
===Forts===&lt;br /&gt;
The Britannia Campaign introduces permanent forts for the first time.  These provide strategic strongholds for attack or defence.  Unlike the major towns and castles occupation of a fort does not mean that you control the surrounding region.&lt;br /&gt;
&lt;br /&gt;
===Emerging Champions===&lt;br /&gt;
Each faction has a unique character that emerges during the game.  He will have traits that make him a formidable General and will also appear with a large army.&lt;br /&gt;
&lt;br /&gt;
===Rebellion on Welsh Border===&lt;br /&gt;
Simulating historic events, the Welsh, under their self-declared King of Wales, Llewellyn will make attacks along the border between England and Wales.&lt;br /&gt;
&lt;br /&gt;
===Dynamic Kings Purse===&lt;br /&gt;
The King&#039;s Purse is a bonus amount of income, irrespective of the wealth generated by cities.  The amount awarded by it can change throughout the game.  Messages will be sent notifying the player when this happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Kingdoms Information]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Wales_(M2TW:K_Faction)&amp;diff=12035</id>
		<title>Wales (M2TW:K Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Wales_(M2TW:K_Faction)&amp;diff=12035"/>
		<updated>2007-10-06T12:21:22Z</updated>

		<summary type="html">&lt;p&gt;Jebus: welsh draft, plan to add inpronouncable city names later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wales are pehaps the hardest faction in the Britannia campaign, due to a relativly poor (as in lack of money) starting position. Thankfully its very easy to defend this position, oweing to high quality welsh archers, the hilly geography of Wales and the easily defendable forts.&lt;br /&gt;
&lt;br /&gt;
Defense should not be a priority for welsh leaders however, instead, attacking the english very hard, very early is the surist ways of securing victory in any Anglo-Welsh war.&lt;br /&gt;
The starting welsh king is also their hero and is particually good at fighting the english.&lt;br /&gt;
&lt;br /&gt;
Welsh units tend to be lighter than the other factions, its worth noting that Sethwyr archers, are fine longbowmen that have more men per unit than any other missile troop. They also have a number of quality spearmen, who are easily capable of protecting the archers flanks from enemy cavalry (assuming stakes are protecting the archers front). As well as this, two handed axe-men fill the role of shock infantry, and can deal with most infantry units, especally if they have been weakened by longbow fire first.&lt;br /&gt;
Except for generals, the welsh have no real heavy cavalry, which means any flanking moves will have to be conducted by infantry instead.&lt;br /&gt;
&lt;br /&gt;
Overall the Welsh are not recommended for beginners, due to the difficulty experienced if the english manage to recover from your early attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://forums.totalwar.org/vb/showthread.php?t=91158 guide over at the org.]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Ireland_(M2TW:K_Faction)&amp;diff=12034</id>
		<title>Ireland (M2TW:K Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Ireland_(M2TW:K_Faction)&amp;diff=12034"/>
		<updated>2007-10-06T11:53:59Z</updated>

		<summary type="html">&lt;p&gt;Jebus: Island of Ireland&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{M2TW Kingdoms}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ireland&#039;&#039;&#039; are a new faction introduced in M2TW Kingdoms. They controal half the island of Ireland due to an english invasion, which started in 1171 under King Henry II with the support of a Papal Bull.&lt;br /&gt;
&lt;br /&gt;
==Starting Position==&lt;br /&gt;
At first glance, the Irish starting positions seams weak, the english controal half the settlements on Ireland and all 4 irish settlements are spread out around these English settlements, however this is misleading, the culture of english controalled parts of the Island is still strongly Irish, the English themselves will be busy fighting the welsh for much of the early game so few elite units will be in Ireland.&lt;br /&gt;
The Irish also start the game with their unique character, Brian O&#039;Connor.&lt;br /&gt;
&lt;br /&gt;
Once the island of Ireland itself has been united, its a prosperous and secure base to build up to the stronger irish units and plan further conquests.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
Ireland has a weak early game roster, which gets much stronger as time goes on, they are notably lacking in archers but this is conpensated for by their excellent cavalry (such as lord&#039;s retiune and calivermen).&lt;br /&gt;
Also of note is that Irish spearmen can only be recruited in towns, but as irish cavalry is the best in the campaign, spearmen are not often a high priority for irish generals.&lt;br /&gt;
&lt;br /&gt;
==Strategy Guides==&lt;br /&gt;
*[http://forums.totalwar.org/vb/showthread.php?t=91160 Britannia Campaign: Ireland] on Org&lt;br /&gt;
&lt;br /&gt;
==AAR&#039;s==&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=119994 For Ireland! A Brittania AAR] on TWC&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Kingdoms Factions]]&lt;br /&gt;
[[Category:M2TW Kingdoms Information]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Carthage_(RTW_Faction)&amp;diff=8565</id>
		<title>Carthage (RTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Carthage_(RTW_Faction)&amp;diff=8565"/>
		<updated>2007-07-16T17:33:08Z</updated>

		<summary type="html">&lt;p&gt;Jebus: /* Units */  added bits, corrected unique units&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Egypt are one of the playable factions in [[Rome: Total War]].  They can be played after successfully completing a campaign as a Roman faction or if unlocked by modding / cheats.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
===Starting Position===&lt;br /&gt;
At the start of the Imperial Campaign Carthage own the following settlements:&lt;br /&gt;
*Carthage&lt;br /&gt;
*Lilybaeum&lt;br /&gt;
*Thapsus&lt;br /&gt;
*Caralis&lt;br /&gt;
*Palma&lt;br /&gt;
*Corduba&lt;br /&gt;
Corduba in Spain is normally soon under threat from the [[Spain (RTW Faction)|spannish faction]], Caralis tends to receive the attentions of the [[Julii (RTW Faction)|Julii]], Lilybaeum is on Sicily which also has a [[Scipii (RTW Faction)|Scipii]] outpost.  Palma is a useful little island to own as mercenary Balearic Slingers can be recruited there, luckily it is seldom threatened by the AI controlled factions.&lt;br /&gt;
&lt;br /&gt;
===Win Conditions===&lt;br /&gt;
For the long campaign victory conditions are &#039;&#039;&amp;quot;become the supreme ruler of Rome and control at least 50 provinces&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the short campaign victory conditions are &#039;&#039;&amp;quot;hold 15 provinces and destroy or outlast [[Scipii (RTW Faction)|The House of Scipii]] and [[Spain (RTW Faction)|Spain]].&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
Carthage are described as having &amp;quot;a flexible selection of troop types plus powerful elephants.&amp;quot;&lt;br /&gt;
They are able to recruit some of the same types of units as [[Spain (RTW Faction)|Spain]] and [[Numidia (RTW Faction)|Numidia]], meaning that their light infantry and cavalry is some of the best in the game, added to this is Cathage&#039;s own troops, which make very good phalanx&#039;s and heavy cavalry. But cathage cannot recruit archers, and must rely on mercinaries to fill that role.&lt;br /&gt;
&lt;br /&gt;
====Unique Units====&lt;br /&gt;
Unique units include:&lt;br /&gt;
*Peoni Infantry, a phalanx, although not quite as good as its greek equivalents, it can best anything in cathage&#039;s region.&lt;br /&gt;
&lt;br /&gt;
*Sacred Band Infantry, another phalanx, recruited from large temples of Baal, they are truly elite troops that can stand and win against many other elites. They are named the sacred band due to greek writers seeing them fight during a war between cathage and Syracuse and the units that became the sacred band reminding the writers of the sacred band of Thebes.&lt;br /&gt;
&lt;br /&gt;
*Sacred Band Cavalry, elite heavy cavalrymen, pre-marian reforms, they are the best cavalry avaliable to any faction on the western part of the map.&lt;br /&gt;
&lt;br /&gt;
*Lybian spearmen, a non-phalax unit of spearmen that is useful for gaurding the flanks of a phalanx or as a flanker itself.&lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
*[http://forums.totalwar.org/vb/showthread.php?t=36866 Carthage] RTW guide on the Guild&lt;br /&gt;
&lt;br /&gt;
===AAR&#039;s===&lt;br /&gt;
====AAR&#039;s for Original Game====&lt;br /&gt;
&lt;br /&gt;
====AAR&#039;s for Carthage in Mods====&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=100452 Carthage: City of Dreams] by Andronicus - Mod: [[RTRPE]]&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Factions in RTW]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Rome: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Armenia_(RTW_Faction)&amp;diff=8564</id>
		<title>Armenia (RTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Armenia_(RTW_Faction)&amp;diff=8564"/>
		<updated>2007-07-16T17:19:49Z</updated>

		<summary type="html">&lt;p&gt;Jebus: /* Game Play */  this takes me back...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Armenia&#039;&#039;&#039; are one of the factions in [[Rome: Total War]] designed to be non-playable.  However they can be made playable by simple modifications to the game files.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
===Starting Position===&lt;br /&gt;
Armenia begin in modern day Armenia and Georga, north-west of Pontus, south-west of the Sycthians and east of Parthia&lt;br /&gt;
&lt;br /&gt;
===Win Conditions===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
generally speaking, Armenian armies are made up of terrible infantry but powerful cavalry, both horse archers and cataphracts, the exception this this is the heavy spearmen unit, who can make a suprisingly effective phalax for troops that hail from such hilly terrain.&lt;br /&gt;
&lt;br /&gt;
====Unique Units====&lt;br /&gt;
As already mentioned, Heavy Spearmen are an effective, if expensive, phalax.&lt;br /&gt;
&lt;br /&gt;
Armenia is the only faction that can recruit cataphracts-archers who have a weaker charge than normal cataphracts but can use bows to soften up the enemy formation, but they cannot use regular horse archers tactics as their heavy armour will quickly tire them out.&lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
&lt;br /&gt;
===AAR&#039;s===&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Factions in RTW]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Rome: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sicily_(M2TW_Faction)&amp;diff=8563</id>
		<title>Sicily (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sicily_(M2TW_Faction)&amp;diff=8563"/>
		<updated>2007-07-16T17:02:40Z</updated>

		<summary type="html">&lt;p&gt;Jebus: last one done :). at least, I think its the last one...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{M2 Factions}}&lt;br /&gt;
[[Image:Symbol_sicily.jpg|Faction Symbol for Sicily]]&lt;br /&gt;
&lt;br /&gt;
In M2TW, Sicily are quite a powerful faction in all periods, lacking in true elite troops in any area but being good all rounders.&lt;br /&gt;
&lt;br /&gt;
They begin with a Castle at Palermo and a city at Naples, this means that to the north of Sicillian controalled lands, the Papal States rule, this is both a blessing and a curse, a blessing as its nearly impossible for another catholic faction to attack without crossing the papal states, likely angering the pope in the process, and a curse as it prevents land expansion for the same reason.&lt;br /&gt;
Instead, to expand, Sicily should use her navy, the castles at Tunis, Aleppo and Calgari can be taken, if converted into cities, these can produce not inconsidarable source of income.&lt;br /&gt;
Also thanks to this position, if the pope calls a crusade on a city in the holy land, armies from sicily can travel by sea, shortening the journey considarably (but meaning the army will have to be larger from the outset as crusading mercinaries cannot be recruited at sea).&lt;br /&gt;
&lt;br /&gt;
As an Itallian faction, the Kingdom of Sicily has access to both powerful Itallian ships (essential for success as its more likely to employ seaborn invasions than other catholic factions) and the very effective Itallian Militia units.&lt;br /&gt;
Some unique units augment this, Norman knights (both mounted and dismounted) cheif amongst them, who replace feudal knights in Sicily&#039;s roster and are more than a match for most early knights, the dismounted version being especally powerful against other Itallian factions in melee as the dont really gain a reply to them until later on in the game (though, remember, they have to get into melee first..). Sicily can also make use of its cosmopolitan populas and recruit muslim archers, who are the most effective archers avaliable to a (southan europian) catholic faction.&lt;br /&gt;
&lt;br /&gt;
Unfortunitally, Sicillian artillery isn&#039;t that impressive, this all combines to give the assumption that they are a very assault orientated army, with little patience for skirmishing, who would much rather fight over enemy walls then blast through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Medieval 2: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Turks_(M2TW_Faction)&amp;diff=8145</id>
		<title>Turks (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Turks_(M2TW_Faction)&amp;diff=8145"/>
		<updated>2007-07-11T20:51:07Z</updated>

		<summary type="html">&lt;p&gt;Jebus: peace sells.. presenting the turks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{M2 Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Symbol_turks.jpg|Faction Symbol for Turks]] &lt;br /&gt;
&lt;br /&gt;
The turks are a muslim faction that control most of modern day turkey (which is where it got its name, previousally this area was known as Asia Minor) and Armenia. This faction can be considered one of the winners of the period as they both pushed westwards, taking Constantinople in 1458 (which remains under turkish controal and indeed is the capital of the modern nation of Turkey to this day) and forming one of the worlds major powers, the Ottoman empire, which lasted for around 500 years.&lt;br /&gt;
&lt;br /&gt;
The turkish faction in game is possibly in the worst starting position avaliable, at risk of losing cities to crusaders who often march through their land, the Mongul and Timurid hordes can appear in the eastern turkish provinces, and, as if that wern&#039;t enough, turkish settlements are especally weak at the start of the campaign.&lt;br /&gt;
&lt;br /&gt;
The turks have a changing army to reflect the change in rulers from the Sejurk&#039;s to the Ottoman&#039;s, in the beginning of the campaign the turks will rely on their horse archers to win most battles, as their infantry leaves alot to be desired, only saracen militia, dismounted cavalrymen and jihading troops can hold their own in melee, early turkish archers are fairly effective so long as they stay out of melee&#039;s.&lt;br /&gt;
Later on in the campaign, the turkish infantry becommes much more effective, with the inclusion of effective hybred archer/swordsmen Ottoman and Janissary infantry and the elite Janissary heavy infantry the Turkish infantry becommes much more formidable, especally as Janissary archers can deploy stakes.&lt;br /&gt;
After the invention of gunpowder, the turks can recruit janissary musketeers, the most effective firearm unit in the game, and build monster bombard, which can destroy most walls in a single shot. On the other hand, their feild artillery is slightly lacking.&lt;br /&gt;
&lt;br /&gt;
So long as the empire&#039;s eastern border is secured from mongul invasion with a few castles, the in game turks are likely to acomplish at least as much as the turks did historically, and under the rule of a wise sultan, much much more...&lt;br /&gt;
&lt;br /&gt;
[[Category: Medieval 2: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Poland_(M2TW_Faction)&amp;diff=7940</id>
		<title>Poland (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Poland_(M2TW_Faction)&amp;diff=7940"/>
		<updated>2007-07-08T19:14:35Z</updated>

		<summary type="html">&lt;p&gt;Jebus: only 2 or 3 more to go :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{M2 Factions}}&lt;br /&gt;
[[Image:Symbol_poland.jpg|Faction Symbol for Poland]] &lt;br /&gt;
&lt;br /&gt;
Poland is a catholic faction, located in central europe, north of [[Hungary]].&lt;br /&gt;
&lt;br /&gt;
Its position gives neumarus advantages, firstly, its fairly secure, with only a border with Hungary, which is mainly mountains, at the campaigns outset, secondly, the Vast and empty Steppes are to Polands east, and may also provide the faction with a good source of Papal favor points, as only a small percentage of people in these lands begin as catholics.&lt;br /&gt;
&lt;br /&gt;
Poland is clearly a cavalry power and has a good mix of all types of cavalry, including Strelzy, early mounted crossbowmen, Polish gaurd and Lithuanian cavalry horse archers.&lt;br /&gt;
This puts the poles at a clear advantage over some of its neighbours that dont have that many spearmen in their armies, for example, [[Denmark]] and Hungary, though to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
Polish infantry is weaker than the cavalry avaliable, Although in the early game, it is still stronger than the [[Holy Roman Empire]] and its worth mentioning that Lithuanian archers can deploy stakes to deter other factions cavalry.&lt;br /&gt;
&lt;br /&gt;
Due to charging bugs, its not advisable to play as Poland without the 1.2 patch, due to them relying on their heavy cavalry to with battles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
Strategy Guide for Poland by [[dad savage]] in [[Eagle_Standard_Archive#Volume_V_-_Issue_I|Eagle Standard: Volume V - Issue I]]&lt;br /&gt;
[[Category: Medieval 2: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=00Jebus&amp;diff=7937</id>
		<title>00Jebus</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=00Jebus&amp;diff=7937"/>
		<updated>2007-07-08T18:57:28Z</updated>

		<summary type="html">&lt;p&gt;Jebus: whoring my new TWC account...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jebus comes from the small IGN kingdom, instead of the massive TWC Empire or the org. confedaracy.&lt;br /&gt;
to proove how small the kingdom is, he&#039;s 3rd in charge of it.. you may find such a kingdom, by searching google for &amp;quot;IGN boards MTW&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This user is not American&lt;br /&gt;
...and unabashedly proud of it. &lt;br /&gt;
But he&#039;s not saying where he is from in case &lt;br /&gt;
y&#039;all come and bomb the hell out of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
this user is a communist (and is currently working on his stalin &#039;tash)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn ons&#039;&#039;&#039;&lt;br /&gt;
kitten huffing,&lt;br /&gt;
Technology, &lt;br /&gt;
communism,&lt;br /&gt;
oscar wilde (in a manly hetrosexual way),&lt;br /&gt;
jessica alba (in a manly... you dont need to know this...),&lt;br /&gt;
when girls I know like Iron Maiden/Slayer/Queens of the Stone Age,&lt;br /&gt;
tomboys :P,&lt;br /&gt;
1337 sp34k n00bs,&lt;br /&gt;
the lovely and charmingly funny uncyclopedia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Offs&#039;&#039;&#039;&lt;br /&gt;
evil bloodsucking capatalists,&lt;br /&gt;
your mum,&lt;br /&gt;
the evil non-funny rarely-useful wikipedia,&lt;br /&gt;
thacher (pronounced ****),&lt;br /&gt;
emo,&lt;br /&gt;
not including uncyclopedia references on your user page,&lt;br /&gt;
most relegions (exceptions, pastafarinism, buddhism, taoism, confusism),&lt;br /&gt;
NOT getting tickets to download,&lt;br /&gt;
I dont like family guy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THIS JUST IN!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jebus has finnaly created an account at TWC!!&lt;br /&gt;
This is shocking and stunning, and his account can be found under the name he uses on IGN, called 00Jebus...&lt;br /&gt;
&lt;br /&gt;
or you could just click this [http://www.twcenter.net/forums/member.php?u=28551 link]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Moors_(M2TW_Faction)&amp;diff=7936</id>
		<title>Moors (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Moors_(M2TW_Faction)&amp;diff=7936"/>
		<updated>2007-07-08T18:44:12Z</updated>

		<summary type="html">&lt;p&gt;Jebus: another day, another faction...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{M2 Factions}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Symbol_moors.jpg|Faction Symbol for Moors]]&lt;br /&gt;
&lt;br /&gt;
The Moors are a combination of the Almohads and Almovids, as such, they begin with controal of provinces in north-west Africa and southan Iberia.&lt;br /&gt;
&lt;br /&gt;
provinces in this area of the medataranian are quite spaced out, as such moorish armies will have to rely more on ships to move around or be prepared for a long march, thankfully moorish ships are of a good quality.&lt;br /&gt;
&lt;br /&gt;
This is also a suprising advantage, if Granada is converted to a city and another castle conquered on the Iberian peninsula, then trade between Corbuda, Marrakesh and Granada will flurish.&lt;br /&gt;
If an army is sent south into the Saharra desert, then the rich and easily securable provinces of Timbuktu and the on to the west of it can create a massive boost to the moorish economy.&lt;br /&gt;
&lt;br /&gt;
The Moors are a muslim faction, and as such can join jihads, however, due to most Jihad targets being in the east of the map, the Moors are often at a disadvantage joining them and will most likely have to employ their navy to take any jihading army to its target.&lt;br /&gt;
&lt;br /&gt;
Unfortunitally however, due to their potentail provinces being more spread out than other factions, Moorish gains are harder to defend, in thoery, a large navy could protect the African provinces and, if conquered, Sardinia and Corsica from attack, leaving the greatest land threat as Portugal, France and Spain.&lt;br /&gt;
If Toledo is conquered and used as the main unit production centre, then the moors will be in a good position to face these factions.&lt;br /&gt;
&lt;br /&gt;
The moorish army is composed of both light, javlin armed skirmishers, various archers and spearmen (though, these arn&#039;t of the highest quality) and effective heavy infantry, a rarety amongst the muslim factions. &lt;br /&gt;
The Camal Gunners are also worth a mention, they perform much like the Holy Roman Empires Reiters, only the camals scare horses, this coupled with the riders arquelbusers, creates an intressting approach to dealing with catholic knights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Medieval 2: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Milan_(M2TW_Faction)&amp;diff=7875</id>
		<title>Milan (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Milan_(M2TW_Faction)&amp;diff=7875"/>
		<updated>2007-07-07T20:31:29Z</updated>

		<summary type="html">&lt;p&gt;Jebus: milano&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Symbol_milan.jpg|Faction Symbol for Milan]] &lt;br /&gt;
&lt;br /&gt;
Milan are an italian faction that begin with Milan itself and Genoa under its controal.&lt;br /&gt;
These homelands are surrounded by mountains to the north and west and the medataranian sea to the south, making it relativly secure from suprise attacked by the more powerful Holy Roman Empire to the north or French Kingdom to the west. Its weakness then, is the other Itallian factions, Venice may be a tempting target for early expansion if marching over mountains to attack powerful factions isn&#039;t your idea of fun. &lt;br /&gt;
With Venice taken, the Eastern approach into your northan Itallian heartlands will be just as secure as to the east and north, and, so long as the faction isn&#039;t excommunicated, the Papal States should prevent Scily from invading from the south, meaning that, thanks to the richness of the northan itallian provinces, Milan will grow into a rich, and therefore powerful empire that is both secure from attack and has lots of options for whom it should unleash its armies on.&lt;br /&gt;
Another option (that the AI seams to take alot) is to push into France early on, due to the factions relative weakness when compaired to early Milan.&lt;br /&gt;
&lt;br /&gt;
As with other itallian factions, these armies are likely to be composed of quality militia units and various castle-trained troops to augment the armies, and fill in roles that the militia cannot perform, Bern, north of Milan, is a good target to produce troops for this purpose.&lt;br /&gt;
The gunpowder selection includes both musketeers and monster ribuarb&#039;s.&lt;br /&gt;
As a trading faction, ships are of a very high quality.&lt;br /&gt;
Unique units include;&lt;br /&gt;
Geonease crossbowmen, in both militia and castle-trained variants, these are pavaise crossbowmen that can fight in melee if the situation is desperate enough for them to, the men trained in castles are alot stronger at both shooting and in a melee than the militia trained men.&lt;br /&gt;
and, Familia Ductile, heavy cavalry that can be trained in cities.&lt;br /&gt;
&lt;br /&gt;
In most cases, Milanease battle stratergy will be conventional, and focussed on defensive battles, with geonease crossbowmen, artillery or musketeers skirmishing in front of a line of Itallian spear militia, with both dismounted and mounted cavalry on the flanks and a corocodo standard positioned behind the main line of militia. the obvious weakness is horse archers, and even archers can cause a large number of casualties against this stratergy, factions with heavier infantry such as dismounted gothic knights (avalible in most mods) or Janisarry Heavy infantry can also cause lots of damage against this, as, unlike Venice, Milan lacks any real unit that can defeat them in melee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Medieval 2: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Hungary_(M2TW_Faction)&amp;diff=7874</id>
		<title>Hungary (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Hungary_(M2TW_Faction)&amp;diff=7874"/>
		<updated>2007-07-07T20:01:42Z</updated>

		<summary type="html">&lt;p&gt;Jebus: I played as hungary for six hours to write this..&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Symbol_hungary.jpg|Faction Symbol for Hungary]]&lt;br /&gt;
&lt;br /&gt;
Hungary are one of two central europian roman catholic powers in M2TW.&lt;br /&gt;
&lt;br /&gt;
They have a suprisingly versitile army, which includes both horse archers, and western style knights.&lt;br /&gt;
Their infantry works on simmilar principals, they have a good variety of light units recruited from the peasantry, such as slav levies or croat axemen, as well as the ever presant feudal knights and Hungary is the only faction able to recruit battlefeild assassins from an assassins guild, who are simmilar to Hashashin in battle.&lt;br /&gt;
Hungary has access to the ever presant catholic pavaise crossbowmen and are able to recruit bulgarian bringands as mercinaries from nearby provinces.&lt;br /&gt;
In the late period, Hangary also gains the serpentine cannon, which can only help a faction whose infantry will now be abit dated, but still effective if used properly.&lt;br /&gt;
&lt;br /&gt;
Hungary is also the only faction that can build castle libraries, allowing spies and assassins to be trained in castles, though, they wont be of the quality of a city which specalises in their production with advanced brothels or guilds.&lt;br /&gt;
&lt;br /&gt;
This gives the faction an adaptive feel, that, once its acessed and the correct troops are moved in place, can defeat any of its neighbours.&lt;br /&gt;
Also, one gains the distinct impression that Hungary declined in power during the late period, though, not to the extent of the Byzantine empire.&lt;br /&gt;
&lt;br /&gt;
Due to the many of the nearby settlements being castles, Hungary are likely to be a poorer faction if they dont attack forcefully. The nearby rich provinces of Constantinople and Venice may offer rich pickings for this flegeling kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Medieval 2: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Mongols_(M2TW_Faction)&amp;diff=7633</id>
		<title>Mongols (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Mongols_(M2TW_Faction)&amp;diff=7633"/>
		<updated>2007-06-29T16:23:10Z</updated>

		<summary type="html">&lt;p&gt;Jebus: emergant infomation, tactics, army etc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Medieval 2: Total War Factions]]&lt;br /&gt;
[[Image:Symbol_mongols.jpg|Faction Symbol]]&lt;br /&gt;
&lt;br /&gt;
The Mongols are a non playable emergent faction in [[Medieval 2: Total War]].&lt;br /&gt;
&lt;br /&gt;
They emerge in one of the furthest eastern provinces (Sarkel, Bulgar, Tibilsi, Yeravan or Baghdad) around the year 1214, a warning is given a few turns before, the mongol hoarde that appears is one of the greatest threats any player can face due to the mongol army being made up almost entirly of elite units, commanded by experienced generals.&lt;br /&gt;
&lt;br /&gt;
In the likely situation that they do take a city the monguls will settle, meaning they can start producing more ordinary troops again. &lt;br /&gt;
The mongols have a selection of powerful cavalry, mostly equipped with bows, hybred infantry that have a long range, as well as rocket artillery peices&lt;br /&gt;
&lt;br /&gt;
There are several thoeries on how to combat the mongols when they are a hoarde, the first is to draw them to a bridge or castle, longbowmen, Janisarry Archers and Lithuanian archers are invaluable in this due to them being able to place stakes at the castle or bridge entrence which the mongol cavalry will have no choice but to charge through, taking its toll on the unit.&lt;br /&gt;
Another is to try and draw the armies away from one another and destroy them in turn with conventional tactics.&lt;br /&gt;
And finally another option is to use your own missile cavalry, its possible for Dvor, Saphia&#039;s or Mamulak cavalry to equal the effectivness of the mongols, so long as they have enough experience&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Holy_Roman_Empire_(M2TW_Faction)&amp;diff=7620</id>
		<title>Holy Roman Empire (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Holy_Roman_Empire_(M2TW_Faction)&amp;diff=7620"/>
		<updated>2007-06-28T03:24:02Z</updated>

		<summary type="html">&lt;p&gt;Jebus: Im supprised nobody has done this yet...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Symbol_hre.jpg|Faction Symbol for HRE]]&lt;br /&gt;
&lt;br /&gt;
The Holy Roman Empire (HRE) is a very deceiving name, as it isn&#039;t &amp;quot;holy&amp;quot;, isn&#039;t &amp;quot;roman&amp;quot; and deffinantly isn&#039;t an &amp;quot;empire&amp;quot;. Instead it was a collection of feifdoms and small kingdoms losely grouped together under an elected emperor.&lt;br /&gt;
Despite this lack of unite, the HRE was one of the major powers of the medieval period. &lt;br /&gt;
Since the &amp;quot;founder&amp;quot; (for want of a better word) of the empire, none other then the legendary knight and leader Charlemangne, was coronated on christmas day 800AD by pope Leo III, there is some argument that the word &amp;quot;holy&amp;quot; can appear in the empires name, at least during its early history.&lt;br /&gt;
&lt;br /&gt;
In game, the HRE appear as a unified force, begining with most of modern day Germany and Switzerland under its controal and a few rebel provinces surrounding this, beyond that, are many factions, meaning that the HRE can quickly find itself bordering half the Europian factions. This presents unique challanges for the HRE, as no other faction can be said to border so many diffrent possible enemies from so early on. Therefore, some measure of diplomacy will have to be used to ensure the empire doesn&#039;t face war on more fronts than it can manage, or to avoid angering the pope as all its neighbours tend to be catholic.&lt;br /&gt;
That said, thanks to its size, it can afford vast armies, effectivally ensuring its victory if its able to concentrate its forces on a single enemy, especally late game.&lt;br /&gt;
&lt;br /&gt;
The HRE shares all of its early units with other factions, but they are no less effective for that, later on in the game, it can recruit, in approximate order of avaliability, Tuetonic knights (being the only faction this order is avaliable to), Imperial Knights (mace weilding knights), Zwei-Handers (fearsome two-handed swordsmen), Forlorn Hope (an elite unit for exploiting breachs during seiges) Reiters (cavalry armed with pistols and spears) and the infamously powerful Gothic Knights.&lt;br /&gt;
In addition to this, both Serpentine and Basilisk guns are avaliable, meaning that the empire&#039;s late game army is indeed one to be feared and respected.&lt;br /&gt;
&lt;br /&gt;
Due to its curse of being surrounded, generally disliked by the pope, and lacking in specalist early game units, the HRE can quickly be eliminated if not controalled by a human player, and even then, great care must be taken to not overextend one&#039;s forces or anger too many factions at once.&lt;br /&gt;
&lt;br /&gt;
If the empire can exploite wars in europe to its advantage (attacking factions the pope dislikes who don&#039;t have any powerful allies), then it will surely be victorious and able to unite Europe under the rule, if it is unable to do this, then it will be resigned to a footnote in the players (virtual) history book&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Medieval 2: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Egypt_(M2TW_Faction)&amp;diff=7418</id>
		<title>Egypt (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Egypt_(M2TW_Faction)&amp;diff=7418"/>
		<updated>2007-06-24T14:48:23Z</updated>

		<summary type="html">&lt;p&gt;Jebus: eygpt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Medieval 2: Total War Factions]]&lt;br /&gt;
&lt;br /&gt;
Eygpt are a muslim faction with powerful armies and rich provinces, they begin in a position thats suitable for quickly seizing the holy land.&lt;br /&gt;
This is to its credit as both crusaders, monguls and Timiuids are likely to take an intrest in Jerusalem and Antioch.&lt;br /&gt;
&lt;br /&gt;
Eygption armies are more generalist then most, lacking specialisation in one area (such as heavy infantry) but having units capable of filling in the role (Tradayabba - the new version of the Abysain gaurd).&lt;br /&gt;
&lt;br /&gt;
As most eygptian units are lightly armoured, they are suited to combat in hotter conditions such as the entire south of the campaign map.&lt;br /&gt;
&lt;br /&gt;
Eygptian unique units include powerful Mamulak cavalry, in both heavy horse archer, and heavy charger cavalry variants. Though they are not equal in skill to those avaliable to cavalry specalist powers such as the Monguls, Turks and Russians.&lt;br /&gt;
&lt;br /&gt;
In conclusion, they Eygptian army can see off any threat in any situation, so long as it has brought the right troops for it.&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Denmark_(M2TW_Faction)&amp;diff=7417</id>
		<title>Denmark (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Denmark_(M2TW_Faction)&amp;diff=7417"/>
		<updated>2007-06-24T14:35:19Z</updated>

		<summary type="html">&lt;p&gt;Jebus: could still be improved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Medieval 2: Total War Factions]]&lt;br /&gt;
&lt;br /&gt;
Denmark begin the campaign with only arhus under their controal, though they are sorrounded by rebel provinces, and the factions most likely to be its main enemy, the Holy Roman Empire, lacks effective early era troops as denmark has.&lt;br /&gt;
&lt;br /&gt;
Their units not-so-subtly imply an assault orientated faction as the majority are heavy infantry, but they also have acess to norse archers, effective early hybreds.&lt;br /&gt;
In addition to this, the Danes can also recruit Norse war clerics, powerful early/high period heavy cavalry. Defensive troops arn&#039;t ignored either, as the danes can recruit Swordstaff armed troops, including a militia variaty. But danish heavy infantry will be the mainstay of its armies, from Viking Raiders to Obshinder&#039;s, all unique troops are effective in a fight and can all peirce armour.&lt;br /&gt;
the Danish navy is also strong in the early period, having acess to Longboats.&lt;br /&gt;
&lt;br /&gt;
In the upcomming kingdoms expansion, the danes will also have to ability to merge with Norway and recruit the finest Norwegian troops.&lt;br /&gt;
&lt;br /&gt;
Overall, the danes give the impression of a faction thats at its best in the early period, but whose skill wanes as more time passes, that said, it is not to the degree of the Byzantines&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Medieval_Classic_Total_War&amp;diff=7416</id>
		<title>Medieval Classic Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Medieval_Classic_Total_War&amp;diff=7416"/>
		<updated>2007-06-24T14:19:23Z</updated>

		<summary type="html">&lt;p&gt;Jebus: forgot release thread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Medieval Classic Total War is a mod designed to bring back the medieval feeling from mtw1, and also features from mtw1 into mtw2, this is not for realism, accuracy, or anything historic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It achieves this in a number of ways;&lt;br /&gt;
&lt;br /&gt;
firstly, splitting the campaign up into 3 era&#039;s which can be played seperatly. All era&#039;s play diffrently due to diffrences in the troops avaliable to them and what building options are present. Only in the late era will harbelds, pikemen (except for Flanders pikemen) really advanced knights (gothic, lancers) and gunpowder be introduced.&lt;br /&gt;
&lt;br /&gt;
secondly, changing the factions avaliable so they conform to Medieval total war (or mods for it), this includes changing factions names to conform to the origional medieval (eg the moors become the Almohads), introducing new factions (the Argonese, Swiss, Lithuanians, Volga Bulgars and Armenians), uniting Venice and Milan to form the Itallians (Milan are used to form the Swiss). All factions are in diffrent positions in each era (eg, the English controal England and Normandy in the early period, but England, Ireland, Wales and Bordeux in the late period) and more factions are planned including Sweeden, Ireland and Burgandy (http://www.twcenter.net/forums/showthread.php?t=105174)&lt;br /&gt;
&lt;br /&gt;
thirdly, by changing units avaliable to factions, either by changing their names to conform with the origional medieval, or by introducing new units to a factions roster (mostly made by renamed merc&#039;s)&lt;br /&gt;
&lt;br /&gt;
fourthy, by changing unit stats and speed on the battlemap, to attempt to make the game more like the slower gameplay of the origional medieval. In addition to this, elite units were given further stat and morale boasts whereas the morale of low end units was produced, to create a situation where, in the words of mod leader Ramtha, &amp;quot;if your facing elites, you need elites to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Release thread: http://www.twcenter.net/forums/showthread.php?t=99528&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:MTW2 Mods]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Medieval_Classic_Total_War&amp;diff=7415</id>
		<title>Medieval Classic Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Medieval_Classic_Total_War&amp;diff=7415"/>
		<updated>2007-06-24T14:18:12Z</updated>

		<summary type="html">&lt;p&gt;Jebus: 4 new paragraphs to explain what changes.. needs cleaning up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Medieval Classic Total War is a mod designed to bring back the medieval feeling from mtw1, and also features from mtw1 into mtw2, this is not for realism, accuracy, or anything historic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It achieves this in a number of ways;&lt;br /&gt;
&lt;br /&gt;
firstly, splitting the campaign up into 3 era&#039;s which can be played seperatly. All era&#039;s play diffrently due to diffrences in the troops avaliable to them and what building options are present. Only in the late era will harbelds, pikemen (except for Flanders pikemen) really advanced knights (gothic, lancers) and gunpowder be introduced.&lt;br /&gt;
&lt;br /&gt;
secondly, changing the factions avaliable so they conform to Medieval total war (or mods for it), this includes changing factions names to conform to the origional medieval (eg the moors become the Almohads), introducing new factions (the Argonese, Swiss, Lithuanians, Volga Bulgars and Armenians), uniting Venice and Milan to form the Itallians (Milan are used to form the Swiss). All factions are in diffrent positions in each era (eg, the English controal England and Normandy in the early period, but England, Ireland, Wales and Bordeux in the late period) and more factions are planned including Sweeden, Ireland and Burgandy (http://www.twcenter.net/forums/showthread.php?t=105174)&lt;br /&gt;
&lt;br /&gt;
thirdly, by changing units avaliable to factions, either by changing their names to conform with the origional medieval, or by introducing new units to a factions roster (mostly made by renamed merc&#039;s)&lt;br /&gt;
&lt;br /&gt;
fourthy, by changing unit stats and speed on the battlemap, to attempt to make the game more like the slower gameplay of the origional medieval. In addition to this, elite units were given further stat and morale boasts whereas the morale of low end units was produced, to create a situation where, in the words of mod leader Ramtha, &amp;quot;if your facing elites, you need elites to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:MTW2 Mods]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Lydia_(ROP_Faction)&amp;diff=6788</id>
		<title>Lydia (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Lydia_(ROP_Faction)&amp;diff=6788"/>
		<updated>2007-06-03T20:29:06Z</updated>

		<summary type="html">&lt;p&gt;Jebus: ...not sure about some spellings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: ROP Factions]]&lt;br /&gt;
&lt;br /&gt;
the Lydian faction in rise of persia is the first time the faction has had a 3d representation of it made in any game.&lt;br /&gt;
&lt;br /&gt;
they begin with the controal of the more central part of Asia Minor, surrounded by rebels and all sides but the direct west of their capital, Sfard, where the Ionian cities have 2 settlements on asia minor itself, and a third on the isle of lesbos.&lt;br /&gt;
this gives them the oppertunities for growth in all directions and the potentail to have a very effective economy.&lt;br /&gt;
&lt;br /&gt;
The Lydian army is diverse and versitile, but is lacking in more elite units, this is due to them being able to recruit local troops in any provance they conquer. Only Lydian archers and chariots can be trained anywhere (that is highly developed), chariots lack the toughness and range of other factions chariots, being armed with javlins instead of bows and only having a low defense rating and 2 hitpoints.&lt;br /&gt;
Lydian archers on the other hand, can be brutally effective owing to their long range, which is a rare thing in archers in this mod, and high missile attack value, lack other archers however, they are fairly week in melee combat (though, not compaired to greek, barbarian or iranian archers).&lt;br /&gt;
Its worthy also to mention the city of Hekerala, to the west of Sinope in the north of asia minor, here, barbarian troops used by the Illryans and Bessoi can be trained, including mezzoi cavalry, which are far more effective in melee than most cavalry (owing to a much higher defense stat), and inter-bus, slingers which have a long range.&lt;br /&gt;
&lt;br /&gt;
A good stratergy when playing as Lydia is to quickly marshall and army and take the Ionian cities on asia minor (consider taking the isle of lesbo&#039;s, unfortunitally pirate are very common in this mod so its not always do-able.) then to turn your attention easterly. &lt;br /&gt;
As with all foe&#039;s, the right balance of troops will produce the best results, against any greek cities, its advisable to use more archers, hybred spearmen and cavalry (especally lydian archers, phyrigian infantry or ring-bus and mezzoi) whilst against eastern enemies, armies with more hoplites will acheive better results (they compair very well to Madan Sparabara and Babylonian Nas Turki, and can even hold their own against elites)&lt;br /&gt;
However, you must always bear in mind that troops will need to be brought home to be retrained, so heavy losses far away from their homelands are unsustainable.&lt;br /&gt;
&lt;br /&gt;
Aditionally, Lydia can only use the Beirme, meaning, their navy&#039;s useless in small numbers.&lt;br /&gt;
&lt;br /&gt;
All in all, they are an effective faction unfortunitally its almost gaurantied that they&#039;ll be at war with either Mada, Babylon or the Ionian cities at any point in time, if they face more than one then they are at serious risk of becomming overstretched.&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Lydia_(ROP_Faction)&amp;diff=5754</id>
		<title>Lydia (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Lydia_(ROP_Faction)&amp;diff=5754"/>
		<updated>2007-05-21T10:29:14Z</updated>

		<summary type="html">&lt;p&gt;Jebus: breif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: ROP Factions]]&lt;br /&gt;
&lt;br /&gt;
Lydia have a diverse army including javlin armed cavalry, chariots and hoplites and begin with most of Asia Minor under its controal... however they are invaded quite early on by the Ionian Cities.&lt;br /&gt;
&lt;br /&gt;
Pehaps the easiest faction in the mod.&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Kyrene_(ROP_Faction)&amp;diff=5753</id>
		<title>Kyrene (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Kyrene_(ROP_Faction)&amp;diff=5753"/>
		<updated>2007-05-21T10:26:24Z</updated>

		<summary type="html">&lt;p&gt;Jebus: only basic (havn&amp;#039;t played them yet)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the greek factions in the [[Rise of Persia]] modification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Kush_(ROP_Faction)&amp;diff=5752</id>
		<title>Kush (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Kush_(ROP_Faction)&amp;diff=5752"/>
		<updated>2007-05-21T10:25:11Z</updated>

		<summary type="html">&lt;p&gt;Jebus: history is funnn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the factions in the [[Rise of Persia]] modification.&lt;br /&gt;
&lt;br /&gt;
A kingdom to the south of Eygpt, it had a phoaroh of its own and spent a considarable time at war with its more famous neighbour&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Kemet_(ROP_Faction)&amp;diff=5751</id>
		<title>Kemet (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Kemet_(ROP_Faction)&amp;diff=5751"/>
		<updated>2007-05-21T10:23:43Z</updated>

		<summary type="html">&lt;p&gt;Jebus: breif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also known as Eygpt.&lt;br /&gt;
Their armies are mostly made up of spearmen, who, unfortunitally, are not quite of the quality of Greek Hoplites.&lt;br /&gt;
They are playable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Ionian_cities_(ROP_Faction)&amp;diff=5750</id>
		<title>Ionian cities (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Ionian_cities_(ROP_Faction)&amp;diff=5750"/>
		<updated>2007-05-21T10:21:36Z</updated>

		<summary type="html">&lt;p&gt;Jebus: basic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the factions in the [[Rise of Persia]] modification.&lt;br /&gt;
&lt;br /&gt;
A greek faction who begin on the east of the Agean next to Lydia.&lt;br /&gt;
They often find themselves quickly at war with Lydia because of this, and because of the Lydian army being dispeared over most of Asia Minor, they normally gain a large area of territory.&lt;br /&gt;
They are playable and can colonise places conquered&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Illyria_(ROP_Faction)&amp;diff=5749</id>
		<title>Illyria (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Illyria_(ROP_Faction)&amp;diff=5749"/>
		<updated>2007-05-21T10:19:35Z</updated>

		<summary type="html">&lt;p&gt;Jebus: dont know much about them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the factions in the [[Rise of Persia]] modification.&lt;br /&gt;
&lt;br /&gt;
A barbarian faction that have been known to recruit hoplites if they advance south enough&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Bessoi_(ROP_Faction)&amp;diff=5748</id>
		<title>Bessoi (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Bessoi_(ROP_Faction)&amp;diff=5748"/>
		<updated>2007-05-21T10:18:38Z</updated>

		<summary type="html">&lt;p&gt;Jebus: breif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the factions in the [[Rise of Persia]] modification.&lt;br /&gt;
&lt;br /&gt;
A barbarian Thracian factions, unlike many barbarians they are playable.&lt;br /&gt;
If left unchecked, they can quickly controal vast amounts of territory to the north and east of Makedon&lt;br /&gt;
they can also recruit local troops.&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Baktria_(ROP_Faction)&amp;diff=5747</id>
		<title>Baktria (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Baktria_(ROP_Faction)&amp;diff=5747"/>
		<updated>2007-05-21T10:17:04Z</updated>

		<summary type="html">&lt;p&gt;Jebus: baktria&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the factions in the [[Rise of Persia]] modification.&lt;br /&gt;
&lt;br /&gt;
an eastern faction that begin in between Mada, Parsa and India.&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Babylon_(ROP_Faction)&amp;diff=5746</id>
		<title>Babylon (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Babylon_(ROP_Faction)&amp;diff=5746"/>
		<updated>2007-05-21T10:15:46Z</updated>

		<summary type="html">&lt;p&gt;Jebus: babylon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is about the Babylonian Empire, featured in the [[Rise of Persia]] modification.&lt;br /&gt;
It will be expanded later.&lt;br /&gt;
&lt;br /&gt;
This is the first time a Babylon army has recieved a full 3d representation.&lt;br /&gt;
they can choose between colonising or recruiting local troops.&lt;br /&gt;
Their own troops include a corps of sappers specailly trained for urban combat, and horse archers.&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Athenai_(ROP_Faction)&amp;diff=5745</id>
		<title>Athenai (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Athenai_(ROP_Faction)&amp;diff=5745"/>
		<updated>2007-05-21T10:13:55Z</updated>

		<summary type="html">&lt;p&gt;Jebus: athens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the factions in the [[Rise of Persia]] modification.&lt;br /&gt;
&lt;br /&gt;
Athens in english, they are a greek factions who colonise newly conquered regions, like all greek factions they have poor cavalry but good hoplites and reasonably effective missile support.&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Skythia_(ROP_Faction)&amp;diff=5743</id>
		<title>Skythia (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Skythia_(ROP_Faction)&amp;diff=5743"/>
		<updated>2007-05-21T10:12:38Z</updated>

		<summary type="html">&lt;p&gt;Jebus: Skudata moved to Skythia (rise of persia): gets the right name now, plus a nice ROP banner...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the factions in the [[Rise of Persia]] modification.&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Massagetes_(ROP_Faction)&amp;diff=5741</id>
		<title>Massagetes (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Massagetes_(ROP_Faction)&amp;diff=5741"/>
		<updated>2007-05-21T10:12:06Z</updated>

		<summary type="html">&lt;p&gt;Jebus: Mazaka moved to Massagetes (rise of persia): gets the right name now, plus a nice ROP banner...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the factions in the [[Rise of Persia]] modification.&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Baktria_(ROP_Faction)&amp;diff=5739</id>
		<title>Baktria (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Baktria_(ROP_Faction)&amp;diff=5739"/>
		<updated>2007-05-21T10:11:13Z</updated>

		<summary type="html">&lt;p&gt;Jebus: Baktria moved to Baktria (rise of persia)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the factions in the [[Rise of Persia]] modification.&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Baktria_(ROP_Faction)&amp;diff=5737</id>
		<title>Baktria (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Baktria_(ROP_Faction)&amp;diff=5737"/>
		<updated>2007-05-21T10:10:56Z</updated>

		<summary type="html">&lt;p&gt;Jebus: Balkh moved to Baktria: gets the right name now, plus a nice ROP banner...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the factions in the [[Rise of Persia]] modification.&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Taras_(ROP_Faction)&amp;diff=5735</id>
		<title>Taras (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Taras_(ROP_Faction)&amp;diff=5735"/>
		<updated>2007-05-21T10:10:15Z</updated>

		<summary type="html">&lt;p&gt;Jebus: Taras moved to Taras (rise of persia)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the factions in the [[Rise of Persia]] modification.&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Lakedaimon_(ROP_Faction)&amp;diff=5733</id>
		<title>Lakedaimon (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Lakedaimon_(ROP_Faction)&amp;diff=5733"/>
		<updated>2007-05-21T10:09:46Z</updated>

		<summary type="html">&lt;p&gt;Jebus: Sparta moved to Lakedaimon (rise of persia): gets the right name now, plus a nice ROP banner...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sparta or Lakedaimon begin with only Sparte&#039; under their controal and strong nearby rebels to represent the other greek city states, as well as the city state of Athens (Athenai)&lt;br /&gt;
&lt;br /&gt;
Spartan units are, as historical, very strong and very rare, with hippies spartanies being trainable only in Sparte itself, but being able to win in any straight 1 on 1 fight.&lt;br /&gt;
Aditional spartan units are Spartanes, who are a match for most factions elite infantry and Kyrptera, groups of Spartan youths armed with javlins that can hide in long grass.&lt;br /&gt;
&lt;br /&gt;
Spartan cavalry, like the rest of the greek factions, is very poor in quality and very low in number, it is therefore not recomended to use more than 2 units per army, unless of course, mercinary cavalry is obtained which is much stronger and has higher numbers than the greek hippies.&lt;br /&gt;
&lt;br /&gt;
Sparta can colonise all settlements her armies conquer, allowing recruitment of Spartan units anywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Parsa_(ROP_Faction)&amp;diff=5729</id>
		<title>Parsa (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Parsa_(ROP_Faction)&amp;diff=5729"/>
		<updated>2007-05-21T10:08:40Z</updated>

		<summary type="html">&lt;p&gt;Jebus: Parsa moved to Parsa (rise of persia): cause its their mod, nobody argues&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Achaemenid Persians==&lt;br /&gt;
&lt;br /&gt;
The Achaemenid Persians are the most important faction in the [[Rise of Persia]] modification, hence the name. They dwell in the south of Iran.&lt;br /&gt;
&lt;br /&gt;
Persia begin with an underdeveloped economy, which needs immidiate work.&lt;br /&gt;
&lt;br /&gt;
The Persian army has the potentail to be great, it contains conscript archers, spearmen, axemen and mounted javlinmen aswell as the oppertunity to make use of local troops in any region Persia captures. The Persian nobles are feirce fighters, serving as either a hybred spearman/archer unit, (arstibara having particually high stats in both missile and melee attack) or as heavy cavalry.&lt;br /&gt;
&lt;br /&gt;
at the start of the game, the faction is under the command of Kurus (Cyrus in english), who was later titled Kurus the great for his conquest of many of the factions featured in game (including the Medians and Babalonains).&lt;br /&gt;
&lt;br /&gt;
Historically, the Persian empire grew from its humble beginnings (seen at the start of the game) to span from Eygpt to Asia Minor to India, such an acheivement is difficult to replicate in game.&lt;br /&gt;
&lt;br /&gt;
A side note, try and fight all battle&#039;s yourself, Parsa take an alarming amount of unncasarry casualties when on autoresolve.&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Mada_(ROP_Faction)&amp;diff=5727</id>
		<title>Mada (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Mada_(ROP_Faction)&amp;diff=5727"/>
		<updated>2007-05-21T10:07:52Z</updated>

		<summary type="html">&lt;p&gt;Jebus: Media moved to Mada (rise of persia): gets the right name now, plus a nice ROP banner...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mâda, or Media in English, is a faction in the [[Rise of Persia]] modification, situated in present day Iran.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[Category:ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Makedon_(ROP_Faction)&amp;diff=5725</id>
		<title>Makedon (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Makedon_(ROP_Faction)&amp;diff=5725"/>
		<updated>2007-05-21T10:07:19Z</updated>

		<summary type="html">&lt;p&gt;Jebus: Makedon moved to Makedon (rise of persia): cause greece was gettin kinda ronry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the factions in the [[Rise of Persia]] modification.&lt;br /&gt;
&lt;br /&gt;
[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Magadh_Empire_(ROP_Faction)&amp;diff=5723</id>
		<title>Magadh Empire (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Magadh_Empire_(ROP_Faction)&amp;diff=5723"/>
		<updated>2007-05-21T10:06:44Z</updated>

		<summary type="html">&lt;p&gt;Jebus: Magadh moved to Magadh Empire (rise of persia): bah&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Lydia_(ROP_Faction)&amp;diff=5721</id>
		<title>Lydia (ROP Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Lydia_(ROP_Faction)&amp;diff=5721"/>
		<updated>2007-05-21T10:06:13Z</updated>

		<summary type="html">&lt;p&gt;Jebus: Lydia moved to Lydia (rise of persia): so it could start invading again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: ROP Factions]]&lt;/div&gt;</summary>
		<author><name>Jebus</name></author>
	</entry>
</feed>