https://wiki.twcenter.net/api.php?action=feedcontributions&user=Iamme&feedformat=atomTWC Wiki - User contributions [en]2024-03-29T01:03:03ZUser contributionsMediaWiki 1.32.0https://wiki.twcenter.net/index.php?title=Hic_Est_Lacedaemon&diff=32678Hic Est Lacedaemon2010-12-22T21:22:02Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Hic Est Lacedaemon<br />
|compatibility=[[Rome: Total War]]<br />
|type=Mod of [[Extended Greek Mod|XGM]]<br />
|members=[[Solo1906]], [[ReverendScott]], [[Hacon]]<br />
|release= In development<br />
|description=This mod aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture!<br />
}}<br />
<br />
<br />
= Introduction =<br />
This mod is based on DimeBagHo's excellent mod of RTW, XGM or Extended Greek Mod, and aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture! Focusing and attempting to emulate the problems of unity the the Greeks faced, first in opposition to Macedonia and secondly to Rome and thirdly to limit the expansion options of the Achaean and Aetolian Leagues and of course Sparta. Hopefully if you play as any one of these small players of the Hellenistic World you may see what problems they faced in historic reality.<br />
= Description =<br />
[[File:HicEstCampaignMap.jpg|250px|right|thumb|Campaign Map]]<br />
The Historical Setting is the Hellenistic world of 272 BC, Pyrrhus has abandoned Italy, and forsworn his Macedonian adventure to put Cleonymus on the Spartan throne. He has brought a large army to the Peloponnese to beseige Sparta while Areus and the bulk of the Spartan hoplites are away in Crete.<br />
<br />
'''The Aetolian league''' has already embarked on its expansion drive with the inclusion of Heraclea-Trachina and is casting envious glances towards the control of Delphi and Thessaly. The Aetolians like the Cretans were of a piratical nature taking from friend and foe alike.<br />
<br />
'''The Achaean league''' has only just been formed from the cities of Achaea proper. it will take a statesman of Aratus' stature to widen the league to the rest of the Peloponnese. In the meantime it must survive as best it can.<br />
<br />
'''Rhodes, Syracuse and Pergamum''' are lumped together in a loose alliance which includes the smallet Greek City States. Pergamum de jure is a part of the Seleucid dominions but de facto has become almost autonomous on the death of Lysimachus. Rhodes is a trading city and is allied to the Ptolemies at this time. In the next century these two states (Pergamum and Rhodes) will benefit from the demise of the Seleucids in the west.<br />
<br />
'''Rome''' is bound for a united and Roman Italy driving out Gauls and greeks alike. Rome has lots of money, a large population and a low maintenance army, individually not the best and may suffer defeats but is quite capable of winning the last battle. Rome must eventually deal with its possible rival Carthage.<br />
<br />
'''Carthage''' controls most of Sicily and the African coast. Sicily is a prosperous land and is vital as a springboard to enter mainland Italy. A naval invasion is a possibility, Carthage is a maritime power. Its army is mostly recruited from mercenaries and libyans, the carthaginian citizen prefers trade to soldiering.<br />
To the north the Gauls are quiet for now.<br />
<br />
'''The Ptolemies''' have expanded onto the southern coast of Asia Minor including Cyprus and have recently taken Coele-Syria from the Seleucids. they have money and a large fleet.<br />
<br />
The '''Seleucid''' dominions stretch from the Aegean to Media and beyond, it is a difficult empire to control but they have plenty of money and resources but many areas are prone to disaffection.<br />
<br />
'''Pontus''' and the '''Armenians''' are fledgling kingdoms, nominally vassals of the Seleucids but in fact quite independent. They will need some careful nurturing in the early years.<br />
<br />
In the unknown steppes to the north the '''Samartians''' gather to visit destruction on the civilised world.<br />
<br />
The '''Galatian''' hordes brought in by the Northern League have settled in Phrygia and will bring chaos to the Hellenic World of Asia Minor.<br />
<br />
'''The Northern League''' is a loose federation of Greek City States including the Bithynians.<br />
<br />
Antigonos Gonatas controls the '''Macedonian''' homelands, and possesses the "fetters" Corinth, Chalcis and Demetrius.The Greek City States are not quiescent and are not about to succumb to Macedonian Hegemony again. One of these under their young king Areus of Sparta, with pretentions of being a Hellenistic King and with a little egyptian money, is ready to lead the Greek States to 'freedom'.<br />
<br />
The Spartan Hoplite in this mod is not the killing machine of a certain recent film but he still is a formidable opponent if supported properly. he is expensive to produce and takes a longer time to train (attempt to simulate a dwindling citizen base). Sparta will have to fall back on the cheaper and more numerous perioici, freed helots and mercenaries. Sparta is surrounded by enemies, short of men and money.<br />
= Features =<br />
*A Spartan playable faction replacing Numidia.<br />
*A unique Spartan culture including portraits and buildings<br />
*Script inc 4tpy, garrison generation, Military Reforms, Spartan Cleomenic Revolution.<br />
*Redesigned Settlements<br />
*New government buildings, new religions, some unique buildings.<br />
*The Egyptian culture is now a post Alexandrian Macedonian/Hellenistic culture comprising the new states of the Diadochi + Epirus.<br />
*New mercenary barracks to simulate the mercenary recruiting grounds of Taenarum, Aspendum, Apamea, Ephesus etc. requiring a port and a market.<br />
= The Team =<br />
*Solo1906 - unit textures<br />
<br />
*ReverendScott - beta testing<br />
<br />
*Hacon - scripting<br />
= History =<br />
My rational in producing this mod was originally just to create a playable Spartan faction for personal use only and as someone new to modding RTW this seemed for me sufficient but I was persuaded, although it didn't take much, to expand my horizons to a full mod with all that entails from mapping to skinning and text modification.<br />
But where should I start, which modification should I use to base this on. I chose to look at 3, RTR PE, EB and XGM and although all three are excellently crafted mods I chose XGM because as well as being a stable mod, it looked simpler to modify and it ran more quickly and smoother than the other two on the limited functionality of my laptop.<br />
<br />
However for my purposes it had one problem and that was because the Mundus Magna map covered too much of the world for me to get sufficient detail into the Greek Homeland. I came across the Barebones 3.1 map which cut much of the Seleucid eastern regions out and looked just the ticket for my needs. Though its geography and terrain isn't totally accurate it is still an excellent starting point for any new modder.<br />
Using this I was able to go into much more detail generally and in Greece in particular.<br />
The reason for concentrating more detail on the Greek regions was to try and emulate the problems of unity that the Greeks faced, first in opposition to Macedonia and secondly to Rome and thirdly to limit the expansion options of the Achaean and Aetolian Leagues and of course Sparta. Hopefully if you play any one of these small players of the Hellenistic World you may get to see some of the problems they faced in historic reality.<br />
= Included Mods =<br />
None at this time.<br />
= Pictures =<br />
{|<br />
|[[File:HicEstSpartanhoplites.jpg|350px]]<br />
|[[File:HicEstSpartanPhalangites.jpg|350px]]<br />
|[[File:HicEstSpartanCavalry.jpg|350px]]<br />
|}</div>Iammehttps://wiki.twcenter.net/index.php?title=File:HicEstCampaignMap.jpg&diff=32677File:HicEstCampaignMap.jpg2010-12-22T21:20:04Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=Hic_Est_Lacedaemon&diff=32676Hic Est Lacedaemon2010-12-22T21:16:18Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Hic Est Lacedaemon<br />
|compatibility=[[Rome: Total War]]<br />
|type=Mod of [[Extended Greek Mod|XGM]]<br />
|members=[[Solo1906]], [[ReverendScott]], [[Hacon]]<br />
|release= In development<br />
|description=This mod aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture!<br />
}}<br />
<br />
<br />
= Introduction =<br />
This mod is based on DimeBagHo's excellent mod of RTW, XGM or Extended Greek Mod, and aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture! Focusing and attempting to emulate the problems of unity the the Greeks faced, first in opposition to Macedonia and secondly to Rome and thirdly to limit the expansion options of the Achaean and Aetolian Leagues and of course Sparta. Hopefully if you play as any one of these small players of the Hellenistic World you may see what problems they faced in historic reality.<br />
= Description =<br />
The Historical Setting is the Hellenistic world of 272 BC, Pyrrhus has abandoned Italy, and forsworn his Macedonian adventure to put Cleonymus on the Spartan throne. He has brought a large army to the Peloponnese to beseige Sparta while Areus and the bulk of the Spartan hoplites are away in Crete.<br />
<br />
'''The Aetolian league''' has already embarked on its expansion drive with the inclusion of Heraclea-Trachina and is casting envious glances towards the control of Delphi and Thessaly. The Aetolians like the Cretans were of a piratical nature taking from friend and foe alike.<br />
<br />
'''The Achaean league''' has only just been formed from the cities of Achaea proper. it will take a statesman of Aratus' stature to widen the league to the rest of the Peloponnese. In the meantime it must survive as best it can.<br />
<br />
'''Rhodes, Syracuse and Pergamum''' are lumped together in a loose alliance which includes the smallet Greek City States. Pergamum de jure is a part of the Seleucid dominions but de facto has become almost autonomous on the death of Lysimachus. Rhodes is a trading city and is allied to the Ptolemies at this time. In the next century these two states (Pergamum and Rhodes) will benefit from the demise of the Seleucids in the west.<br />
<br />
'''Rome''' is bound for a united and Roman Italy driving out Gauls and greeks alike. Rome has lots of money, a large population and a low maintenance army, individually not the best and may suffer defeats but is quite capable of winning the last battle. Rome must eventually deal with its possible rival Carthage.<br />
<br />
'''Carthage''' controls most of Sicily and the African coast. Sicily is a prosperous land and is vital as a springboard to enter mainland Italy. A naval invasion is a possibility, Carthage is a maritime power. Its army is mostly recruited from mercenaries and libyans, the carthaginian citizen prefers trade to soldiering.<br />
To the north the Gauls are quiet for now.<br />
<br />
'''The Ptolemies''' have expanded onto the southern coast of Asia Minor including Cyprus and have recently taken Coele-Syria from the Seleucids. they have money and a large fleet.<br />
<br />
The '''Seleucid''' dominions stretch from the Aegean to Media and beyond, it is a difficult empire to control but they have plenty of money and resources but many areas are prone to disaffection.<br />
<br />
'''Pontus''' and the '''Armenians''' are fledgling kingdoms, nominally vassals of the Seleucids but in fact quite independent. They will need some careful nurturing in the early years.<br />
<br />
In the unknown steppes to the north the '''Samartians''' gather to visit destruction on the civilised world.<br />
<br />
The '''Galatian''' hordes brought in by the Northern League have settled in Phrygia and will bring chaos to the Hellenic World of Asia Minor.<br />
<br />
'''The Northern League''' is a loose federation of Greek City States including the Bithynians.<br />
<br />
Antigonos Gonatas controls the '''Macedonian''' homelands, and possesses the "fetters" Corinth, Chalcis and Demetrius.The Greek City States are not quiescent and are not about to succumb to Macedonian Hegemony again. One of these under their young king Areus of Sparta, with pretentions of being a Hellenistic King and with a little egyptian money, is ready to lead the Greek States to 'freedom'.<br />
<br />
The Spartan Hoplite in this mod is not the killing machine of a certain recent film but he still is a formidable opponent if supported properly. he is expensive to produce and takes a longer time to train (attempt to simulate a dwindling citizen base). Sparta will have to fall back on the cheaper and more numerous perioici, freed helots and mercenaries. Sparta is surrounded by enemies, short of men and money.<br />
= Features =<br />
*A Spartan playable faction replacing Numidia.<br />
*A unique Spartan culture including portraits and buildings<br />
*Script inc 4tpy, garrison generation, Military Reforms, Spartan Cleomenic Revolution.<br />
*Redesigned Settlements<br />
*New government buildings, new religions, some unique buildings.<br />
*The Egyptian culture is now a post Alexandrian Macedonian/Hellenistic culture comprising the new states of the Diadochi + Epirus.<br />
*New mercenary barracks to simulate the mercenary recruiting grounds of Taenarum, Aspendum, Apamea, Ephesus etc. requiring a port and a market.<br />
= The Team =<br />
*Solo1906 - unit textures<br />
<br />
*ReverendScott - beta testing<br />
<br />
*Hacon - scripting<br />
= History =<br />
My rational in producing this mod was originally just to create a playable Spartan faction for personal use only and as someone new to modding RTW this seemed for me sufficient but I was persuaded, although it didn't take much, to expand my horizons to a full mod with all that entails from mapping to skinning and text modification.<br />
But where should I start, which modification should I use to base this on. I chose to look at 3, RTR PE, EB and XGM and although all three are excellently crafted mods I chose XGM because as well as being a stable mod, it looked simpler to modify and it ran more quickly and smoother than the other two on the limited functionality of my laptop.<br />
<br />
However for my purposes it had one problem and that was because the Mundus Magna map covered too much of the world for me to get sufficient detail into the Greek Homeland. I came across the Barebones 3.1 map which cut much of the Seleucid eastern regions out and looked just the ticket for my needs. Though its geography and terrain isn't totally accurate it is still an excellent starting point for any new modder.<br />
Using this I was able to go into much more detail generally and in Greece in particular.<br />
The reason for concentrating more detail on the Greek regions was to try and emulate the problems of unity that the Greeks faced, first in opposition to Macedonia and secondly to Rome and thirdly to limit the expansion options of the Achaean and Aetolian Leagues and of course Sparta. Hopefully if you play any one of these small players of the Hellenistic World you may get to see some of the problems they faced in historic reality.<br />
= Included Mods =<br />
None at this time.<br />
= Pictures =<br />
{|<br />
|[[File:HicEstSpartanhoplites.jpg|350px]]<br />
|[[File:HicEstSpartanPhalangites.jpg|350px]]<br />
|[[File:HicEstSpartanCavalry.jpg|350px]]<br />
|}</div>Iammehttps://wiki.twcenter.net/index.php?title=File:HicEstSpartanCavalry.jpg&diff=32675File:HicEstSpartanCavalry.jpg2010-12-22T21:14:57Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=File:HicEstSpartanPhalangites.jpg&diff=32674File:HicEstSpartanPhalangites.jpg2010-12-22T21:12:18Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=File:HicEstSpartanhoplites.jpg&diff=32673File:HicEstSpartanhoplites.jpg2010-12-22T21:02:37Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=Hic_Est_Lacedaemon&diff=32672Hic Est Lacedaemon2010-12-22T20:59:04Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Hic Est Lacedaemon<br />
|compatibility=[[Rome: Total War]]<br />
|type=Mod of [[Extended Greek Mod|XGM]]<br />
|members=[[Solo1906]], [[ReverendScott]], [[Hacon]]<br />
|release= In development<br />
|description=This mod aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture!<br />
}}<br />
<br />
<br />
= Introduction =<br />
This mod is based on DimeBagHo's excellent mod of RTW, XGM or Extended Greek Mod, and aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture! Focusing and attempting to emulate the problems of unity the the Greeks faced, first in opposition to Macedonia and secondly to Rome and thirdly to limit the expansion options of the Achaean and Aetolian Leagues and of course Sparta. Hopefully if you play as any one of these small players of the Hellenistic World you may see what problems they faced in historic reality.<br />
= Description =<br />
The Historical Setting is the Hellenistic world of 272 BC, Pyrrhus has abandoned Italy, and forsworn his Macedonian adventure to put Cleonymus on the Spartan throne. He has brought a large army to the Peloponnese to beseige Sparta while Areus and the bulk of the Spartan hoplites are away in Crete.<br />
<br />
'''The Aetolian league''' has already embarked on its expansion drive with the inclusion of Heraclea-Trachina and is casting envious glances towards the control of Delphi and Thessaly. The Aetolians like the Cretans were of a piratical nature taking from friend and foe alike.<br />
<br />
'''The Achaean league''' has only just been formed from the cities of Achaea proper. it will take a statesman of Aratus' stature to widen the league to the rest of the Peloponnese. In the meantime it must survive as best it can.<br />
<br />
'''Rhodes, Syracuse and Pergamum''' are lumped together in a loose alliance which includes the smallet Greek City States. Pergamum de jure is a part of the Seleucid dominions but de facto has become almost autonomous on the death of Lysimachus. Rhodes is a trading city and is allied to the Ptolemies at this time. In the next century these two states (Pergamum and Rhodes) will benefit from the demise of the Seleucids in the west.<br />
<br />
'''Rome''' is bound for a united and Roman Italy driving out Gauls and greeks alike. Rome has lots of money, a large population and a low maintenance army, individually not the best and may suffer defeats but is quite capable of winning the last battle. Rome must eventually deal with its possible rival Carthage.<br />
<br />
'''Carthage''' controls most of Sicily and the African coast. Sicily is a prosperous land and is vital as a springboard to enter mainland Italy. A naval invasion is a possibility, Carthage is a maritime power. Its army is mostly recruited from mercenaries and libyans, the carthaginian citizen prefers trade to soldiering.<br />
To the north the Gauls are quiet for now.<br />
<br />
'''The Ptolemies''' have expanded onto the southern coast of Asia Minor including Cyprus and have recently taken Coele-Syria from the Seleucids. they have money and a large fleet.<br />
<br />
The '''Seleucid''' dominions stretch from the Aegean to Media and beyond, it is a difficult empire to control but they have plenty of money and resources but many areas are prone to disaffection.<br />
<br />
'''Pontus''' and the '''Armenians''' are fledgling kingdoms, nominally vassals of the Seleucids but in fact quite independent. They will need some careful nurturing in the early years.<br />
<br />
In the unknown steppes to the north the '''Samartians''' gather to visit destruction on the civilised world.<br />
<br />
The '''Galatian''' hordes brought in by the Northern League have settled in Phrygia and will bring chaos to the Hellenic World of Asia Minor.<br />
<br />
'''The Northern League''' is a loose federation of Greek City States including the Bithynians.<br />
<br />
Antigonos Gonatas controls the '''Macedonian''' homelands, and possesses the "fetters" Corinth, Chalcis and Demetrius.The Greek City States are not quiescent and are not about to succumb to Macedonian Hegemony again. One of these under their young king Areus of Sparta, with pretentions of being a Hellenistic King and with a little egyptian money, is ready to lead the Greek States to 'freedom'.<br />
<br />
The Spartan Hoplite in this mod is not the killing machine of a certain recent film but he still is a formidable opponent if supported properly. he is expensive to produce and takes a longer time to train (attempt to simulate a dwindling citizen base). Sparta will have to fall back on the cheaper and more numerous perioici, freed helots and mercenaries. Sparta is surrounded by enemies, short of men and money.<br />
= Features =<br />
*A Spartan playable faction replacing Numidia.<br />
*A unique Spartan culture including portraits and buildings<br />
*Script inc 4tpy, garrison generation, Military Reforms, Spartan Cleomenic Revolution.<br />
*Redesigned Settlements<br />
*New government buildings, new religions, some unique buildings.<br />
*The Egyptian culture is now a post Alexandrian Macedonian/Hellenistic culture comprising the new states of the Diadochi + Epirus.<br />
*New mercenary barracks to simulate the mercenary recruiting grounds of Taenarum, Aspendum, Apamea, Ephesus etc. requiring a port and a market.<br />
= The Team =<br />
*Solo1906 - unit textures<br />
<br />
*ReverendScott - beta testing<br />
<br />
*Hacon - scripting<br />
= History =<br />
My rational in producing this mod was originally just to create a playable Spartan faction for personal use only and as someone new to modding RTW this seemed for me sufficient but I was persuaded, although it didn't take much, to expand my horizons to a full mod with all that entails from mapping to skinning and text modification.<br />
But where should I start, which modification should I use to base this on. I chose to look at 3, RTR PE, EB and XGM and although all three are excellently crafted mods I chose XGM because as well as being a stable mod, it looked simpler to modify and it ran more quickly and smoother than the other two on the limited functionality of my laptop.<br />
<br />
However for my purposes it had one problem and that was because the Mundus Magna map covered too much of the world for me to get sufficient detail into the Greek Homeland. I came across the Barebones 3.1 map which cut much of the Seleucid eastern regions out and looked just the ticket for my needs. Though its geography and terrain isn't totally accurate it is still an excellent starting point for any new modder.<br />
Using this I was able to go into much more detail generally and in Greece in particular.<br />
The reason for concentrating more detail on the Greek regions was to try and emulate the problems of unity that the Greeks faced, first in opposition to Macedonia and secondly to Rome and thirdly to limit the expansion options of the Achaean and Aetolian Leagues and of course Sparta. Hopefully if you play any one of these small players of the Hellenistic World you may get to see some of the problems they faced in historic reality.<br />
= Included Mods =<br />
None at this time.<br />
= Pictures =</div>Iammehttps://wiki.twcenter.net/index.php?title=Hic_Est_Lacedaemon&diff=32671Hic Est Lacedaemon2010-12-22T20:56:07Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Hic Est Lacedaemon<br />
|compatibility=[[Rome: Total War]]<br />
|type=Mod of [[Extended Greek Mod|XGM]]<br />
|members=[[Solo1906]], [[ReverendScott]], [[Hacon]]<br />
|release= In development<br />
|description=This mod aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture!<br />
}}<br />
<br />
<br />
= Introduction =<br />
This mod is based on DimeBagHo's excellent mod of RTW, XGM or Extended Greek Mod, and aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture! Focusing and attempting to emulate the problems of unity the the Greeks faced, first in opposition to Macedonia and secondly to Rome and thirdly to limit the expansion options of the Achaean and Aetolian Leagues and of course Sparta. Hopefully if you play as any one of these small players of the Hellenistic World you may see what problems they faced in historic reality.<br />
= Description =<br />
The Historical Setting is the Hellenistic world of 272 BC, Pyrrhus has abandoned Italy, and forsworn his Macedonian adventure to put Cleonymus on the Spartan throne. He has brought a large army to the Peloponnese to beseige Sparta while Areus and the bulk of the Spartan hoplites are away in Crete.<br />
<br />
'''The Aetolian league''' has already embarked on its expansion drive with the inclusion of Heraclea-Trachina and is casting envious glances towards the control of Delphi and Thessaly. The Aetolians like the Cretans were of a piratical nature taking from friend and foe alike.<br />
<br />
'''The Achaean league''' has only just been formed from the cities of Achaea proper. it will take a statesman of Aratus' stature to widen the league to the rest of the Peloponnese. In the meantime it must survive as best it can.<br />
<br />
'''Rhodes, Syracuse and Pergamum''' are lumped together in a loose alliance which includes the smallet Greek City States. Pergamum de jure is a part of the Seleucid dominions but de facto has become almost autonomous on the death of Lysimachus. Rhodes is a trading city and is allied to the Ptolemies at this time. In the next century these two states (Pergamum and Rhodes) will benefit from the demise of the Seleucids in the west.<br />
<br />
'''Rome''' is bound for a united and Roman Italy driving out Gauls and greeks alike. Rome has lots of money, a large population and a low maintenance army, individually not the best and may suffer defeats but is quite capable of winning the last battle. Rome must eventually deal with its possible rival Carthage.<br />
<br />
'''Carthage''' controls most of Sicily and the African coast. Sicily is a prosperous land and is vital as a springboard to enter mainland Italy. A naval invasion is a possibility, Carthage is a maritime power. Its army is mostly recruited from mercenaries and libyans, the carthaginian citizen prefers trade to soldiering.<br />
To the north the Gauls are quiet for now.<br />
<br />
'''The Ptolemies''' have expanded onto the southern coast of Asia Minor including Cyprus and have recently taken Coele-Syria from the Seleucids. they have money and a large fleet.<br />
<br />
The '''Seleucid''' dominions stretch from the Aegean to Media and beyond, it is a difficult empire to control but they have plenty of money and resources but many areas are prone to disaffection.<br />
<br />
'''Pontus''' and the '''Armenians''' are fledgling kingdoms, nominally vassals of the Seleucids but in fact quite independent. They will need some careful nurturing in the early years.<br />
<br />
In the unknown steppes to the north the '''Samartians''' gather to visit destruction on the civilised world.<br />
<br />
The '''Galatian''' hordes brought in by the Northern League have settled in Phrygia and will bring chaos to the Hellenic World of Asia Minor.<br />
<br />
'''The Northern League''' is a loose federation of Greek City States including the Bithynians.<br />
<br />
Antigonos Gonatas controls the '''Macedonian''' homelands, and possesses the "fetters" Corinth, Chalcis and Demetrius.The Greek City States are not quiescent and are not about to succumb to Macedonian Hegemony again. One of these under their young king Areus of Sparta, with pretentions of being a Hellenistic King and with a little egyptian money, is ready to lead the Greek States to 'freedom'.<br />
<br />
The Spartan Hoplite in this mod is not the killing machine of a certain recent film but he still is a formidable opponent if supported properly. he is expensive to produce and takes a longer time to train (attempt to simulate a dwindling citizen base). Sparta will have to fall back on the cheaper and more numerous perioici, freed helots and mercenaries. Sparta is surrounded by enemies, short of men and money.<br />
= Features =<br />
*A Spartan playable faction replacing Numidia.<br />
*A unique Spartan culture including portraits and buildings<br />
*Script inc 4tpy, garrison generation, Military Reforms, Spartan Cleomenic Revolution.<br />
*Redesigned Settlements<br />
*New government buildings, new religions, some unique buildings.<br />
*The Egyptian culture is now a post Alexandrian Macedonian/Hellenistic culture comprising the new states of the Diadochi + Epirus.<br />
*New mercenary barracks to simulate the mercenary recruiting grounds of Taenarum, Aspendum, Apamea, Ephesus etc. requiring a port and a market.<br />
= The Team =<br />
Solo1906 - unit textures<br />
ReverendScott - beta testing<br />
Hacon - scripting<br />
= History =<br />
My rational in producing this mod was originally just to create a playable Spartan faction for personal use only and as someone new to modding RTW this seemed for me sufficient but I was persuaded, although it didn't take much, to expand my horizons to a full mod with all that entails from mapping to skinning and text modification.<br />
But where should I start, which modification should I use to base this on. I chose to look at 3, RTR PE, EB and XGM and although all three are excellently crafted mods I chose XGM because as well as being a stable mod, it looked simpler to modify and it ran more quickly and smoother than the other two on the limited functionality of my laptop.<br />
<br />
However for my purposes it had one problem and that was because the Mundus Magna map covered too much of the world for me to get sufficient detail into the Greek Homeland. I came across the Barebones 3.1 map which cut much of the Seleucid eastern regions out and looked just the ticket for my needs. Though its geography and terrain isn't totally accurate it is still an excellent starting point for any new modder.<br />
Using this I was able to go into much more detail generally and in Greece in particular.<br />
The reason for concentrating more detail on the Greek regions was to try and emulate the problems of unity that the Greeks faced, first in opposition to Macedonia and secondly to Rome and thirdly to limit the expansion options of the Achaean and Aetolian Leagues and of course Sparta. Hopefully if you play any one of these small players of the Hellenistic World you may get to see some of the problems they faced in historic reality.<br />
= Included Mods =</div>Iammehttps://wiki.twcenter.net/index.php?title=Hic_Est_Lacedaemon&diff=32670Hic Est Lacedaemon2010-12-22T20:53:27Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Hic Est Lacedaemon<br />
|compatibility=[[Rome: Total War]]<br />
|type=Mod of [[Extended Greek Mod|XGM]]<br />
|members=[[Solo1906]], [[ReverendScott]], [[Hacon]]<br />
|release= In development<br />
|description=This mod aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture!<br />
}}<br />
<br />
<br />
= Introduction =<br />
This mod is based on DimeBagHo's excellent mod of RTW, XGM or Extended Greek Mod, and aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture! Focusing and attempting to emulate the problems of unity the the Greeks faced, first in opposition to Macedonia and secondly to Rome and thirdly to limit the expansion options of the Achaean and Aetolian Leagues and of course Sparta. Hopefully if you play as any one of these small players of the Hellenistic World you may see what problems they faced in historic reality.<br />
= Description =<br />
The Historical Setting is the Hellenistic world of 272 BC, Pyrrhus has abandoned Italy, and forsworn his Macedonian adventure to put Cleonymus on the Spartan throne. He has brought a large army to the Peloponnese to beseige Sparta while Areus and the bulk of the Spartan hoplites are away in Crete.<br />
<br />
'''The Aetolian league''' has already embarked on its expansion drive with the inclusion of Heraclea-Trachina and is casting envious glances towards the control of Delphi and Thessaly. The Aetolians like the Cretans were of a piratical nature taking from friend and foe alike.<br />
<br />
'''The Achaean league''' has only just been formed from the cities of Achaea proper. it will take a statesman of Aratus' stature to widen the league to the rest of the Peloponnese. In the meantime it must survive as best it can.<br />
<br />
'''Rhodes, Syracuse and Pergamum''' are lumped together in a loose alliance which includes the smallet Greek City States. Pergamum de jure is a part of the Seleucid dominions but de facto has become almost autonomous on the death of Lysimachus. Rhodes is a trading city and is allied to the Ptolemies at this time. In the next century these two states (Pergamum and Rhodes) will benefit from the demise of the Seleucids in the west.<br />
<br />
'''Rome''' is bound for a united and Roman Italy driving out Gauls and greeks alike. Rome has lots of money, a large population and a low maintenance army, individually not the best and may suffer defeats but is quite capable of winning the last battle. Rome must eventually deal with its possible rival Carthage.<br />
<br />
'''Carthage''' controls most of Sicily and the African coast. Sicily is a prosperous land and is vital as a springboard to enter mainland Italy. A naval invasion is a possibility, Carthage is a maritime power. Its army is mostly recruited from mercenaries and libyans, the carthaginian citizen prefers trade to soldiering.<br />
To the north the Gauls are quiet for now.<br />
<br />
'''The Ptolemies''' have expanded onto the southern coast of Asia Minor including Cyprus and have recently taken Coele-Syria from the Seleucids. they have money and a large fleet.<br />
<br />
The '''Seleucid''' dominions stretch from the Aegean to Media and beyond, it is a difficult empire to control but they have plenty of money and resources but many areas are prone to disaffection.<br />
<br />
'''Pontus''' and the '''Armenians''' are fledgling kingdoms, nominally vassals of the Seleucids but in fact quite independent. They will need some careful nurturing in the early years.<br />
<br />
In the unknown steppes to the north the '''Samartians''' gather to visit destruction on the civilised world.<br />
<br />
The '''Galatian''' hordes brought in by the Northern League have settled in Phrygia and will bring chaos to the Hellenic World of Asia Minor.<br />
<br />
'''The Northern League''' is a loose federation of Greek City States including the Bithynians.<br />
<br />
Antigonos Gonatas controls the '''Macedonian''' homelands, and possesses the "fetters" Corinth, Chalcis and Demetrius.The Greek City States are not quiescent and are not about to succumb to Macedonian Hegemony again. One of these under their young king Areus of Sparta, with pretentions of being a Hellenistic King and with a little egyptian money, is ready to lead the Greek States to 'freedom'.<br />
<br />
The Spartan Hoplite in this mod is not the killing machine of a certain recent film but he still is a formidable opponent if supported properly. he is expensive to produce and takes a longer time to train (attempt to simulate a dwindling citizen base). Sparta will have to fall back on the cheaper and more numerous perioici, freed helots and mercenaries. Sparta is surrounded by enemies, short of men and money.<br />
= Features =<br />
*A Spartan playable faction replacing Numidia.<br />
*A unique Spartan culture including portraits and buildings<br />
*Script inc 4tpy, garrison generation, Military Reforms, Spartan Cleomenic Revolution.<br />
*Redesigned Settlements<br />
*New government buildings, new religions, some unique buildings.<br />
*The Egyptian culture is now a post Alexandrian Macedonian/Hellenistic culture comprising the new states of the Diadochi + Epirus.<br />
*New mercenary barracks to simulate the mercenary recruiting grounds of Taenarum, Aspendum, Apamea, Ephesus etc. requiring a port and a market.<br />
= The Team =<br />
<br />
= History =<br />
<br />
= Included Mods =</div>Iammehttps://wiki.twcenter.net/index.php?title=Hic_Est_Lacedaemon&diff=32669Hic Est Lacedaemon2010-12-22T20:53:03Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Hic Est Lacedaemon<br />
|compatibility=[[Rome: Total War]]<br />
|type=Mod of [[Extended Greek Mod|XGM]]<br />
|members=[[Solo1906]], [[ReverendScott]], [[Hacon]]<br />
|release= In development<br />
|description=This mod aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture!<br />
}}<br />
<br />
<br />
= Introduction =<br />
This mod is based on DimeBagHo's excellent mod of RTW, XGM or Extended Greek Mod, and aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture! Focusing and attempting to emulate the problems of unity the the Greeks faced, first in opposition to Macedonia and secondly to Rome and thirdly to limit the expansion options of the Achaean and Aetolian Leagues and of course Sparta. Hopefully if you play as any one of these small players of the Hellenistic World you may see what problems they faced in historic reality.<br />
= Description =<br />
The Historical Setting is the Hellenistic world of 272 BC, Pyrrhus has abandoned Italy, and forsworn his Macedonian adventure to put Cleonymus on the Spartan throne. He has brought a large army to the Peloponnese to beseige Sparta while Areus and the bulk of the Spartan hoplites are away in Crete.<br />
<br />
'''The Aetolian league''' has already embarked on its expansion drive with the inclusion of Heraclea-Trachina and is casting envious glances towards the control of Delphi and Thessaly. The Aetolians like the Cretans were of a piratical nature taking from friend and foe alike.<br />
<br />
'''The Achaean league''' has only just been formed from the cities of Achaea proper. it will take a statesman of Aratus' stature to widen the league to the rest of the Peloponnese. In the meantime it must survive as best it can.<br />
<br />
'''Rhodes, Syracuse and Pergamum''' are lumped together in a loose alliance which includes the smallet Greek City States. Pergamum de jure is a part of the Seleucid dominions but de facto has become almost autonomous on the death of Lysimachus. Rhodes is a trading city and is allied to the Ptolemies at this time. In the next century these two states (Pergamum and Rhodes) will benefit from the demise of the Seleucids in the west.<br />
<br />
'''Rome''' is bound for a united and Roman Italy driving out Gauls and greeks alike. Rome has lots of money, a large population and a low maintenance army, individually not the best and may suffer defeats but is quite capable of winning the last battle. Rome must eventually deal with its possible rival Carthage.<br />
<br />
'''Carthage''' controls most of Sicily and the African coast. Sicily is a prosperous land and is vital as a springboard to enter mainland Italy. A naval invasion is a possibility, Carthage is a maritime power. Its army is mostly recruited from mercenaries and libyans, the carthaginian citizen prefers trade to soldiering.<br />
To the north the Gauls are quiet for now.<br />
<br />
'''The Ptolemies''' have expanded onto the southern coast of Asia Minor including Cyprus and have recently taken Coele-Syria from the Seleucids. they have money and a large fleet.<br />
<br />
The '''Seleucid''' dominions stretch from the Aegean to Media and beyond, it is a difficult empire to control but they have plenty of money and resources but many areas are prone to disaffection.<br />
<br />
'''Pontus''' and the '''Armenians''' are fledgling kingdoms, nominally vassals of the Seleucids but in fact quite independent. They will need some careful nurturing in the early years.<br />
<br />
In the unknown steppes to the north the '''Samartians''' gather to visit destruction on the civilised world.<br />
<br />
The '''Galatian''' hordes brought in by the Northern League have settled in Phrygia and will bring chaos to the Hellenic World of Asia Minor.<br />
<br />
'''The Northern League''' is a loose federation of Greek City States including the Bithynians.<br />
<br />
Antigonos Gonatas controls the '''Macedonian''' homelands, and possesses the "fetters" Corinth, Chalcis and Demetrius.The Greek City States are not quiescent and are not about to succumb to Macedonian Hegemony again. One of these under their young king Areus of Sparta, with pretentions of being a Hellenistic King and with a little egyptian money, is ready to lead the Greek States to 'freedom'.<br />
<br />
The Spartan Hoplite in this mod is not the killing machine of a certain recent film but he still is a formidable opponent if supported properly. he is expensive to produce and takes a longer time to train (attempt to simulate a dwindling citizen base). Sparta will have to fall back on the cheaper and more numerous perioici, freed helots and mercenaries. Sparta is surrounded by enemies, short of men and money.<br />
= Features =<br />
*A Spartan playable faction replacing Numidia.<br />
*A unique Spartan culture including portraits and buildings<br />
*Script inc 4tpy, garrison generation, Military Reforms, Spartan Cleomenic Revolution.<br />
*Redesigned Settlements (wip)<br />
*New government buildings, new religions, some unique buildings.<br />
*The Egyptian culture is now a post Alexandrian Macedonian/Hellenistic culture comprising the new states of the Diadochi + Epirus.<br />
*New mercenary barracks to simulate the mercenary recruiting grounds of Taenarum, Aspendum, Apamea, Ephesus etc. requiring a port and a market.<br />
= The Team =<br />
<br />
= History =<br />
<br />
= Included Mods =</div>Iammehttps://wiki.twcenter.net/index.php?title=Hic_Est_Lacedaemon&diff=32668Hic Est Lacedaemon2010-12-22T20:46:45Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Hic Est Lacedaemon<br />
|compatibility=[[Rome: Total War]]<br />
|type=Mod of [[Extended Greek Mod|XGM]]<br />
|members=[[Solo1906]], [[ReverendScott]], [[Hacon]]<br />
|release= In development<br />
|description=This mod aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture!<br />
}}<br />
<br />
<br />
= Introduction =<br />
This mod is based on DimeBagHo's excellent mod of RTW, XGM or Extended Greek Mod, and aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture! Focusing and attempting to emulate the problems of unity the the Greeks faced, first in opposition to Macedonia and secondly to Rome and thirdly to limit the expansion options of the Achaean and Aetolian Leagues and of course Sparta. Hopefully if you play as any one of these small players of the Hellenistic World you may see what problems they faced in historic reality.<br />
= Description =<br />
The Historical Setting is the Hellenistic world of 272 BC, Pyrrhus has abandoned Italy, and forsworn his Macedonian adventure to put Cleonymus on the Spartan throne. He has brought a large army to the Peloponnese to beseige Sparta while Areus and the bulk of the Spartan hoplites are away in Crete.<br />
<br />
'''The Aetolian league''' has already embarked on its expansion drive with the inclusion of Heraclea-Trachina and is casting envious glances towards the control of Delphi and Thessaly. The Aetolians like the Cretans were of a piratical nature taking from friend and foe alike.<br />
<br />
'''The Achaean league''' has only just been formed from the cities of Achaea proper. it will take a statesman of Aratus' stature to widen the league to the rest of the Peloponnese. In the meantime it must survive as best it can.<br />
<br />
'''Rhodes, Syracuse and Pergamum''' are lumped together in a loose alliance which includes the smallet Greek City States. Pergamum de jure is a part of the Seleucid dominions but de facto has become almost autonomous on the death of Lysimachus. Rhodes is a trading city and is allied to the Ptolemies at this time. In the next century these two states (Pergamum and Rhodes) will benefit from the demise of the Seleucids in the west.<br />
<br />
'''Rome''' is bound for a united and Roman Italy driving out Gauls and greeks alike. Rome has lots of money, a large population and a low maintenance army, individually not the best and may suffer defeats but is quite capable of winning the last battle. Rome must eventually deal with its possible rival Carthage.<br />
<br />
'''Carthage''' controls most of Sicily and the African coast. Sicily is a prosperous land and is vital as a springboard to enter mainland Italy. A naval invasion is a possibility, Carthage is a maritime power. Its army is mostly recruited from mercenaries and libyans, the carthaginian citizen prefers trade to soldiering.<br />
To the north the Gauls are quiet for now.<br />
<br />
'''The Ptolemies''' have expanded onto the southern coast of Asia Minor including Cyprus and have recently taken Coele-Syria from the Seleucids. they have money and a large fleet.<br />
<br />
The '''Seleucid''' dominions stretch from the Aegean to Media and beyond, it is a difficult empire to control but they have plenty of money and resources but many areas are prone to disaffection.<br />
<br />
'''Pontus''' and the '''Armenians''' are fledgling kingdoms, nominally vassals of the Seleucids but in fact quite independent. They will need some careful nurturing in the early years.<br />
<br />
In the unknown steppes to the north the '''Samartians''' gather to visit destruction on the civilised world.<br />
<br />
The '''Galatian''' hordes brought in by the Northern League have settled in Phrygia and will bring chaos to the Hellenic World of Asia Minor.<br />
<br />
'''The Northern League''' is a loose federation of Greek City States including the Bithynians.<br />
<br />
Antigonos Gonatas controls the '''Macedonian''' homelands, and possesses the "fetters" Corinth, Chalcis and Demetrius.The Greek City States are not quiescent and are not about to succumb to Macedonian Hegemony again. One of these under their young king Areus of Sparta, with pretentions of being a Hellenistic King and with a little egyptian money, is ready to lead the Greek States to 'freedom'.<br />
<br />
The Spartan Hoplite in this mod is not the killing machine of a certain recent film but he still is a formidable opponent if supported properly. he is expensive to produce and takes a longer time to train (attempt to simulate a dwindling citizen base). Sparta will have to fall back on the cheaper and more numerous perioici, freed helots and mercenaries. Sparta is surrounded by enemies, short of men and money. The key as before is Messenia.<br />
= Features =<br />
<br />
= The Team =<br />
<br />
= History =<br />
<br />
= Included Mods =</div>Iammehttps://wiki.twcenter.net/index.php?title=Hic_Est_Lacedaemon&diff=32665Hic Est Lacedaemon2010-12-22T20:31:46Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Hic Est Lacedaemon<br />
|compatibility=[[Rome: Total War]]<br />
|type=Mod of [[Extended Greek Mod|XGM]]<br />
|members=[[Solo1906]], [[ReverendScott]], [[Hacon]]<br />
|release= In development<br />
|description=This mod aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture!<br />
}}<br />
<br />
<br />
= Introduction =<br />
This mod is based on DimeBagHo's excellent mod of RTW, XGM or Extended Greek Mod, and aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture! Focusing and attempting to emulate the problems of unity the the Greeks faced, first in opposition to Macedonia and secondly to Rome and thirdly to limit the expansion options of the Acaen and Aetolian Leagues and of course Sparta. Hopefully if you play as any one of these small players of the Hellenistic World you may see what problems they faced in historic reality.<br />
= Description =<br />
<br />
= Features =<br />
<br />
= The Team =<br />
<br />
= History =<br />
<br />
= Included Mods =</div>Iammehttps://wiki.twcenter.net/index.php?title=Hic_Est_Lacedaemon&diff=32664Hic Est Lacedaemon2010-12-22T20:30:15Z<p>Iamme: Created page with "{{Mod_overview |width= |title=Hic Est Lacedaemon |compatibility=Rome: Total War |type=Mod of XGM |members=Solo1906, ReverendScott, Hacon |r..."</p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Hic Est Lacedaemon<br />
|compatibility=[[Rome: Total War]]<br />
|type=Mod of [[Extended Greek Mod|XGM]]<br />
|members=[[Solo1906]], [[ReverendScott]], [[Hacon]]<br />
|release= In development<br />
|description=This mod aims to go even further in developing the Hellenistic factions and providing Sparta as its own complete culture!<br />
}}<br />
<br />
<br />
= Introduction =<br />
<br />
= Description =<br />
<br />
= Features =<br />
<br />
= The Team =<br />
<br />
= History =<br />
<br />
= Included Mods =</div>Iammehttps://wiki.twcenter.net/index.php?title=Aristeia:_The_Epic_Cycle&diff=32005Aristeia: The Epic Cycle2010-11-21T22:17:57Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Aristeia: The Epic Cycle<br />
|compatibility=Rome Total War: [[Alexander]]<br />
|type=Complete Conversion<br />
|members=[[Zhuge Liang]], [[Zenith Darksea]]<br />
|release=[http://www.twcenter.net/forums/showthread.php?t=366742 Aristeia 2.0]<br />
|description=A mod for Alexander that focuses on the story of the Trojan War.<br />
}}<br />
<br />
= Description =<br />
Aristeia is a vision of the trojan war era and is based on the famous story from the epic cycle from which the Iliad has secured its place among the most important works in western literature. Aristeia attempts to be an enjoyable stylised representation of the trojan war faithful to its depiction in archaic literature and early classical pottery.<br />
= Features =<br />
There are 3 campaigns in Aristeia:<br />
<br />
* The Aristeia Grand Campaign<br />
* The Campaigns of the Epic Cycle (consisting of)<br />
** The Cypria<br />
** The Iliad<br />
<br />
Each focuses on a different aspect of war: <br />
<br />
'''The Aristeia Grand Campaign''' gives the player the chance to be one of the Greek ruling houses or a member of the trojan alliance with dual aims of winning the trojan war and also securing a place for their own heroes in the annals of history, or indeed with the gods on Mount Olympus. Covering both the trojan war and its aftermath the scope of this campaign is much larger than the others and is focused on empire building.<br />
<br />
'''The Cypria''' focuses on the initial stages of the Greek invasion. The greeks have tens of thousands of troops on their small footholds of lemnos and lesbos. Their treasury sacks bulge with hundreds of thousands of gold coins; the funds they secured before leaving. The Trojans are defending their territories from overwhelming forces. It will take time to gather their forces and recruit new troops capable of repelling the invaders, but all is not lost for the Trojans. If they can maintain control over their territories and built a sustainable economy then time is on their side. With each passing month the Greeks spend thousands on maintaining their mighty army, if victory does not come quickly for the Greeks then it is unlikely to come at all.<br />
<br />
'''The Iliad''' starts in the year 121 when the trojans have been pushed back by the greeks in many areas. A stalemate has ensued where the greeks, being thinly spread, have not the resources to assault the walls of troy and the trojans have compressed their armies into a defensive pocket around troy itself. To add to the troubles of the greeks their greatest warrior, Achilleus, has decided not to fight and instead remains in his camp. The trojans will no doubt capitalise on this and will likely assault the Greek positions on the beach of troy. The player can choose to fight as either the Greeks or the Trojans to attempt to break the deadlock.<br />
<br />
=== Trojan Horse (Agent) ===<br />
<br />
In Aristeia there are no spies or assassins. The only way to infiltrate an enemy settlement is to use a trojan horse, but these take a very long time to recruit, can only be built in camps and don't guarantee that the gates to the enemy settlement will be opened. If they do succeed however it is much less costly than a siege assault where ladders and siege towers are not available.<br />
<br />
=== Introduction Script ===<br />
<br />
We have included a slightly long winded introduction script at the beginning of the campaign. This introduction gives you a fairly detailed bit of the background to the story and various regions on the map. It can be skipped at any time by pressing 'Esc' key - however the audio may continue for a minute after this.<br />
<br />
=== Trojan War ===<br />
<br />
One of the biggest differences between Aristeia and TTW is this time there is an actual trojan war! Each faction starts with armies and a camp in the general region of Troy. There are two assault areas, one on the plain of troy and another further south, both linked by the Minoans under the leadership of Idomeneus who can attack both areas. <br />
<br />
The camps do not allow the training or re-training of troops, but merely function as a defensive base. If an army is to be maintained then reinforcements will need to be shipped in from home without leaving the home territories too weak.<br />
<br />
No Greek faction is singularly strong enough to take Troy, and the Trojans are not strong enough to defeat the Greeks... at the start of the war anyway. In order to take troy (an objective for all Greek factions) teamwork will be required with allied nations. The alliance will have to be nurtured, military assistance granted when sought, and strategy used to full effect on the campaign map (the areas around troy present plenty of possibilities).<br />
<br />
Of course it is not just enough to take troy, you need to be able to hold it, so don't go wasting all of your troops on the assault. Once troy falls alliances will strain. If it is left poorly defended then civil war will likely erupt in Greece. Many factions will ask themselves why they spent so much money and lives on the assault if they gain nothing from it - and so might you if when playing as a Greek faction an ally captures the city first.<br />
<br />
=== One-man hero units ===<br />
<br />
At last we have single soldier hero units in both campaign games and custom battles!<br />
<br />
Each hero will appear to have six men in his 'bodyguard', but rest assured there is only one man on the field. Each of these 'extra' six should be treated as a relative endurance or health counter for the hero. The lower it gets the less damage he will do and the more likely he will die. These will regenerate over a number of turns on the campaign map.<br />
<br />
Hero combat is different to typical Total War combat and a greater degree of control should be exercised over one's hero to prevent him running off and getting killed. It is recommended that the 'defend area' button is pressed for all hero units.<br />
<br />
Heroes are the most powerful unit in the game but they do have two weakness. The first, quite obviously, is other heroes, the second is chariots. Even the strongest hero can't withstand being repeatedly run over by chariots and their horses, however heroes are also the strongest weapon to use against chariots and kill them far quicker than any other unit. They can also cause mayhem on the battle line fighting against standard infantry (an excellent way for them to gain experience and traits to make them more powerful) - but they are not indestructible and will die if overwhelmed.<br />
<br />
Heroes tend to seek each other out in battle, and can kill each other quite quickly. This is the best way to kill an enemy hero if chariots are not available.<br />
<br />
Once a hero dies the morale impact on the battle is huge and an entire army may route unless it consists of the most elite troops or other heroes. Once dead their armour is taken by the enemy and this provides them with a morale bonus. Heroes who accumulate a vast amount of enemy cuirasses will be particularly feared on the battlefield.<br />
<br />
There are a large number of new traits and ancillaries which will help shape a heroes abilities. Even the weakest hero can be nurtured to become one of the best. Even the best can fall victim to a lucky blow from an inferior enemy, such must be acts of the Gods.<br />
<br />
=== New Atmospheric Lighting ===<br />
<br />
Through a painstaking mixture of relative planning, trial and error I have come up with what I consider as the perfect atmospheric lighting for both the Aristeia campaign map and battle map. The colours are somewhat desaturated; the environment is foggy and bronze. There is a high contrast between bright and dark areas. The shadows help to bring out the details on the new higher poly unit models.<br />
<br />
The lighting is just one of the aristeia features which have no other purpose than to create a unique atmosphere for the mod, a 'feel' which suits the myth and a look which is uniquely identifiable as Aristeia.<br />
<br />
=== Higher Poly Units ===<br />
<br />
It has greatly lengthened the production process but virtually all units have been hand crafted. The models, and more importantly the textures have all been painted from hand with only a tiny number of exceptions (such as revivals of popular TTW units). I do hope that during play people will stop to take in the detail on the units. The symbols and styles have all been researched, and while there may be a degree of similarity in the units the textures help make each faction unique.<br />
<br />
=== Regional Recruitment System ===<br />
<br />
In Aristeia we have implemented a regional recruitment system which allows all factions to recruit the generic unit types of each region. For each of these units there are unique textures. For example, as the house of Atreus, if I successfully capture Troy I will be able to recruit all of the generic mysian region units. The generic units are as follows:<br />
<br />
Spearmen, swordsmen, slingers, archers, javeliniers.<br />
<br />
Each regional variety has its own strengths and weaknesses.<br />
<br />
Each faction can however train its native generic types in any region if they build a port of adequate size to ship them in. As well as adding variety to the armies of each faction this feature also introduces a new game-play element. You will not be able to retrain your native soldiers in foreign lands unless a port is available. In land locked areas native troops will never be available - and so re-supplying your forces by capturing settlements with ports will be of great importance. The only other way to resupply will be to manually bring in new troops by sea. This is of particular importance for the coastal camps around troy where no recruitment is possible.<br />
<br />
Each faction also has unique 'guard' units. These are dependent on your factions ruling house and can be recruited anywhere if there is a suitable size government building. The downside of relying on these troops however is that they are more expensive and take twice as long to recruit.<br />
<br />
In Aristeia there are also regional specific units, such as the myrmidons, Trojan silver spearmen and carian axmen. In order to recruit these troops the required region must be under your control.<br />
= The Team =<br />
[[File:ZhugeandZenith.png|right]]<br />
'''Mod Leaders'''<br />
<br />
*[[Zhuge Liang]]<br />
*[[Zenith Darksea]]<br />
<br />
'''Mod Concept'''<br />
<br />
*Zenith Darksea<br />
*Zhuge Liang<br />
Based on the Iliad and odyssey by 'Homer'<br />
<br />
'''3D Artwork'''<br />
<br />
*Zhuge Liang<br />
<br />
'''2D Artwork'''<br />
<br />
*Zhuge Liang<br />
<br />
'''History and Descriptions'''<br />
<br />
*Zenith Darksea<br />
<br />
'''Aristeia Campaign Map'''<br />
<br />
*[[Nero666]]<br />
*Zhuge Liang<br />
<br />
'''Epic Cycle Campaign Map'''<br />
<br />
*[[Muizer]]<br />
<br />
'''Unit Cards'''<br />
<br />
*[[Tony83]]<br />
<br />
'''Traits and Ancillaries'''<br />
<br />
*[[Aradan]]<br />
*Zhuge Liang<br />
*[[Nikolos]]<br />
*Zenith Darksea<br />
<br />
'''Soundtrack'''<br />
<br />
[http://www.marios-aristopoulos.com Marios Aristopoulos]<br />
<br />
'''Excessive text file coding'''<br />
*Zhuge Liang<br />
= History =<br />
<br />
= Included Mods =<br />
*Promethius grass mod<br />
*EB Greek voices mod<br />
= Visual Material =<br />
{|<br />
|[[File:Epiccyclebattle1.jpg|400px]]<br />
|[[File:Epiccyclebattle2.jpg|400px]]<br />
|[[File:Epiccyclebattle3.jpg|400px]]<br />
|}<br />
<br />
[[Category:Alexander Mods (Released)]]</div>Iammehttps://wiki.twcenter.net/index.php?title=Aristeia:_The_Epic_Cycle&diff=32004Aristeia: The Epic Cycle2010-11-21T22:15:25Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Aristeia: The Epic Cycle<br />
|compatibility=Rome Total War: [[Alexander]]<br />
|type=Complete Conversion<br />
|members=[[Zhuge Liang]], [[Zenith Darksea]]<br />
|release=[http://www.twcenter.net/forums/showthread.php?t=366742 Aristeia 2.0]<br />
|description=A mod for Alexander that focuses on the story of the Trojan War.<br />
}}<br />
<br />
= Description =<br />
Aristeia is a vision of the trojan war era and is based on the famous story from the epic cycle from which the Iliad has secured its place among the most important works in western literature. Aristeia attempts to be an enjoyable stylised representation of the trojan war faithful to its depiction in archaic literature and early classical pottery.<br />
= Features =<br />
There are 3 campaigns in Aristeia:<br />
<br />
* The Aristeia Grand Campaign<br />
* The Campaigns of the Epic Cycle (consisting of)<br />
** The Cypria<br />
** The Iliad<br />
<br />
Each focuses on a different aspect of war: <br />
<br />
'''The Aristeia Grand Campaign''' gives the player the chance to be one of the Greek ruling houses or a member of the trojan alliance with dual aims of winning the trojan war and also securing a place for their own heroes in the annals of history, or indeed with the gods on Mount Olympus. Covering both the trojan war and its aftermath the scope of this campaign is much larger than the others and is focused on empire building.<br />
<br />
'''The Cypria''' focuses on the initial stages of the Greek invasion. The greeks have tens of thousands of troops on their small footholds of lemnos and lesbos. Their treasury sacks bulge with hundreds of thousands of gold coins; the funds they secured before leaving. The Trojans are defending their territories from overwhelming forces. It will take time to gather their forces and recruit new troops capable of repelling the invaders, but all is not lost for the Trojans. If they can maintain control over their territories and built a sustainable economy then time is on their side. With each passing month the Greeks spend thousands on maintaining their mighty army, if victory does not come quickly for the Greeks then it is unlikely to come at all.<br />
<br />
'''The Iliad''' starts in the year 121 when the trojans have been pushed back by the greeks in many areas. A stalemate has ensued where the greeks, being thinly spread, have not the resources to assault the walls of troy and the trojans have compressed their armies into a defensive pocket around troy itself. To add to the troubles of the greeks their greatest warrior, Achilleus, has decided not to fight and instead remains in his camp. The trojans will no doubt capitalise on this and will likely assault the Greek positions on the beach of troy. The player can choose to fight as either the Greeks or the Trojans to attempt to break the deadlock.<br />
<br />
=== Trojan Horse (Agent) ===<br />
<br />
In Aristeia there are no spies or assassins. The only way to infiltrate an enemy settlement is to use a trojan horse, but these take a very long time to recruit, can only be built in camps and don't guarantee that the gates to the enemy settlement will be opened. If they do succeed however it is much less costly than a siege assault where ladders and siege towers are not available.<br />
<br />
=== Introduction Script ===<br />
<br />
We have included a slightly long winded introduction script at the beginning of the campaign. This introduction gives you a fairly detailed bit of the background to the story and various regions on the map. It can be skipped at any time by pressing 'Esc' key - however the audio may continue for a minute after this.<br />
<br />
=== Trojan War ===<br />
<br />
One of the biggest differences between Aristeia and TTW is this time there is an actual trojan war! Each faction starts with armies and a camp in the general region of Troy. There are two assault areas, one on the plain of troy and another further south, both linked by the Minoans under the leadership of Idomeneus who can attack both areas. <br />
<br />
The camps do not allow the training or re-training of troops, but merely function as a defensive base. If an army is to be maintained then reinforcements will need to be shipped in from home without leaving the home territories too weak.<br />
<br />
No Greek faction is singularly strong enough to take Troy, and the Trojans are not strong enough to defeat the Greeks... at the start of the war anyway. In order to take troy (an objective for all Greek factions) teamwork will be required with allied nations. The alliance will have to be nurtured, military assistance granted when sought, and strategy used to full effect on the campaign map (the areas around troy present plenty of possibilities).<br />
<br />
Of course it is not just enough to take troy, you need to be able to hold it, so don't go wasting all of your troops on the assault. Once troy falls alliances will strain. If it is left poorly defended then civil war will likely erupt in Greece. Many factions will ask themselves why they spent so much money and lives on the assault if they gain nothing from it - and so might you if when playing as a Greek faction an ally captures the city first.<br />
<br />
=== One-man hero units ===<br />
<br />
At last we have single soldier hero units in both campaign games and custom battles!<br />
<br />
Each hero will appear to have six men in his 'bodyguard', but rest assured there is only one man on the field. Each of these 'extra' six should be treated as a relative endurance or health counter for the hero. The lower it gets the less damage he will do and the more likely he will die. These will regenerate over a number of turns on the campaign map.<br />
<br />
Hero combat is different to typical Total War combat and a greater degree of control should be exercised over one's hero to prevent him running off and getting killed. It is recommended that the 'defend area' button is pressed for all hero units.<br />
<br />
Heroes are the most powerful unit in the game but they do have two weakness. The first, quite obviously, is other heroes, the second is chariots. Even the strongest hero can't withstand being repeatedly run over by chariots and their horses, however heroes are also the strongest weapon to use against chariots and kill them far quicker than any other unit. They can also cause mayhem on the battle line fighting against standard infantry (an excellent way for them to gain experience and traits to make them more powerful) - but they are not indestructible and will die if overwhelmed.<br />
<br />
Heroes tend to seek each other out in battle, and can kill each other quite quickly. This is the best way to kill an enemy hero if chariots are not available.<br />
<br />
Once a hero dies the morale impact on the battle is huge and an entire army may route unless it consists of the most elite troops or other heroes. Once dead their armour is taken by the enemy and this provides them with a morale bonus. Heroes who accumulate a vast amount of enemy cuirasses will be particularly feared on the battlefield.<br />
<br />
There are a large number of new traits and ancillaries which will help shape a heroes abilities. Even the weakest hero can be nurtured to become one of the best. Even the best can fall victim to a lucky blow from an inferior enemy, such must be acts of the Gods.<br />
<br />
=== New Atmospheric Lighting ===<br />
<br />
Through a painstaking mixture of relative planning, trial and error I have come up with what I consider as the perfect atmospheric lighting for both the Aristeia campaign map and battle map. The colours are somewhat desaturated; the environment is foggy and bronze. There is a high contrast between bright and dark areas. The shadows help to bring out the details on the new higher poly unit models.<br />
<br />
The lighting is just one of the aristeia features which have no other purpose than to create a unique atmosphere for the mod, a 'feel' which suits the myth and a look which is uniquely identifiable as Aristeia.<br />
<br />
=== Higher Poly Units ===<br />
<br />
It has greatly lengthened the production process but virtually all units have been hand crafted. The models, and more importantly the textures have all been painted from hand with only a tiny number of exceptions (such as revivals of popular TTW units). I do hope that during play people will stop to take in the detail on the units. The symbols and styles have all been researched, and while there may be a degree of similarity in the units the textures help make each faction unique.<br />
<br />
=== Regional Recruitment System ===<br />
<br />
In Aristeia we have implemented a regional recruitment system which allows all factions to recruit the generic unit types of each region. For each of these units there are unique textures. For example, as the house of Atreus, if I successfully capture Troy I will be able to recruit all of the generic mysian region units. The generic units are as follows:<br />
<br />
Spearmen, swordsmen, slingers, archers, javeliniers.<br />
<br />
Each regional variety has its own strengths and weaknesses.<br />
<br />
Each faction can however train its native generic types in any region if they build a port of adequate size to ship them in. As well as adding variety to the armies of each faction this feature also introduces a new game-play element. You will not be able to retrain your native soldiers in foreign lands unless a port is available. In land locked areas native troops will never be available - and so re-supplying your forces by capturing settlements with ports will be of great importance. The only other way to resupply will be to manually bring in new troops by sea. This is of particular importance for the coastal camps around troy where no recruitment is possible.<br />
<br />
Each faction also has unique 'guard' units. These are dependent on your factions ruling house and can be recruited anywhere if there is a suitable size government building. The downside of relying on these troops however is that they are more expensive and take twice as long to recruit.<br />
<br />
In Aristeia there are also regional specific units, such as the myrmidons, Trojan silver spearmen and carian axmen. In order to recruit these troops the required region must be under your control.<br />
= The Team =<br />
[[File:ZhugeandZenith.png|right]]<br />
'''Mod Leaders'''<br />
<br />
*[[Zhuge Liang]]<br />
*[[Zenith Darksea]]<br />
<br />
'''Mod Concept'''<br />
<br />
*Zenith Darksea<br />
*Zhuge Liang<br />
Based on the Iliad and odyssey by 'Homer'<br />
<br />
'''3D Artwork'''<br />
<br />
*Zhuge Liang<br />
<br />
'''2D Artwork'''<br />
<br />
*Zhuge Liang<br />
<br />
'''History and Descriptions'''<br />
<br />
*Zenith Darksea<br />
<br />
'''Aristeia Campaign Map'''<br />
<br />
*[[Nero666]]<br />
*Zhuge Liang<br />
<br />
'''Epic Cycle Campaign Map'''<br />
<br />
*[[Muizer]]<br />
<br />
'''Unit Cards'''<br />
<br />
*[[Tony83]]<br />
<br />
'''Traits and Ancillaries'''<br />
<br />
*[[Aradan]]<br />
*Zhuge Liang<br />
*[[Nikolos]]<br />
*Zenith Darksea<br />
<br />
'''Soundtrack'''<br />
<br />
[http://www.marios-aristopoulos.com Marios Aristopoulos]<br />
<br />
'''Excessive text file coding'''<br />
*Zhuge Liang<br />
= History =<br />
<br />
= Included Mods =<br />
*Promethius grass mod<br />
*EB Greek voices mod<br />
= Visual Material =<br />
{|<br />
|[[File:Epiccyclebattle1.jpg|400px]]<br />
|[[File:Epiccyclebattle2.jpg|400px]]<br />
|[[File:Epiccyclebattle3.jpg|400px]]<br />
|}</div>Iammehttps://wiki.twcenter.net/index.php?title=File:ZhugeandZenith.png&diff=32003File:ZhugeandZenith.png2010-11-21T22:12:02Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=File:Epiccyclebattle3.jpg&diff=32002File:Epiccyclebattle3.jpg2010-11-21T22:10:10Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=File:Epiccyclebattle2.jpg&diff=32001File:Epiccyclebattle2.jpg2010-11-21T22:09:00Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=File:Epiccyclebattle1.jpg&diff=32000File:Epiccyclebattle1.jpg2010-11-21T22:07:20Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=Aristeia:_The_Epic_Cycle&diff=31999Aristeia: The Epic Cycle2010-11-21T22:03:24Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Aristeia: The Epic Cycle<br />
|compatibility=Rome Total War: [[Alexander]]<br />
|type=Complete Conversion<br />
|members=[[Zhuge Liang]], [[Zenith Darksea]]<br />
|release=[http://www.twcenter.net/forums/showthread.php?t=366742 Aristeia 2.0]<br />
|description=A mod for Alexander that focuses on the story of the Trojan War.<br />
}}<br />
<br />
= Description =<br />
Aristeia is a vision of the trojan war era and is based on the famous story from the epic cycle from which the Iliad has secured its place among the most important works in western literature. Aristeia attempts to be an enjoyable stylised representation of the trojan war faithful to its depiction in archaic literature and early classical pottery.<br />
= Features =<br />
There are 3 campaigns in Aristeia:<br />
<br />
* The Aristeia Grand Campaign<br />
* The Campaigns of the Epic Cycle (consisting of)<br />
** The Cypria<br />
** The Iliad<br />
<br />
Each focuses on a different aspect of war: <br />
<br />
'''The Aristeia Grand Campaign''' gives the player the chance to be one of the Greek ruling houses or a member of the trojan alliance with dual aims of winning the trojan war and also securing a place for their own heroes in the annals of history, or indeed with the gods on Mount Olympus. Covering both the trojan war and its aftermath the scope of this campaign is much larger than the others and is focused on empire building.<br />
<br />
'''The Cypria''' focuses on the initial stages of the Greek invasion. The greeks have tens of thousands of troops on their small footholds of lemnos and lesbos. Their treasury sacks bulge with hundreds of thousands of gold coins; the funds they secured before leaving. The Trojans are defending their territories from overwhelming forces. It will take time to gather their forces and recruit new troops capable of repelling the invaders, but all is not lost for the Trojans. If they can maintain control over their territories and built a sustainable economy then time is on their side. With each passing month the Greeks spend thousands on maintaining their mighty army, if victory does not come quickly for the Greeks then it is unlikely to come at all.<br />
<br />
'''The Iliad''' starts in the year 121 when the trojans have been pushed back by the greeks in many areas. A stalemate has ensued where the greeks, being thinly spread, have not the resources to assault the walls of troy and the trojans have compressed their armies into a defensive pocket around troy itself. To add to the troubles of the greeks their greatest warrior, Achilleus, has decided not to fight and instead remains in his camp. The trojans will no doubt capitalise on this and will likely assault the Greek positions on the beach of troy. The player can choose to fight as either the Greeks or the Trojans to attempt to break the deadlock.<br />
<br />
=== Trojan Horse (Agent) ===<br />
<br />
In Aristeia there are no spies or assassins. The only way to infiltrate an enemy settlement is to use a trojan horse, but these take a very long time to recruit, can only be built in camps and don't guarantee that the gates to the enemy settlement will be opened. If they do succeed however it is much less costly than a siege assault where ladders and siege towers are not available.<br />
<br />
=== Introduction Script ===<br />
<br />
We have included a slightly long winded introduction script at the beginning of the campaign. This introduction gives you a fairly detailed bit of the background to the story and various regions on the map. It can be skipped at any time by pressing 'Esc' key - however the audio may continue for a minute after this.<br />
<br />
=== Trojan War ===<br />
<br />
One of the biggest differences between Aristeia and TTW is this time there is an actual trojan war! Each faction starts with armies and a camp in the general region of Troy. There are two assault areas, one on the plain of troy and another further south, both linked by the Minoans under the leadership of Idomeneus who can attack both areas. <br />
<br />
The camps do not allow the training or re-training of troops, but merely function as a defensive base. If an army is to be maintained then reinforcements will need to be shipped in from home without leaving the home territories too weak.<br />
<br />
No Greek faction is singularly strong enough to take Troy, and the Trojans are not strong enough to defeat the Greeks... at the start of the war anyway. In order to take troy (an objective for all Greek factions) teamwork will be required with allied nations. The alliance will have to be nurtured, military assistance granted when sought, and strategy used to full effect on the campaign map (the areas around troy present plenty of possibilities).<br />
<br />
Of course it is not just enough to take troy, you need to be able to hold it, so don't go wasting all of your troops on the assault. Once troy falls alliances will strain. If it is left poorly defended then civil war will likely erupt in Greece. Many factions will ask themselves why they spent so much money and lives on the assault if they gain nothing from it - and so might you if when playing as a Greek faction an ally captures the city first.<br />
<br />
=== One-man hero units ===<br />
<br />
At last we have single soldier hero units in both campaign games and custom battles!<br />
<br />
Each hero will appear to have six men in his 'bodyguard', but rest assured there is only one man on the field. Each of these 'extra' six should be treated as a relative endurance or health counter for the hero. The lower it gets the less damage he will do and the more likely he will die. These will regenerate over a number of turns on the campaign map.<br />
<br />
Hero combat is different to typical Total War combat and a greater degree of control should be exercised over one's hero to prevent him running off and getting killed. It is recommended that the 'defend area' button is pressed for all hero units.<br />
<br />
Heroes are the most powerful unit in the game but they do have two weakness. The first, quite obviously, is other heroes, the second is chariots. Even the strongest hero can't withstand being repeatedly run over by chariots and their horses, however heroes are also the strongest weapon to use against chariots and kill them far quicker than any other unit. They can also cause mayhem on the battle line fighting against standard infantry (an excellent way for them to gain experience and traits to make them more powerful) - but they are not indestructible and will die if overwhelmed.<br />
<br />
Heroes tend to seek each other out in battle, and can kill each other quite quickly. This is the best way to kill an enemy hero if chariots are not available.<br />
<br />
Once a hero dies the morale impact on the battle is huge and an entire army may route unless it consists of the most elite troops or other heroes. Once dead their armour is taken by the enemy and this provides them with a morale bonus. Heroes who accumulate a vast amount of enemy cuirasses will be particularly feared on the battlefield.<br />
<br />
There are a large number of new traits and ancillaries which will help shape a heroes abilities. Even the weakest hero can be nurtured to become one of the best. Even the best can fall victim to a lucky blow from an inferior enemy, such must be acts of the Gods.<br />
<br />
=== New Atmospheric Lighting ===<br />
<br />
Through a painstaking mixture of relative planning, trial and error I have come up with what I consider as the perfect atmospheric lighting for both the Aristeia campaign map and battle map. The colours are somewhat desaturated; the environment is foggy and bronze. There is a high contrast between bright and dark areas. The shadows help to bring out the details on the new higher poly unit models.<br />
<br />
The lighting is just one of the aristeia features which have no other purpose than to create a unique atmosphere for the mod, a 'feel' which suits the myth and a look which is uniquely identifiable as Aristeia.<br />
<br />
=== Higher Poly Units ===<br />
<br />
It has greatly lengthened the production process but virtually all units have been hand crafted. The models, and more importantly the textures have all been painted from hand with only a tiny number of exceptions (such as revivals of popular TTW units). I do hope that during play people will stop to take in the detail on the units. The symbols and styles have all been researched, and while there may be a degree of similarity in the units the textures help make each faction unique.<br />
<br />
=== Regional Recruitment System ===<br />
<br />
In Aristeia we have implemented a regional recruitment system which allows all factions to recruit the generic unit types of each region. For each of these units there are unique textures. For example, as the house of Atreus, if I successfully capture Troy I will be able to recruit all of the generic mysian region units. The generic units are as follows:<br />
<br />
Spearmen, swordsmen, slingers, archers, javeliniers.<br />
<br />
Each regional variety has its own strengths and weaknesses.<br />
<br />
Each faction can however train its native generic types in any region if they build a port of adequate size to ship them in. As well as adding variety to the armies of each faction this feature also introduces a new game-play element. You will not be able to retrain your native soldiers in foreign lands unless a port is available. In land locked areas native troops will never be available - and so re-supplying your forces by capturing settlements with ports will be of great importance. The only other way to resupply will be to manually bring in new troops by sea. This is of particular importance for the coastal camps around troy where no recruitment is possible.<br />
<br />
Each faction also has unique 'guard' units. These are dependent on your factions ruling house and can be recruited anywhere if there is a suitable size government building. The downside of relying on these troops however is that they are more expensive and take twice as long to recruit.<br />
<br />
In Aristeia there are also regional specific units, such as the myrmidons, Trojan silver spearmen and carian axmen. In order to recruit these troops the required region must be under your control.<br />
= The Team =<br />
'''Mod Leaders'''<br />
<br />
*[[Zhuge Liang]]<br />
*[[Zenith Darksea]]<br />
<br />
'''Mod Concept'''<br />
<br />
*Zenith Darksea<br />
*Zhuge Liang<br />
Based on the Iliad and odyssey by 'Homer'<br />
<br />
'''3D Artwork'''<br />
<br />
*Zhuge Liang<br />
<br />
'''2D Artwork'''<br />
<br />
*Zhuge Liang<br />
<br />
'''History and Descriptions'''<br />
<br />
*Zenith Darksea<br />
<br />
'''Aristeia Campaign Map'''<br />
<br />
*[[Nero666]]<br />
*Zhuge Liang<br />
<br />
'''Epic Cycle Campaign Map'''<br />
<br />
*[[Muizer]]<br />
<br />
'''Unit Cards'''<br />
<br />
*[[Tony83]]<br />
<br />
'''Traits and Ancillaries'''<br />
<br />
*[[Aradan]]<br />
*Zhuge Liang<br />
*[[Nikolos]]<br />
*Zenith Darksea<br />
<br />
'''Soundtrack'''<br />
<br />
[http://www.marios-aristopoulos.com Marios Aristopoulos]<br />
<br />
'''Excessive text file coding'''<br />
*Zhuge Liang<br />
= History =<br />
<br />
= Included Mods =<br />
*Promethius grass mod<br />
*EB Greek voices mod<br />
= Visual Material =</div>Iammehttps://wiki.twcenter.net/index.php?title=Aristeia:_The_Epic_Cycle&diff=31998Aristeia: The Epic Cycle2010-11-21T21:56:59Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Aristeia: The Epic Cycle<br />
|compatibility=Rome Total War: [[Alexander]]<br />
|type=Complete Conversion<br />
|members=[[Zhuge Liang]], [[Zenith Darksea]]<br />
|release=[http://www.twcenter.net/forums/showthread.php?t=366742 Aristeia 2.0]<br />
|description=A mod for Alexander that focuses on the story of the Trojan War.<br />
}}<br />
<br />
= Description =<br />
Aristeia is a vision of the trojan war era and is based on the famous story from the epic cycle from which the Iliad has secured its place among the most important works in western literature. Aristeia attempts to be an enjoyable stylised representation of the trojan war faithful to its depiction in archaic literature and early classical pottery.<br />
= Features =<br />
There are 3 campaigns in Aristeia:<br />
<br />
* The Aristeia Grand Campaign<br />
* The Campaigns of the Epic Cycle (consisting of)<br />
** The Cypria<br />
** The Iliad<br />
<br />
Each focuses on a different aspect of war: <br />
<br />
'''The Aristeia Grand Campaign''' gives the player the chance to be one of the Greek ruling houses or a member of the trojan alliance with dual aims of winning the trojan war and also securing a place for their own heroes in the annals of history, or indeed with the gods on Mount Olympus. Covering both the trojan war and its aftermath the scope of this campaign is much larger than the others and is focused on empire building.<br />
<br />
'''The Cypria''' focuses on the initial stages of the Greek invasion. The greeks have tens of thousands of troops on their small footholds of lemnos and lesbos. Their treasury sacks bulge with hundreds of thousands of gold coins; the funds they secured before leaving. The Trojans are defending their territories from overwhelming forces. It will take time to gather their forces and recruit new troops capable of repelling the invaders, but all is not lost for the Trojans. If they can maintain control over their territories and built a sustainable economy then time is on their side. With each passing month the Greeks spend thousands on maintaining their mighty army, if victory does not come quickly for the Greeks then it is unlikely to come at all.<br />
<br />
'''The Iliad''' starts in the year 121 when the trojans have been pushed back by the greeks in many areas. A stalemate has ensued where the greeks, being thinly spread, have not the resources to assault the walls of troy and the trojans have compressed their armies into a defensive pocket around troy itself. To add to the troubles of the greeks their greatest warrior, Achilleus, has decided not to fight and instead remains in his camp. The trojans will no doubt capitalise on this and will likely assault the Greek positions on the beach of troy. The player can choose to fight as either the Greeks or the Trojans to attempt to break the deadlock.<br />
<br />
=== Trojan Horse (Agent) ===<br />
<br />
In Aristeia there are no spies or assassins. The only way to infiltrate an enemy settlement is to use a trojan horse, but these take a very long time to recruit, can only be built in camps and don't guarantee that the gates to the enemy settlement will be opened. If they do succeed however it is much less costly than a siege assault where ladders and siege towers are not available.<br />
<br />
=== Introduction Script ===<br />
<br />
We have included a slightly long winded introduction script at the beginning of the campaign. This introduction gives you a fairly detailed bit of the background to the story and various regions on the map. It can be skipped at any time by pressing 'Esc' key - however the audio may continue for a minute after this.<br />
<br />
=== Trojan War ===<br />
<br />
One of the biggest differences between Aristeia and TTW is this time there is an actual trojan war! Each faction starts with armies and a camp in the general region of Troy. There are two assault areas, one on the plain of troy and another further south, both linked by the Minoans under the leadership of Idomeneus who can attack both areas. <br />
<br />
The camps do not allow the training or re-training of troops, but merely function as a defensive base. If an army is to be maintained then reinforcements will need to be shipped in from home without leaving the home territories too weak.<br />
<br />
No Greek faction is singularly strong enough to take Troy, and the Trojans are not strong enough to defeat the Greeks... at the start of the war anyway. In order to take troy (an objective for all Greek factions) teamwork will be required with allied nations. The alliance will have to be nurtured, military assistance granted when sought, and strategy used to full effect on the campaign map (the areas around troy present plenty of possibilities).<br />
<br />
Of course it is not just enough to take troy, you need to be able to hold it, so don't go wasting all of your troops on the assault. Once troy falls alliances will strain. If it is left poorly defended then civil war will likely erupt in Greece. Many factions will ask themselves why they spent so much money and lives on the assault if they gain nothing from it - and so might you if when playing as a Greek faction an ally captures the city first.<br />
<br />
=== One-man hero units ===<br />
<br />
At last we have single soldier hero units in both campaign games and custom battles!<br />
<br />
Each hero will appear to have six men in his 'bodyguard', but rest assured there is only one man on the field. Each of these 'extra' six should be treated as a relative endurance or health counter for the hero. The lower it gets the less damage he will do and the more likely he will die. These will regenerate over a number of turns on the campaign map.<br />
<br />
Hero combat is different to typical Total War combat and a greater degree of control should be exercised over one's hero to prevent him running off and getting killed. It is recommended that the 'defend area' button is pressed for all hero units.<br />
<br />
Heroes are the most powerful unit in the game but they do have two weakness. The first, quite obviously, is other heroes, the second is chariots. Even the strongest hero can't withstand being repeatedly run over by chariots and their horses, however heroes are also the strongest weapon to use against chariots and kill them far quicker than any other unit. They can also cause mayhem on the battle line fighting against standard infantry (an excellent way for them to gain experience and traits to make them more powerful) - but they are not indestructible and will die if overwhelmed.<br />
<br />
Heroes tend to seek each other out in battle, and can kill each other quite quickly. This is the best way to kill an enemy hero if chariots are not available.<br />
<br />
Once a hero dies the morale impact on the battle is huge and an entire army may route unless it consists of the most elite troops or other heroes. Once dead their armour is taken by the enemy and this provides them with a morale bonus. Heroes who accumulate a vast amount of enemy cuirasses will be particularly feared on the battlefield.<br />
<br />
There are a large number of new traits and ancillaries which will help shape a heroes abilities. Even the weakest hero can be nurtured to become one of the best. Even the best can fall victim to a lucky blow from an inferior enemy, such must be acts of the Gods.<br />
<br />
=== New Atmospheric Lighting ===<br />
<br />
Through a painstaking mixture of relative planning, trial and error I have come up with what I consider as the perfect atmospheric lighting for both the Aristeia campaign map and battle map. The colours are somewhat desaturated; the environment is foggy and bronze. There is a high contrast between bright and dark areas. The shadows help to bring out the details on the new higher poly unit models.<br />
<br />
The lighting is just one of the aristeia features which have no other purpose than to create a unique atmosphere for the mod, a 'feel' which suits the myth and a look which is uniquely identifiable as Aristeia.<br />
<br />
=== Higher Poly Units ===<br />
<br />
It has greatly lengthened the production process but virtually all units have been hand crafted. The models, and more importantly the textures have all been painted from hand with only a tiny number of exceptions (such as revivals of popular TTW units). I do hope that during play people will stop to take in the detail on the units. The symbols and styles have all been researched, and while there may be a degree of similarity in the units the textures help make each faction unique.<br />
<br />
=== Regional Recruitment System ===<br />
<br />
In Aristeia we have implemented a regional recruitment system which allows all factions to recruit the generic unit types of each region. For each of these units there are unique textures. For example, as the house of Atreus, if I successfully capture Troy I will be able to recruit all of the generic mysian region units. The generic units are as follows:<br />
<br />
Spearmen, swordsmen, slingers, archers, javeliniers.<br />
<br />
Each regional variety has its own strengths and weaknesses.<br />
<br />
Each faction can however train its native generic types in any region if they build a port of adequate size to ship them in. As well as adding variety to the armies of each faction this feature also introduces a new game-play element. You will not be able to retrain your native soldiers in foreign lands unless a port is available. In land locked areas native troops will never be available - and so re-supplying your forces by capturing settlements with ports will be of great importance. The only other way to resupply will be to manually bring in new troops by sea. This is of particular importance for the coastal camps around troy where no recruitment is possible.<br />
<br />
Each faction also has unique 'guard' units. These are dependent on your factions ruling house and can be recruited anywhere if there is a suitable size government building. The downside of relying on these troops however is that they are more expensive and take twice as long to recruit.<br />
<br />
In Aristeia there are also regional specific units, such as the myrmidons, Trojan silver spearmen and carian axmen. In order to recruit these troops the required region must be under your control.<br />
= The Team =<br />
'''Mod Leaders'''<br />
<br />
*[[Zhuge Liang]]<br />
*[[Zenith Darksea]]<br />
<br />
'''Mod Concept'''<br />
<br />
*Zenith Darksea<br />
*Zhuge Liang<br />
Based on the Iliad and odyssey by 'Homer'<br />
<br />
'''3D Artwork'''<br />
<br />
*Zhuge Liang<br />
<br />
'''2D Artwork'''<br />
<br />
*Zhuge Liang<br />
<br />
'''History and Descriptions'''<br />
<br />
*Zenith Darksea<br />
<br />
'''Aristeia Campaign Map'''<br />
<br />
*[[Nero666]]<br />
*Zhuge Liang<br />
<br />
'''Epic Cycle Campaign Map'''<br />
<br />
*[[Muizer]]<br />
<br />
'''Unit Cards'''<br />
<br />
*[[Tony83]]<br />
<br />
'''Traits and Ancillaries'''<br />
<br />
*[[Aradan]]<br />
*Zhuge Liang<br />
*[[Nikolos]]<br />
*Zenith Darksea<br />
<br />
'''Soundtrack'''<br />
<br />
[http://www.marios-aristopoulos.com Marios Aristopoulos]<br />
<br />
'''Excessive text file coding'''<br />
*Zhuge Liang<br />
= History =<br />
<br />
= Included Mods =<br />
*Promethius grass mod<br />
*EB Greek voices mod</div>Iammehttps://wiki.twcenter.net/index.php?title=Aristeia:_The_Epic_Cycle&diff=31997Aristeia: The Epic Cycle2010-11-21T21:42:55Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Aristeia: The Epic Cycle<br />
|compatibility=Rome Total War: [[Alexander]]<br />
|type=Complete Conversion<br />
|members=[[Zhuge Liang]], [[Zenith Darksea]]<br />
|release=[http://www.twcenter.net/forums/showthread.php?t=366742 Aristeia 2.0]<br />
|description=A mod for Alexander that focuses on the story of the Trojan War.<br />
}}<br />
<br />
<br />
<br />
<br />
= Introduction =<br />
<br />
= Description =<br />
Aristeia is a vision of the trojan war era and is based on the famous story from the epic cycle from which the Iliad has secured its place among the most important works in western literature. Aristeia attempts to be an enjoyable stylised representation of the trojan war faithful to its depiction in archaic literature and early classical pottery.<br />
= Features =<br />
There are 3 campaigns in Aristeia:<br />
<br />
* The Aristeia Grand Campaign<br />
* The Campaigns of the Epic Cycle (consisting of)<br />
** The Cypria<br />
** The Iliad<br />
<br />
Each focuses on a different aspect of war: <br />
<br />
'''The Aristeia Grand Campaign''' gives the player the chance to be one of the Greek ruling houses or a member of the trojan alliance with dual aims of winning the trojan war and also securing a place for their own heroes in the annals of history, or indeed with the gods on Mount Olympus. Covering both the trojan war and its aftermath the scope of this campaign is much larger than the others and is focused on empire building.<br />
<br />
'''The Cypria''' focuses on the initial stages of the Greek invasion. The greeks have tens of thousands of troops on their small footholds of lemnos and lesbos. Their treasury sacks bulge with hundreds of thousands of gold coins; the funds they secured before leaving. The Trojans are defending their territories from overwhelming forces. It will take time to gather their forces and recruit new troops capable of repelling the invaders, but all is not lost for the Trojans. If they can maintain control over their territories and built a sustainable economy then time is on their side. With each passing month the Greeks spend thousands on maintaining their mighty army, if victory does not come quickly for the Greeks then it is unlikely to come at all.<br />
<br />
'''The Iliad''' starts in the year 121 when the trojans have been pushed back by the greeks in many areas. A stalemate has ensued where the greeks, being thinly spread, have not the resources to assault the walls of troy and the trojans have compressed their armies into a defensive pocket around troy itself. To add to the troubles of the greeks their greatest warrior, Achilleus, has decided not to fight and instead remains in his camp. The trojans will no doubt capitalise on this and will likely assault the Greek positions on the beach of troy. The player can choose to fight as either the Greeks or the Trojans to attempt to break the deadlock.<br />
<br />
=== Trojan Horse (Agent) ===<br />
<br />
In Aristeia there are no spies or assassins. The only way to infiltrate an enemy settlement is to use a trojan horse, but these take a very long time to recruit, can only be built in camps and don't guarantee that the gates to the enemy settlement will be opened. If they do succeed however it is much less costly than a siege assault where ladders and siege towers are not available.<br />
<br />
=== Introduction Script ===<br />
<br />
We have included a slightly long winded introduction script at the beginning of the campaign. This introduction gives you a fairly detailed bit of the background to the story and various regions on the map. It can be skipped at any time by pressing 'Esc' key - however the audio may continue for a minute after this.<br />
<br />
=== Trojan War ===<br />
<br />
One of the biggest differences between Aristeia and TTW is this time there is an actual trojan war! Each faction starts with armies and a camp in the general region of Troy. There are two assault areas, one on the plain of troy and another further south, both linked by the Minoans under the leadership of Idomeneus who can attack both areas. <br />
<br />
The camps do not allow the training or re-training of troops, but merely function as a defensive base. If an army is to be maintained then reinforcements will need to be shipped in from home without leaving the home territories too weak.<br />
<br />
No Greek faction is singularly strong enough to take Troy, and the Trojans are not strong enough to defeat the Greeks... at the start of the war anyway. In order to take troy (an objective for all Greek factions) teamwork will be required with allied nations. The alliance will have to be nurtured, military assistance granted when sought, and strategy used to full effect on the campaign map (the areas around troy present plenty of possibilities).<br />
<br />
Of course it is not just enough to take troy, you need to be able to hold it, so don't go wasting all of your troops on the assault. Once troy falls alliances will strain. If it is left poorly defended then civil war will likely erupt in Greece. Many factions will ask themselves why they spent so much money and lives on the assault if they gain nothing from it - and so might you if when playing as a Greek faction an ally captures the city first.<br />
<br />
=== One-man hero units ===<br />
<br />
At last we have single soldier hero units in both campaign games and custom battles!<br />
<br />
Each hero will appear to have six men in his 'bodyguard', but rest assured there is only one man on the field. Each of these 'extra' six should be treated as a relative endurance or health counter for the hero. The lower it gets the less damage he will do and the more likely he will die. These will regenerate over a number of turns on the campaign map.<br />
<br />
Hero combat is different to typical Total War combat and a greater degree of control should be exercised over one's hero to prevent him running off and getting killed. It is recommended that the 'defend area' button is pressed for all hero units.<br />
<br />
Heroes are the most powerful unit in the game but they do have two weakness. The first, quite obviously, is other heroes, the second is chariots. Even the strongest hero can't withstand being repeatedly run over by chariots and their horses, however heroes are also the strongest weapon to use against chariots and kill them far quicker than any other unit. They can also cause mayhem on the battle line fighting against standard infantry (an excellent way for them to gain experience and traits to make them more powerful) - but they are not indestructible and will die if overwhelmed.<br />
<br />
Heroes tend to seek each other out in battle, and can kill each other quite quickly. This is the best way to kill an enemy hero if chariots are not available.<br />
<br />
Once a hero dies the morale impact on the battle is huge and an entire army may route unless it consists of the most elite troops or other heroes. Once dead their armour is taken by the enemy and this provides them with a morale bonus. Heroes who accumulate a vast amount of enemy cuirasses will be particularly feared on the battlefield.<br />
<br />
There are a large number of new traits and ancillaries which will help shape a heroes abilities. Even the weakest hero can be nurtured to become one of the best. Even the best can fall victim to a lucky blow from an inferior enemy, such must be acts of the Gods.<br />
<br />
=== New Atmospheric Lighting ===<br />
<br />
Through a painstaking mixture of relative planning, trial and error I have come up with what I consider as the perfect atmospheric lighting for both the Aristeia campaign map and battle map. The colours are somewhat desaturated; the environment is foggy and bronze. There is a high contrast between bright and dark areas. The shadows help to bring out the details on the new higher poly unit models.<br />
<br />
The lighting is just one of the aristeia features which have no other purpose than to create a unique atmosphere for the mod, a 'feel' which suits the myth and a look which is uniquely identifiable as Aristeia.<br />
<br />
=== Higher Poly Units ===<br />
<br />
It has greatly lengthened the production process but virtually all units have been hand crafted. The models, and more importantly the textures have all been painted from hand with only a tiny number of exceptions (such as revivals of popular TTW units). I do hope that during play people will stop to take in the detail on the units. The symbols and styles have all been researched, and while there may be a degree of similarity in the units the textures help make each faction unique.<br />
<br />
=== Regional Recruitment System ===<br />
<br />
In Aristeia we have implemented a regional recruitment system which allows all factions to recruit the generic unit types of each region. For each of these units there are unique textures. For example, as the house of Atreus, if I successfully capture Troy I will be able to recruit all of the generic mysian region units. The generic units are as follows:<br />
<br />
Spearmen, swordsmen, slingers, archers, javeliniers.<br />
<br />
Each regional variety has its own strengths and weaknesses.<br />
<br />
Each faction can however train its native generic types in any region if they build a port of adequate size to ship them in. As well as adding variety to the armies of each faction this feature also introduces a new game-play element. You will not be able to retrain your native soldiers in foreign lands unless a port is available. In land locked areas native troops will never be available - and so re-supplying your forces by capturing settlements with ports will be of great importance. The only other way to resupply will be to manually bring in new troops by sea. This is of particular importance for the coastal camps around troy where no recruitment is possible.<br />
<br />
Each faction also has unique 'guard' units. These are dependent on your factions ruling house and can be recruited anywhere if there is a suitable size government building. The downside of relying on these troops however is that they are more expensive and take twice as long to recruit.<br />
<br />
In Aristeia there are also regional specific units, such as the myrmidons, Trojan silver spearmen and carian axmen. In order to recruit these troops the required region must be under your control.<br />
= The Team =<br />
<br />
= History =<br />
<br />
= Included Mods =</div>Iammehttps://wiki.twcenter.net/index.php?title=Aristeia:_The_Epic_Cycle&diff=31996Aristeia: The Epic Cycle2010-11-21T21:19:37Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Aristeia: The Epic Cycle<br />
|compatibility=Rome Total War: [[Alexander]]<br />
|type=Complete Conversion<br />
|members=[[Zhuge Liang]], [[Zenith Darksea]]<br />
|release=[http://www.twcenter.net/forums/showthread.php?t=366742 Aristeia 2.0]<br />
|description=A mod for Alexander that focuses on the story of the Illiad.<br />
}}<br />
<br />
<br />
<br />
<br />
= Introduction =<br />
<br />
= Description =<br />
<br />
= Features =<br />
<br />
= The Team =<br />
<br />
= History =<br />
<br />
= Included Mods =</div>Iammehttps://wiki.twcenter.net/index.php?title=Aristeia:_The_Epic_Cycle&diff=31995Aristeia: The Epic Cycle2010-11-21T21:19:16Z<p>Iamme: Created page with "{{Mod_overview |width= |title=Aristeia: The Epic Cycle |compatibility=Rome Total War: Alexander |type=Complete Conversion |members=Zhuge Liang, Zenith Darksea |releas..."</p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Aristeia: The Epic Cycle<br />
|compatibility=Rome Total War: [[Alexander]]<br />
|type=Complete Conversion<br />
|members=[[Zhuge Liang]], [[Zenith Darksea]]<br />
|release=[http://www.twcenter.net/forums/showthread.php?t=366742 Aristeia 2.0]<br />
|description=A mod for Alexander that focuses on the story of the Illiad<br />
}}<br />
<br />
<br />
<br />
<br />
= Introduction =<br />
<br />
= Description =<br />
<br />
= Features =<br />
<br />
= The Team =<br />
<br />
= History =<br />
<br />
= Included Mods =</div>Iammehttps://wiki.twcenter.net/index.php?title=Jom&diff=31769Jom2010-11-03T19:19:26Z<p>Iamme: </p>
<hr />
<div>{| class="infobox bordered" style="width: 25em; text-align: left; font-size: 90%;" align="right"<br />
|-<br />
| colspan="2" style="text-align:center; font-size: large;" | '''Jom'''<br />
|-<br />
| colspan="2" style="text-align:center; font-size: large;" |[[File:Avatar27614_10.gif]]<br />
|-<br />
! Ranks:<br />
| [[Citizen]], [[Civitate]], [[Content Writer]], [[Content Director]], [[Moderator]]<br />
|<br />
|- <br />
! House:<br />
| [[House of Wilpuri]]<br />
|- <br />
! Patron of:<br />
| <br />
|- <br />
| colspan="2" style="font-size: smaller;" | {{{footnotes|}}}<br />
|}<br />
<br />
<br />
<br />
== The Birth ==<br />
<br />
It is a well known fact that Jom is NOT one of the many alt accounts of [[ferrets54]]. Nothing else can explain the rapid elongation of his e-peen (rep points) or equally rapid rise to citizenship.<br />
<br />
Jom joined TWC back in June 2007, having completed Medieval II Total War and was looking for some modifications to play during the long summer before he went to university. Once he got what he wanted, Jom promptly left TWC and faded back into the vague haze outside the forum referred to by those in the know as "real life".<br />
<br />
== The Comeback ==<br />
<br />
When Empire was released, Jom once again made a few forays onto the board posting about how awful the game was and generally bitching along with everyone else about the piss-poor siege A.I. His job having been completed and the bile subsequently vented, he faded back once more.<br />
<br />
== The Golden Age of Jom ==<br />
<br />
As before, TWC once again came back into Jom's life thanks to the release of a new game, namely Napoleon. Like a fine wine, Jom had matured in the years since first joining the board and decided to make a few posts in the Political Mudpit as he had spotted a thread about Halal meat being served in KFC and some rather poorly-constructed arguments being thrown about. Rolling up his sleeves and baring his not-insubstantial rhetorical muscles, he waded into the Mudpit and never looked back.<br />
<br />
Three weeks later his efforts were rewarded by promotion to the rank of Citizen under the patronage of [[mongrel]].<br />
<br />
== The Saga Continues ==<br />
<br />
What lies on the horizon for Jom? Fame? Glory? A one night stand and a prolonged battle with AIDS? Only time will tell...<br />
== Current Ranks held == <br />
[[File:Moderator.png]]<br />
<br />
[[File:Content_director.png]]<br />
<br />
[[File:Content_writer_radadir2.png]]<br />
<br />
[[File:Consilium_de_Civitate_Empire.png]]<br />
<br />
[[File:Civitate_radadir.png]]<br />
<br />
==Awards==<br />
[[File:quillbigsilver.png|70px]]<br />
Scribe's Quill (Silver)<br />
Awarded for time served as Content Staff for a period of six to eleven months.<br />
[[Category:people]]</div>Iammehttps://wiki.twcenter.net/index.php?title=Jom&diff=31761Jom2010-11-02T21:04:49Z<p>Iamme: </p>
<hr />
<div>{| class="infobox bordered" style="width: 25em; text-align: left; font-size: 90%;" align="right"<br />
|-<br />
| colspan="2" style="text-align:center; font-size: large;" | '''Jom'''<br />
|-<br />
| colspan="2" style="text-align:center; font-size: large;" |[[File:Avatar27614_10.gif]]<br />
|-<br />
! Ranks:<br />
| [[Citizen]], [[Civitate]], [[Content Writer]], [[Content Director]], [[Moderator]]<br />
|<br />
|- <br />
! House:<br />
| [[House of Wilpuri]]<br />
|- <br />
! Patron of:<br />
| <br />
|- <br />
| colspan="2" style="font-size: smaller;" | {{{footnotes|}}}<br />
|}<br />
<br />
<br />
<br />
== The Birth ==<br />
<br />
It is a well known fact that Jom is one of the many alt accounts of [[ferrets54]]. Nothing else can explain the rapid elongation of his e-peen (rep points) or equally rapid rise to citizenship.<br />
<br />
Jom joined TWC back in June 2007, having completed Medieval II Total War and was looking for some modifications to play during the long summer before he went to university. Once he got what he wanted, Jom promptly left TWC and faded back into the vague haze outside the forum referred to by those in the know as "real life".<br />
<br />
== The Comeback ==<br />
<br />
When Empire was released, Jom once again made a few forays onto the board posting about how awful the game was and generally bitching along with everyone else about the piss-poor siege A.I. His job having been completed and the bile subsequently vented, he faded back once more.<br />
<br />
== The Golden Age of Jom ==<br />
<br />
As before, TWC once again came back into Jom's life thanks to the release of a new game, namely Napoleon. Like a fine wine, Jom had matured in the years since first joining the board and decided to make a few posts in the Political Mudpit as he had spotted a thread about Halal meat being served in KFC and some rather poorly-constructed arguments being thrown about. Rolling up his sleeves and baring his not-insubstantial rhetorical muscles, he waded into the Mudpit and never looked back.<br />
<br />
Three weeks later his efforts were rewarded by promotion to the rank of Citizen under the patronage of [[mongrel]].<br />
<br />
== The Saga Continues ==<br />
<br />
What lies on the horizon for Jom? Fame? Glory? A one night stand and a prolonged battle with AIDS? Only time will tell...<br />
== Current Ranks held == <br />
[[File:Moderator.png]]<br />
<br />
[[File:Content_director.png]]<br />
<br />
[[File:Content_writer_radadir2.png]]<br />
<br />
[[File:Consilium_de_Civitate_Empire.png]]<br />
<br />
[[File:Civitate_radadir.png]]<br />
<br />
==Awards==<br />
[[File:quillbigsilver.png|70px]]<br />
Scribe's Quill (Silver)<br />
Awarded for time served as Content Staff for a period of six to eleven months.<br />
[[Category:people]]</div>Iammehttps://wiki.twcenter.net/index.php?title=Jom&diff=31755Jom2010-11-02T14:04:51Z<p>Iamme: </p>
<hr />
<div>{| class="infobox bordered" style="width: 25em; text-align: left; font-size: 90%;" align="right"<br />
|-<br />
| colspan="2" style="text-align:center; font-size: large;" | '''Jom'''<br />
|-<br />
| colspan="2" style="text-align:center; font-size: large;" |[[File:Avatar27614_10.gif]]<br />
|-<br />
! Ranks:<br />
| [[Citizen]], [[Civitate]], [[Content Writer]], [[Content Director]], [[Moderator]]<br />
|<br />
|- <br />
! House:<br />
| [[House of Wilpuri]]<br />
|- <br />
! Patron of:<br />
| <br />
|- <br />
| colspan="2" style="font-size: smaller;" | {{{footnotes|}}}<br />
|}<br />
<br />
<br />
<br />
== The Birth ==<br />
<br />
It is a well known fact that Jom is one of the many alt accounts of [[ferrets54]]. Nothing else can explain the rapid elongation of his e-penis (rep points) or equally rapid rise to citizenship.<br />
<br />
Jom joined TWC back in June 2007, having completed Medieval II Total War and was looking for some modifications to play during the long summer before he went to university. Once he got what he wanted, Jom promptly left TWC and faded back into the vague haze outside the forum referred to by those in the know as "real life".<br />
<br />
== The Comeback ==<br />
<br />
When Empire was released, Jom once again made a few forays onto the board posting about how awful the game was and generally bitching along with everyone else about the piss-poor siege A.I. His job having been completed and the bile subsequently vented, he faded back once more.<br />
<br />
== The Golden Age of Jom ==<br />
<br />
As before, TWC once again came back into Jom's life thanks to the release of a new game, namely Napoleon. Like a fine wine, Jom had matured in the years since first joining the board and decided to make a few posts in the Political Mudpit as he had spotted a thread about Halal meat being served in KFC and some rather poorly-constructed arguments being thrown about. Rolling up his sleeves and baring his not-insubstantial rhetorical muscles, he waded into the Mudpit and never looked back.<br />
<br />
Three weeks later his efforts were rewarded by promotion to the rank of Citizen under the patronage of [[mongrel]].<br />
<br />
== The Saga Continues ==<br />
<br />
What lies on the horizon for Jom? Fame? Glory? A one night stand and a prolonged battle with AIDS? Only time will tell...<br />
== Current Ranks held == <br />
[[File:Moderator.png]]<br />
<br />
[[File:Content_director.png]]<br />
<br />
[[File:Content_writer_radadir2.png]]<br />
<br />
[[File:Consilium_de_Civitate_Empire.png]]<br />
<br />
[[File:Civitate_radadir.png]]<br />
<br />
==Awards==<br />
[[File:quillbigsilver.png|70px]]<br />
Scribe's Quill (Silver)<br />
Awarded for time served as Content Staff for a period of six to eleven months.<br />
[[Category:people]]</div>Iammehttps://wiki.twcenter.net/index.php?title=Jom&diff=31754Jom2010-11-01T17:27:12Z<p>Iamme: </p>
<hr />
<div>{| class="infobox bordered" style="width: 25em; text-align: left; font-size: 90%;" align="right"<br />
|-<br />
| colspan="2" style="text-align:center; font-size: large;" | '''Jom'''<br />
|-<br />
| colspan="2" style="text-align:center; font-size: large;" |[[File:Avatar27614_10.gif]]<br />
|-<br />
! Ranks:<br />
| [[Citizen]], [[Civitate]], [[Content Writer]], [[Content Director]], [[Moderator]]<br />
|<br />
|- <br />
! House:<br />
| [[House of Wilpuri]]<br />
|- <br />
! Patron of:<br />
| <br />
|- <br />
| colspan="2" style="font-size: smaller;" | {{{footnotes|}}}<br />
|}<br />
<br />
<br />
<br />
== The Birth ==<br />
<br />
It is a well known fact that Jom is one of the many alt accounts of [[ferrets54]]. Nothing else can explain the rapid elongation of his e-penis (rep points) or equally rapid rise to citizenship.<br />
<br />
Jom joined TWC back in June 2007, having completed Medieval II Total War and was looking for some modifications to play during the long summer before he went to university. Once he got what he wanted, Jom promptly left TWC and faded back into the vague haze outside the forum referred to by those in the know as "real life".<br />
<br />
== The Comeback ==<br />
<br />
When Empire was released, Jom once again made a few forays onto the board posting about how awful the game was and generally bitching along with everyone else about the piss-poor siege A.I. His job having been completed and the bile subsequently vented, he faded back once more.<br />
<br />
== The Golden Age of Jom ==<br />
<br />
As before, TWC once again came back into Jom's life thanks to the release of a new game, namely Napoleon. Like a fine wine, Jom had matured in the years since first joining the board and decided to make a few posts in the Political Mudpit as he had spotted a thread about Halal meat being served in KFC and some rather poorly-constructed arguments being thrown about. Rolling up his sleeves and baring his not-insubstantial rhetorical muscles, he waded into the Mudpit and never looked back.<br />
<br />
Three weeks later his efforts were rewarded by promotion to the rank of Citizen under the patronage of [[mongrel]].<br />
<br />
== The Saga Continues ==<br />
<br />
What lies on the horizon for Jom? Fame? Glory? A one night stand and a prolonged battle with herpes? Only time will tell...<br />
<br />
[[Category:people]]</div>Iammehttps://wiki.twcenter.net/index.php?title=File:Avatar27614_10.gif&diff=31753File:Avatar27614 10.gif2010-11-01T17:17:44Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=Europe_in_Conflict&diff=31748Europe in Conflict2010-10-29T01:47:49Z<p>Iamme: </p>
<hr />
<div>[[File:EIC Banner.jpg]]<br />
{{Mod_overview<br />
|width=<br />
|title=Europe in Conflict<br />
|compatibility=[[Napoleon Total War]]<br />
|type=Complete Overhaul<br />
|members=[[T.C.]], [[Bethencourt]]...<br />
|release=[http://www.twcenter.net/forums/forumdisplay.php?f=1579 ''Europe in Conflict V1.2'']<br />
|description=A mod that completely overhauls NTW. It helps to make the game more historically accurate and improve the AI.<br />
}}<br />
<br />
<br />
<br />
= Description =<br />
<br />
Europe in Conflict is a gameplay overhaul mod of NTW which aims to create a deeper sense of diversity and historical accuracy among all the games factions, while improving the overall playability and immersion of the game.<br />
<br />
= Features =<br />
<br />
===Land Battles===<br />
[[Image:Europeinconflictcampaignmap.jpg|thumb|300px|right|Campaign Map]]<br />
Light Infantry have been promoted as a support unit. Previously, a line unit would too often have to support the light infantry. Light infantry now move much more efficiently across the battlefield, and have suitable defence skills. They can now take care of themselves.<br />
Militia have been re-looked at. Too often they were used as cheap cannon fodder. They are now emphasised as the correct unit for dealing with unrest. They have few movement points, little ammo and provide a garrison policing bonus.<br />
Light cavalry have also been looked at. They are now suitable scouts, with more campaign map movement points than other cavalry. The recruitment order has also been fixed - it is now Heavy Cavalry at low level buildings, and Light Cavalry at high level buildings.<br />
Fort wall hitpoints have been reduced. Siege guns are still helpful at sieges, but not a necessity. Normal guns can take the walls down well before you've fallen asleep now<br />
Siege infantry (Sappers, Forlorn Hope etc) have had a unit size increase. They were slightly under-sized previously.<br />
Musket ranges have been adjusted. They are now longer than in vanilla. They are now 110 for Line infantry, 120 for lights and 150 for rifles. this has been proven in tests to aid the AI, as well as improving the general feel of gameplay.<br />
Morale effects have been rebalanced - they were slightly out of tune over the last few releases.<br />
Unit frontage reduced, extra reduced for cav. Helps AI manoeuvre.<br />
Unit spotting parameters doubled. This allows AI to see enemy from further away, and plan attacks better.<br />
Firing arcs changed - artillery will no longer turn and fire at a target behind them at will.<br />
Flanking values increased. AI more likely to flank; higher morale penalty when flanked.<br />
Unit sizes dropped by approx. 80 men, cavalry by 30. This has a major change on AI behaviour - for the better.<br />
Artillery fragmentation added - this is one of the best features of v1.1 Artillery is now a much more capable force on the battlefield. Round shot will no longer land amongst a unit and harm no-one. If contact is made, there will be casualties. You can no longer afford to stand under artillery fire (Just as you couldn't do it in real-life).<br />
Cannister shot weakened slightly - it was op-ed in v1.01.<br />
Halved dust output to increase compatibility with smoke mods.<br />
FORTS + SIEGE BATTLE CHANGES:<br />
Cannister tweaked - less likely to hit deployment areas now.<br />
Fort guns made stronger - they were taking a bit too long to take down walls.<br />
Militia now spawn during sieges, just like the armed citizenry unit.<br />
Armed citizenry type units have slightly less morale - they were too strong in v1.0.1<br />
<br />
===Land Campaign===<br />
AI more likely to use full stacks, will split less.<br />
GB more likely to help allies + expand; should become more active in the war.<br />
AI now spends less on navy, more on army.<br />
AI suffers less attrition than player - there's no guarantee that the AI will research "Winter Warfare Preparation"; it suffers small, but noticeable amounts of attrition now.<br />
Heavy cavalry are now recruitable at lower-level buildings.<br />
AI values alliances more.<br />
AI's main attacking force should be larger.<br />
AI less likely to launch suicide attacks in campaign.<br />
AI should save less money, with new economic changes it doesn't really need to save as much as it did in vanilla.<br />
AI has more focus on recapturing settlements, also given longer timeout to recapture; this means the AI recognises he settlement as being formerly under it's control ( therefore of more value to it ) for longer.<br />
AI values units outside of region less when considering region defence.<br />
AI attacks with higher minimum number of troops than in vanilla.<br />
AI invades with larger stacks.<br />
AI culls less excess forces, given economic tweaks to support it. Also prepares for war better by building up reserves of troops.<br />
AI raids less, focuses more on settlements now.<br />
Britain focuses more on trade routes and raiding, as well as blockades.<br />
Rebel armies fix begun - less artillery spawn. Rebel armies are going to be completely overhauled in v1.2.<br />
AI tendancy to recruit Militia units has been reduced. There should be less AI Militia spam now.<br />
Spain now given full AI, rather than a maintenance one.<br />
Technology.<br />
Specific technologies created for every faction.<br />
Technology trading has been removed completely, as there was no way to stop the AI trading faction-specific techs. This is also historically accurate - technology sharing as the game presents it was rarely done. This also helps to promote the role of agents. Technological ideas got around much faster due to spying in the Napoleonic period. <br />
<br />
===AOR Units===<br />
<br />
Area of recruitment. Many vanilla and new created units can be only recruited in certain regions so the recruitment system is more realistic.<br />
<br />
===Economic Changes===<br />
<br />
AI given major economic boost - at the end of the day, the AI has to be given some form of boost, it just can't manage all in-game factors the same as a human would. Remember - The AI should not be considered an actual opponent, rather an obstacle to your success. It's now a much more aggressive obstacle. (Face it, when did a human ever loose a campaign?)<br />
GB's economy strengthened. It still will rely heavily on overseas trade and must keep trade lanes clear to have any hope of keeping the war effort going.<br />
Russia given more starting money to improve economy. It starts off with a very weak economy, but balanced trade and construction in the early game will strengthen it immensely.<br />
Economic values have been bumped across the board. There is now much more flexibility with money, but still the challenge remains (keep an eye on the tech tree!). Difficulty also plays a larger role in economics.<br />
Musket Manufactories have been given a bonus boost - they are now more valuable to the player.<br />
Aftermaths of battles:<br />
The cavalry has more combat use rather than mainly pursuing the routing enemy forces and units that fight well in an attacking force will survive after a battle, while simultaneously stopping those annoying 10-man stacks raiding all over the place.<br />
All victory conditions extended to 1814 - the player now has more time for strategy and planning.<br />
<br />
===Naval Changes===<br />
<br />
Speed and turning rates reduced for every ship from vanilla values so it is more realistic.<br />
Guns damage reworked so it is now related to the weight of the ball.<br />
New range for every gun based on historical values.<br />
Hull strength very increased from vanilla values so ships rarely sink. This is for line ships, hull strength for frigates and ships of lower classes keep vanilla values so they are not match against a 74 guns or bigger ship.<br />
Chain damage has been increased. Relatively more for smaller ships, but as they carry smaller guns the range is shorter.<br />
New ship texture distribution, yellow and black for all faction combat ships. Except Santísima Trinidad that keeps the red. It is a much more historical colour distribution.<br />
New damage effect included in new ship texture distribution. Damage is represented by round holes, no big plank destruction any more.<br />
We have changed the naval deployments zones for custom and campaign battles so ships can start much nearer, so you do not have to wait much until the combat starts unless you modify the distance before the battle starts.<br />
The naval mortar and rocket damage has been reduced.<br />
Factions tend to recruit more ship of line when possible rather than other ships.<br />
All faction that had 74 guns, 106 guns and 122 guns can now build those models carrying carronades. France can build 106 and 106 with carronades.<br />
In EiC small ships have more movement points in campaign compared to big ones so now they have an important roll in campaign, they can be used as scouts, escort of commercial fleets and commerce routes, defend ports, ride enemies ports, attack enemies undefended commercial fleets, routes and ports with a very fair upkeep. Also as with the transport system of TW games until now you can transport a full stack in a sloop, you can take that risk but ensure before there is not a big enemy ship near your destination.<br />
Great Britain, France and Spain are given drydocks from the beginning so they can build the ships of the line from the first turn.<br />
Limit to the big ships has been given. For 122 you can build now only 2, 122 with carronades 2, 106 you can build 7 and 106 with carronades 3.<br />
<br />
Also we have increased the ship building slots in naval buildings. So now you can build 3 ships at a time in first level of naval buildings, 6 ships in second level and 8 ships in third level. This way if you have the money you will be able to recruit more ships simultaneously.<br />
<br />
We have changed the stats related to AI campaign behaviour so the AI will tends to create bigger and stronger fleets and we have encourage its repair behaviour.<br />
<br />
=Included Mods=<br />
<br />
Primergy's Grass Mod and tiyafeh's Animation Mod have been integrated into the core files. They do not cause a performance drain and, as such, have been integrated.<br />
<br />
Minimod added:<br />
<br />
Whiff of Sulphur added as an optional minimod.<br />
<br />
No Campaign map Borders. This removes all visual borders from campaign minimaps, and from the actual map itself. This makes the game feel much more dynamic and even challenging. I highly recommend this one! Big Thanks to Josst for suggesting some of the changes in this<br />
<br />
Smaller Artillery Sizes. This lowers the size of all artillery units in game. It must be placed at the very top of the Mod Manager list for it to work!<br />
<br />
Graphics Mod.<br />
<br />
MP Optimized pack available - This pack is no different to the core files except that it has a different name in the Mod Manager list. This should make MP games much easier to set up. Submods can still be used, this just makes things a little easier<br />
<br />
<br />
Music pack updated - certain tracks no longer continuously repeat. Quite a few new tracks added - mostly Bach and Mozart.<br />
<br />
Larger deployments zones based on Baron Von Beer Deployment Zones Mod<br />
<br />
=History=<br />
<br />
The first team was gathered in November 2009, with the purpose to create a Napoleonic mod for Empire Total War called Continents in Conflict: 1809 (CiC:1809). It was formed by moders that have had mod experience in some part of the Empire Total War modding so every one was somehow specialized in a different part of the game. The team managed to release a beta version just before NTW was released, as it had already been announced by CA, the creation of this Empire mod was seen as a challenge by it self and a opportunity to keep on learning in case the team finally made the jump to NTW. The members of that team that remain until the beta version release were Topcat, Archealos, Doombunny666 and Bethencourt.<br />
<br />
Soon as NTW was released, Topcat wanted to make a mod for this game. Other members of the team were not so sure of the change, so Topcat started the mod with Doombunny666. Bethencourt as he had done in empire, released his naval mod version for NTW but also with the intention it would be integrated in the NTW mod. Archealos did not wanted to participate initially in the Napoleon project but to keep on working on the Empire mod, to what Bethencourt was able to help him with it. Anyway Archealos, since few days after that decision has not been seen in the forums, so the Empire project has been stopped.<br />
<br />
<br />
About Europe in Conflict (EiC) now it is a hosted mod in TWC, it has had three versions up to now. The history of it is very similar to the Empire mod in what the mod construction is about, several specialized members that gather their work to create a mod and then the mod evolves with small and big changes created by the team with its ideas and much more important with feedback of the users, In the process Harry Lime has become part of the team and Doombunny666 decidet to leave. At the same time some member of the team have created information related to modding that has been published in TWC and TW official forum that has been greatly accepted as modding resources in their fields by the community.<br />
<br />
=The Team=<br />
<br />
Developers: Topcat, Harry Lime, Bethencourt,<br />
<br />
Former developer: Doombunny666.<br />
<br />
Betatesters: Ballacraine, Shaggy2010, Ordinarius.<br />
<br />
Local forum moderators: Topcat, Harry Lime, Bethencourt, Shaggy2010, Disaray.<br />
<br />
Main contributors:<br />
<br />
* Argeus the paladin (Our Chief creative writer - rep this guy, he's a genius. The mod could never have released without him!)<br />
* Lord Wiffleby (Creative writing)<br />
* Guy (Made those excellent sigs)<br />
* Magestryn (2d Artwork)<br />
* IceBear777 (Startpos editing)<br />
<br />
=Pictures=<br />
{|<br />
|[[File:Europeinconflictbattlemap.jpg|300px|thumb|Battle Lines Clash]]<br />
|[[File:Europeinconflictbattlemap2.jpg|300px|thumb|British Firing Line]]<br />
|}</div>Iammehttps://wiki.twcenter.net/index.php?title=File:Europeinconflictbattlemap2.jpg&diff=31747File:Europeinconflictbattlemap2.jpg2010-10-29T01:46:13Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=File:Europeinconflictbattlemap.jpg&diff=31746File:Europeinconflictbattlemap.jpg2010-10-29T01:43:48Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=File:Europeinconflictcampaignmap.jpg&diff=31745File:Europeinconflictcampaignmap.jpg2010-10-29T01:37:37Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=Leonidas_The_Lion&diff=31731Leonidas The Lion2010-10-25T23:26:40Z<p>Iamme: </p>
<hr />
<div>{{member|name=Leonidas The Lion|avatarimagelocation=Leonidas_avatar_new.jpg|mainrank=[[Citizen]] of [[TWC]]|ranks=[[Moderator]], [[Citizen]], [[Content Staff]], [[CdeC]], [[Librarian]]|patron=[[jimkatalanos]]|patronof= [[Murfios]]}}<br />
<br />
==History==<br />
Leonidas the Lion joined TWC on April 24, 2006. He became a librarian in 2007, and was nominated for citizenship shortly after. He became a [[citizen]] on April 25 of that year. He became a [[patrician]] on July 7. He has also done much work for the content staff having worked for the Eagle Standard, Wiki, Podcast, Scriptorium. He recently became a [[moderator]]. He is also part of the [[cdec]] and served one term as a [[magistrate]].<br />
==Current Ranks Held==<br />
[[File:Moderator.png]]<br />
<br />
[[File:Content_writer_radadir2.png]]<br />
<br />
[[File:Consilium_de_Civitate_Empire.png]]<br />
<br />
[[File:citizen_radadir.png]]<br />
<br />
[[File:librarian_radadir.png]]<br />
==Former Ranks Held==<br />
[[File:Civitate_radadir.png]]<br />
<br />
[[File:Magistrate_radadir.png]]<br />
<br />
[[File:Artifex_radadir.png]]<br />
==Awards==<br />
<br />
[[File:Quillbigruby.png|50px]]<br />
Ruby Scribe's Quill<br />
<br />
[[File:Wiki_contributor_large.png|50px]]<br />
Wiki Contribution Award<br />
<br />
[[File:university_bachelor_large.png]]<br />
TWC Uni Bachelor Degree<br />
<br />
== See Also ==<br />
[http://www.twcenter.net/forums/member.php?u=10936 Profile on TWC]<br />
[[Category:People]]<br />
[[Category:Citizen]]<br />
[[Category:Librarian]]<br />
[[Category:Patrician]]</div>Iammehttps://wiki.twcenter.net/index.php?title=Leonidas_The_Lion&diff=31730Leonidas The Lion2010-10-25T23:05:36Z<p>Iamme: </p>
<hr />
<div>{{member|name=Leonidas The Lion|avatarimagelocation=Leonidas_avatar_new.jpg|mainrank=[[Citizen]] of [[TWC]]|ranks=[[Moderator]], [[Citizen]], [[Content Staff]], [[CdeC]], [[Librarian]]|patron=[[jimkatalanos]]|patronof= [[Murfios]]}}<br />
<br />
==History==<br />
<br />
==Current Ranks Held==<br />
[[File:Moderator.png]]<br />
<br />
[[File:Content_writer_radadir2.png]]<br />
<br />
[[File:Consilium_de_Civitate_Empire.png]]<br />
<br />
[[File:citizen_radadir.png]]<br />
<br />
[[File:librarian_radadir.png]]<br />
==Former Ranks Held==<br />
[[File:Civitate_radadir.png]]<br />
<br />
[[File:Magistrate_radadir.png]]<br />
<br />
[[File:Artifex_radadir.png]]<br />
==Awards==<br />
<br />
[[File:Quillbigruby.png|50px]]<br />
Ruby Scribe's Quill<br />
<br />
[[File:Wiki_contributor_large.png|50px]]<br />
Wiki Contribution Award<br />
<br />
[[File:university_bachelor_large.png]]<br />
TWC Uni Bachelor Degree<br />
<br />
== See Also ==<br />
[http://www.twcenter.net/forums/member.php?u=10936 Profile on TWC]<br />
[[Category:People]]<br />
[[Category:Citizen]]<br />
[[Category:Librarian]]<br />
[[Category:Patrician]]</div>Iammehttps://wiki.twcenter.net/index.php?title=File:Magistrate_radadir.png&diff=31729File:Magistrate radadir.png2010-10-25T23:04:09Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=Leonidas_The_Lion&diff=31727Leonidas The Lion2010-10-25T16:28:24Z<p>Iamme: </p>
<hr />
<div>{{member|name=Leonidas The Lion|avatarimagelocation=Leonidas_avatar_new.jpg|mainrank=[[Citizen]] of [[TWC]]|ranks=[[Moderator]], [[Citizen]], [[Content Staff]], [[CdeC]], [[Librarian]]|patron=[[jimkatalanos]]|patronof= [[Murfios]]}}<br />
<br />
==History==<br />
<br />
==Current Ranks Held==<br />
[[File:Moderator.png]]<br />
<br />
[[File:Content_writer_radadir2.png]]<br />
<br />
[[File:Consilium_de_Civitate_Empire.png]]<br />
<br />
[[File:citizen_radadir.png]]<br />
<br />
[[File:librarian_radadir.png]]<br />
<br />
==Awards==<br />
<br />
[[File:Quillbigruby.png|50px]]<br />
Ruby Scribe's Quill<br />
<br />
[[File:Wiki_contributor_large.png|50px]]<br />
Wiki Contribution Award<br />
<br />
[[File:university_bachelor_large.png]]<br />
TWC Uni Bachelor Degree<br />
<br />
== See Also ==<br />
[http://www.twcenter.net/forums/member.php?u=10936 Profile on TWC]<br />
[[Category:People]]<br />
[[Category:Citizen]]<br />
[[Category:Librarian]]<br />
[[Category:Patrician]]</div>Iammehttps://wiki.twcenter.net/index.php?title=Leonidas_The_Lion&diff=31724Leonidas The Lion2010-10-24T19:42:23Z<p>Iamme: </p>
<hr />
<div>{{member|name=Leonidas The Lion|avatarimagelocation=Leonidas_Avatar.png|mainrank=[[Citizen]] of [[TWC]]|ranks=[[Moderator]], [[Citizen]], [[Content Staff]], [[CdeC]], [[Librarian]]|patron=[[jimkatalanos]]|patronof= [[Murfios]]}}<br />
<br />
==History==<br />
<br />
==Current Ranks Held==<br />
[[File:Moderator.png]]<br />
<br />
[[File:Content_writer_radadir2.png]]<br />
<br />
[[File:Consilium_de_Civitate_Empire.png]]<br />
<br />
[[File:citizen_radadir.png]]<br />
<br />
[[File:librarian_radadir.png]]<br />
<br />
==Awards==<br />
<br />
[[File:Quillbigruby.png|50px]]<br />
Ruby Scribe's Quill<br />
<br />
[[File:Wiki_contributor_large.png|50px]]<br />
Wiki Contribution Award<br />
<br />
[[File:university_bachelor_large.png]]<br />
TWC Uni Bachelor Degree<br />
<br />
== See Also ==<br />
[http://www.twcenter.net/forums/member.php?u=10936 Profile on TWC]<br />
[[Category:People]]<br />
[[Category:Citizen]]<br />
[[Category:Librarian]]<br />
[[Category:Patrician]]</div>Iammehttps://wiki.twcenter.net/index.php?title=Leonidas_The_Lion&diff=31723Leonidas The Lion2010-10-24T19:25:25Z<p>Iamme: </p>
<hr />
<div>{{member|name=Leonidas The Lion|avatarimagelocation=Leonidas_Avatar.png|mainrank=[[Citizen]] of [[TWC]]|ranks=[[Moderator]], [[Citizen]], [[Content Staff]], [[CdeC]], [[Librarian]]|patron=[[jimkatalanos]]|patronof= [[Murfios]]}}<br />
<br />
==History==<br />
<br />
==Current Ranks Held==<br />
[[File:Moderator.png]]<br />
<br />
[[File:Content_writer_radadir2.png]]<br />
<br />
[[File:Consilium_de_Civitate_Empire.png]]<br />
<br />
[[File:citizen_radadir.png]]<br />
<br />
[[File:librarian_radadir.png]]<br />
<br />
==Awards==<br />
<br />
[[File:Quillbigruby.png|50px]]<br />
Ruby Scribe's Quill<br />
<br />
[[File:Wiki_contributor_large.png|50px]]<br />
Wiki Contribution Award<br />
<br />
[[File:university_bachelor_small.png]]<br />
TWC Uni Bachelor Degree<br />
<br />
== See Also ==<br />
[http://www.twcenter.net/forums/member.php?u=10936 Profile on TWC]<br />
[[Category:People]]<br />
[[Category:Citizen]]<br />
[[Category:Librarian]]<br />
[[Category:Patrician]]</div>Iammehttps://wiki.twcenter.net/index.php?title=Leonidas_The_Lion&diff=31722Leonidas The Lion2010-10-24T19:15:48Z<p>Iamme: </p>
<hr />
<div>{{member|name=Leonidas The Lion|avatarimagelocation=Leonidas_Avatar.png|mainrank=[[Citizen]] of [[TWC]]|ranks=[[Moderator]], [[Citizen]], [[Content Staff]], [[CdeC]], [[Librarian]]|patron=[[jimkatalanos]]|patronof= [[Murfios]]}}<br />
<br />
<br />
==Current Ranks Held==<br />
[[File:Moderator.png]]<br />
<br />
[[File:Content_writer_radadir2.png]]<br />
<br />
[[File:Consilium_de_Civitate_Empire.png]]<br />
<br />
[[File:citizen_radadir.png]]<br />
<br />
[[File:librarian_radadir.png]]<br />
<br />
==Awards==<br />
<br />
[[File:Quillbigruby.png|50px]]<br />
Ruby Scribe's Quill<br />
<br />
[[File:wiki_contributor_small.png]]<br />
Wiki Contribution Award<br />
<br />
[[File:university_bachelor_small.png]]<br />
TWC Uni Bachelor Degree<br />
<br />
== See Also ==<br />
* [[Total War Center]]<br />
<br />
[[Category:People]]<br />
[[Category:Citizen]]<br />
[[Category:Artifex]]<br />
[[Category:Civitate]]<br />
[[Category:Librarian]]<br />
[[Category:Patrician]]</div>Iammehttps://wiki.twcenter.net/index.php?title=Leonidas_The_Lion&diff=31720Leonidas The Lion2010-10-24T18:48:56Z<p>Iamme: </p>
<hr />
<div>{{member|name=Leonidas The Lion|avatarimagelocation=Leonidas_Avatar.png|mainrank=[[Citizen]] of [[TWC]]|ranks=[[Artifex]], [[Civitate]], [[Content Writer]]|patron=[[jimkatalanos]]|patronof= [[Murfios]]}}<br />
<br />
<br />
==Current Ranks Held==<br />
<br />
[[File:content_writer_radadir.png]]<br />
<br />
[[File:civitate_radadir.png]]<br />
<br />
[[File:citizen_radadir.png]]<br />
<br />
[[File:Artifex_radadir.png]]<br />
<br />
==Awards==<br />
<br />
[[File:quillbiggold.png|50px]]<br />
Gold Scribe's Quill<br />
<br />
[[File:wiki_contributor_small.png]]<br />
Wiki Contribution Award<br />
<br />
[[File:university_bachelor_small.png]]<br />
TWC Uni Bachelor Degree<br />
<br />
== See Also ==<br />
* [[Total War Center]]<br />
<br />
[[Category:People]]<br />
[[Category:Citizen]]<br />
[[Category:Artifex]]<br />
[[Category:Civitate]]<br />
[[Category:Librarian]]<br />
[[Category:Patrician]]</div>Iammehttps://wiki.twcenter.net/index.php?title=Ages_of_Darkness_2&diff=31243Ages of Darkness 22010-10-06T01:34:22Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Ages of Darkness 2<br />
|compatibility=[[Barbarian Invasion]]<br />
|type=Complete Conversion<br />
|members=[[Pompeius Magnus]], [[Naughteous Maximus]], [[SeniorBatavianHorse]], [[Joar]], [[Wundai]], [[Thor the Bassist]], [[William the Silent]], [[Apple]], [[constantius]], [[empio]], [[jermagon]]<br />
|release= None yet<br />
|description=Rome has fallen! Who will rise now?<br />
}}<br />
[[Image:Agesofdarknessbanner.jpg|center]]<br />
= Introduction =<br />
AoD2 – a mod based on RTW/BI – starts in 527 A.D. – the year in which Justinian became Emperor.<br />
Rome has fallen many years ago. However, the Roman Empire in the east is well prepared, its economy is still strong and the army is powerful.<br />
<br />
Is it possible that ‘New Rome’ will rule over the Mare Nostrum again or will the inevitable war bring it into a final decline?<br />
= Description =<br />
The year 476 A.D. is generally accepted as the formal date which saw the end of the Roman Empire in the West.<br />
<br />
In that year, Orestes refused the request of Germanic mercenaries in his service for lands in Italy. The dissatisfied mercenaries, led by Odovacer, revolted and deposed the last Western Emperor, Romulus Augustus.<br />
This event has traditionally been considered as the Fall of the Western Empire.<br />
As the Western Empire declined in during the 5th Century, the richer Eastern Roman Empire would be protected from much of the attendant destruction – and in the mid 6th Century, under the Emperor Justinian, it would re-conquer Italy and parts of Illyria from the Ostrogoths, North Africa from the Vandals and southern Hispania from the Visigoths.<br />
<br />
The re-conquest of southern Hispania was somewhat ephemeral but North Africa served the Romans for another century with parts of Italy for another five centuries, and parts of Illyria even longer.<br />
<br />
<br />
527 A.D.<br />
Justinian’s reign is marked by the ambitious renovation imperii – or ‘restoration of the empire’. This ambition was expressed in the partial recovery of the territories of the Western Roman Empire, including the City of Rome itself.<br />
A still more resonant aspect of his legacy was the uniform re-writing of Roman Law, the Corpus Juris Civilis, which is still the basis of Civil Law in many modern states.<br />
<br />
His reign also marked a blossoming of Byzantine culture while his building programme yielded such masterpieces as the church of Hagia Sophia, which was to be the centre of the Eastern Orthodox Church for many centuries.<br />
= Features =<br />
Ages of Darkness 2 offer an authentic unit roster – the result of many years of research – for all factions within the mod.<br />
You will become part of that exciting period.<br />
<br />
The Roman player will prepare the economy and the troops for an expensive adventure in the West.<br />
However, the Roman player must also be prepared for a challenge in the East.<br />
<br />
Playing one of the Western civilised ‘barbarians’ offers several features also. You might attempt to establish an empire after the Roman model or alternatively travel in a different direction.<br />
<br />
Playing the Sassanid Empire is also a difficult task – your enemies are standing around your country and are only waiting on the right moment to invade the rich satrápēs.<br />
<br />
*A mod still under construction based on RTW/BI<br />
*A full conversion<br />
*Offers dozens of customised settlement layouts (no clone settlements anymore)<br />
*New music tracks<br />
*Many new 3D buildings for the tactical view<br />
*A new unit roster<br />
*A brand new building tech tree<br />
*A new strat-map including new textures<br />
*New ancillaries and traits<br />
. . . and much more exciting elements!<br />
= Factions =<br />
*Imperivm Romanvm<br />
*Regnvm Tvringorvm<br />
*Persarmenia<br />
*Regnvm Hirae<br />
*Britanni<br />
*Regnvm Francorvm<br />
*Hvnni<br />
*Regnvm Gepidorvm<br />
*Rex Regvm<br />
*Saxones<br />
*Regnvm Vandalorvm et Alanorvm<br />
*Regnvm Visigothorvm<br />
*Scoti<br />
*Regnvm Italiae et Gothorvm<br />
*Avari<br />
*Langobardi<br />
*Regnvm Mavrorvm et Romanorvm<br />
*Regnvm Bvrgvndionvm<br />
*Regnvm Sveborvm<br />
= The Team =<br />
[http://www.twcenter.net/forums/member.php?u=7642 Naughteous Maximus] research, advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=28648 SeniorBatavianHorse] reading and correcting errors, english translations<br />
<br />
[http://www.twcenter.net/forums/member.php?u=3667 Joar] portraits<br />
<br />
[http://www.twcenter.net/forums/member.php?u=10177 Wundai] 3D building reconstructions (strat map and tactical view)<br />
<br />
[http://www.twcenter.net/forums/member.php?u=36944 Thor the Bassist] advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=20862 William the Silent] research, hist.events<br />
<br />
[http://www.twcenter.net/forums/member.php?u=35985 Apple] makes brand new music tracks<br />
<br />
[http://www.twcenter.net/forums/member.php?u=45977 constantius] research, advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=10035 empio] unit maker<br />
<br />
[http://www.twcenter.net/forums/member.php?u=26545 jermagon] research, 2D art<br />
<br />
[http://www.twcenter.net/forums/member.php?u=14364 Pompeius Magnus] mod-leader, coordination, coding, 2D work, responsible for the mod concept, research<br />
= History =<br />
Ages of Darkness 2 – as the name implies – is the second Ages of Darkness mod. AoD1 was made and finally realised by the former team-leader, Arbaces. AoD1 was a re-built version of Barbarian Invasion: TW.<br />
= Included Mods =<br />
Ages of Darkness 2 is not released yet so as of this moment it is not possible to give a detailed list of all the included minor mods and add-ons. However, it is expected that when completed 90% of the content will be original work by the Team – that is, the Map, the 3D buildings, the music and the Unit-making. Not to mention the new City layouts and textures.<br />
= Pictures =<br />
{|<br />
|[[Image:Agesofdarknessunits.jpg|thumb|350px]]<br />
|[[Image:Agesofdarknesswalls.jpg|thumb|350px]]<br />
|}</div>Iammehttps://wiki.twcenter.net/index.php?title=File:Agesofdarknessbanner.jpg&diff=31242File:Agesofdarknessbanner.jpg2010-10-06T01:31:21Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=Ages_of_Darkness_2&diff=31195Ages of Darkness 22010-10-04T15:34:40Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Ages of Darkness 2<br />
|compatibility=[[Barbarian Invasion]]<br />
|type=Complete Conversion<br />
|members=[[Pompeius Magnus]], [[Naughteous Maximus]], [[SeniorBatavianHorse]], [[Joar]], [[Wundai]], [[Thor the Bassist]], [[William the Silent]], [[Apple]], [[constantius]], [[empio]], [[jermagon]]<br />
|release= None yet<br />
|description=Rome has fallen! Who will rise now?<br />
}}<br />
= Introduction =<br />
AoD2 – a mod based on RTW/BI – starts in 527 A.D. – the year in which Justinian became Emperor.<br />
Rome has fallen many years ago. However, the Roman Empire in the east is well prepared, its economy is still strong and the army is powerful.<br />
<br />
Is it possible that ‘New Rome’ will rule over the Mare Nostrum again or will the inevitable war bring it into a final decline?<br />
= Description =<br />
The year 476 A.D. is generally accepted as the formal date which saw the end of the Roman Empire in the West.<br />
<br />
In that year, Orestes refused the request of Germanic mercenaries in his service for lands in Italy. The dissatisfied mercenaries, led by Odovacer, revolted and deposed the last Western Emperor, Romulus Augustus.<br />
This event has traditionally been considered as the Fall of the Western Empire.<br />
As the Western Empire declined in during the 5th Century, the richer Eastern Roman Empire would be protected from much of the attendant destruction – and in the mid 6th Century, under the Emperor Justinian, it would re-conquer Italy and parts of Illyria from the Ostrogoths, North Africa from the Vandals and southern Hispania from the Visigoths.<br />
<br />
The re-conquest of southern Hispania was somewhat ephemeral but North Africa served the Romans for another century with parts of Italy for another five centuries, and parts of Illyria even longer.<br />
<br />
<br />
527 A.D.<br />
Justinian’s reign is marked by the ambitious renovation imperii – or ‘restoration of the empire’. This ambition was expressed in the partial recovery of the territories of the Western Roman Empire, including the City of Rome itself.<br />
A still more resonant aspect of his legacy was the uniform re-writing of Roman Law, the Corpus Juris Civilis, which is still the basis of Civil Law in many modern states.<br />
<br />
His reign also marked a blossoming of Byzantine culture while his building programme yielded such masterpieces as the church of Hagia Sophia, which was to be the centre of the Eastern Orthodox Church for many centuries.<br />
= Features =<br />
Ages of Darkness 2 offer an authentic unit roster – the result of many years of research – for all factions within the mod.<br />
You will become part of that exciting period.<br />
<br />
The Roman player will prepare the economy and the troops for an expensive adventure in the West.<br />
However, the Roman player must also be prepared for a challenge in the East.<br />
<br />
Playing one of the Western civilised ‘barbarians’ offers several features also. You might attempt to establish an empire after the Roman model or alternatively travel in a different direction.<br />
<br />
Playing the Sassanid Empire is also a difficult task – your enemies are standing around your country and are only waiting on the right moment to invade the rich satrápēs.<br />
<br />
*A mod still under construction based on RTW/BI<br />
*A full conversion<br />
*Offers dozens of customised settlement layouts (no clone settlements anymore)<br />
*New music tracks<br />
*Many new 3D buildings for the tactical view<br />
*A new unit roster<br />
*A brand new building tech tree<br />
*A new strat-map including new textures<br />
*New ancillaries and traits<br />
. . . and much more exciting elements!<br />
= Factions =<br />
*Imperivm Romanvm<br />
*Regnvm Tvringorvm<br />
*Persarmenia<br />
*Regnvm Hirae<br />
*Britanni<br />
*Regnvm Francorvm<br />
*Hvnni<br />
*Regnvm Gepidorvm<br />
*Rex Regvm<br />
*Saxones<br />
*Regnvm Vandalorvm et Alanorvm<br />
*Regnvm Visigothorvm<br />
*Scoti<br />
*Regnvm Italiae et Gothorvm<br />
*Avari<br />
*Langobardi<br />
*Regnvm Mavrorvm et Romanorvm<br />
*Regnvm Bvrgvndionvm<br />
*Regnvm Sveborvm<br />
= The Team =<br />
[http://www.twcenter.net/forums/member.php?u=7642 Naughteous Maximus] research, advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=28648 SeniorBatavianHorse] reading and correcting errors, english translations<br />
<br />
[http://www.twcenter.net/forums/member.php?u=3667 Joar] portraits<br />
<br />
[http://www.twcenter.net/forums/member.php?u=10177 Wundai] 3D building reconstructions (strat map and tactical view)<br />
<br />
[http://www.twcenter.net/forums/member.php?u=36944 Thor the Bassist] advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=20862 William the Silent] research, hist.events<br />
<br />
[http://www.twcenter.net/forums/member.php?u=35985 Apple] makes brand new music tracks<br />
<br />
[http://www.twcenter.net/forums/member.php?u=45977 constantius] research, advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=10035 empio] unit maker<br />
<br />
[http://www.twcenter.net/forums/member.php?u=26545 jermagon] research, 2D art<br />
<br />
[http://www.twcenter.net/forums/member.php?u=14364 Pompeius Magnus] mod-leader, coordination, coding, 2D work, responsible for the mod concept, research<br />
= History =<br />
Ages of Darkness 2 – as the name implies – is the second Ages of Darkness mod. AoD1 was made and finally realised by the former team-leader, Arbaces. AoD1 was a re-built version of Barbarian Invasion: TW.<br />
= Included Mods =<br />
Ages of Darkness 2 is not released yet so as of this moment it is not possible to give a detailed list of all the included minor mods and add-ons. However, it is expected that when completed 90% of the content will be original work by the Team – that is, the Map, the 3D buildings, the music and the Unit-making. Not to mention the new City layouts and textures.<br />
= Pictures =<br />
{|<br />
|[[Image:Agesofdarknessunits.jpg|thumb|350px]]<br />
|[[Image:Agesofdarknesswalls.jpg|thumb|350px]]<br />
|}</div>Iammehttps://wiki.twcenter.net/index.php?title=File:Agesofdarknesswalls.jpg&diff=31194File:Agesofdarknesswalls.jpg2010-10-04T15:33:17Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=File:Agesofdarknessunits.jpg&diff=31193File:Agesofdarknessunits.jpg2010-10-04T15:29:22Z<p>Iamme: </p>
<hr />
<div></div>Iammehttps://wiki.twcenter.net/index.php?title=Ages_of_Darkness_2&diff=31192Ages of Darkness 22010-10-04T15:27:44Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Ages of Darkness 2<br />
|compatibility=[[Barbarian Invasion]]<br />
|type=Complete Conversion<br />
|members=[[Pompeius Magnus]], [[Naughteous Maximus]], [[SeniorBatavianHorse]], [[Joar]], [[Wundai]], [[Thor the Bassist]], [[William the Silent]], [[Apple]], [[constantius]], [[empio]], [[jermagon]]<br />
|release= None yet<br />
|description=Rome has fallen! Who will rise now?<br />
}}<br />
= Introduction =<br />
AoD2 – a mod based on RTW/BI – starts in 527 A.D. – the year in which Justinian became Emperor.<br />
Rome has fallen many years ago. However, the Roman Empire in the east is well prepared, its economy is still strong and the army is powerful.<br />
<br />
Is it possible that ‘New Rome’ will rule over the Mare Nostrum again or will the inevitable war bring it into a final decline?<br />
= Description =<br />
The year 476 A.D. is generally accepted as the formal date which saw the end of the Roman Empire in the West.<br />
<br />
In that year, Orestes refused the request of Germanic mercenaries in his service for lands in Italy. The dissatisfied mercenaries, led by Odovacer, revolted and deposed the last Western Emperor, Romulus Augustus.<br />
This event has traditionally been considered as the Fall of the Western Empire.<br />
As the Western Empire declined in during the 5th Century, the richer Eastern Roman Empire would be protected from much of the attendant destruction – and in the mid 6th Century, under the Emperor Justinian, it would re-conquer Italy and parts of Illyria from the Ostrogoths, North Africa from the Vandals and southern Hispania from the Visigoths.<br />
<br />
The re-conquest of southern Hispania was somewhat ephemeral but North Africa served the Romans for another century with parts of Italy for another five centuries, and parts of Illyria even longer.<br />
<br />
<br />
527 A.D.<br />
Justinian’s reign is marked by the ambitious renovation imperii – or ‘restoration of the empire’. This ambition was expressed in the partial recovery of the territories of the Western Roman Empire, including the City of Rome itself.<br />
A still more resonant aspect of his legacy was the uniform re-writing of Roman Law, the Corpus Juris Civilis, which is still the basis of Civil Law in many modern states.<br />
<br />
His reign also marked a blossoming of Byzantine culture while his building programme yielded such masterpieces as the church of Hagia Sophia, which was to be the centre of the Eastern Orthodox Church for many centuries.<br />
= Features =<br />
Ages of Darkness 2 offer an authentic unit roster – the result of many years of research – for all factions within the mod.<br />
You will become part of that exciting period.<br />
<br />
The Roman player will prepare the economy and the troops for an expensive adventure in the West.<br />
However, the Roman player must also be prepared for a challenge in the East.<br />
<br />
Playing one of the Western civilised ‘barbarians’ offers several features also. You might attempt to establish an empire after the Roman model or alternatively travel in a different direction.<br />
<br />
Playing the Sassanid Empire is also a difficult task – your enemies are standing around your country and are only waiting on the right moment to invade the rich satrápēs.<br />
<br />
*A mod still under construction based on RTW/BI<br />
*A full conversion<br />
*Offers dozens of customised settlement layouts (no clone settlements anymore)<br />
*New music tracks<br />
*Many new 3D buildings for the tactical view<br />
*A new unit roster<br />
*A brand new building tech tree<br />
*A new strat-map including new textures<br />
*New ancillaries and traits<br />
. . . and much more exciting elements!<br />
= Factions =<br />
*Imperivm Romanvm<br />
*Regnvm Tvringorvm<br />
*Persarmenia<br />
*Regnvm Hirae<br />
*Britanni<br />
*Regnvm Francorvm<br />
*Hvnni<br />
*Regnvm Gepidorvm<br />
*Rex Regvm<br />
*Saxones<br />
*Regnvm Vandalorvm et Alanorvm<br />
*Regnvm Visigothorvm<br />
*Scoti<br />
*Regnvm Italiae et Gothorvm<br />
*Avari<br />
*Langobardi<br />
*Regnvm Mavrorvm et Romanorvm<br />
*Regnvm Bvrgvndionvm<br />
*Regnvm Sveborvm<br />
= The Team =<br />
[http://www.twcenter.net/forums/member.php?u=7642 Naughteous Maximus] research, advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=28648 SeniorBatavianHorse] reading and correcting errors, english translations<br />
<br />
[http://www.twcenter.net/forums/member.php?u=3667 Joar] portraits<br />
<br />
[http://www.twcenter.net/forums/member.php?u=10177 Wundai] 3D building reconstructions (strat map and tactical view)<br />
<br />
[http://www.twcenter.net/forums/member.php?u=36944 Thor the Bassist] advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=20862 William the Silent] research, hist.events<br />
<br />
[http://www.twcenter.net/forums/member.php?u=35985 Apple] makes brand new music tracks<br />
<br />
[http://www.twcenter.net/forums/member.php?u=45977 constantius] research, advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=10035 empio] unit maker<br />
<br />
[http://www.twcenter.net/forums/member.php?u=26545 jermagon] research, 2D art<br />
<br />
[http://www.twcenter.net/forums/member.php?u=14364 Pompeius Magnus] mod-leader, coordination, coding, 2D work, responsible for the mod concept, research<br />
= History =<br />
Ages of Darkness 2 – as the name implies – is the second Ages of Darkness mod. AoD1 was made and finally realised by the former team-leader, Arbaces. AoD1 was a re-built version of Barbarian Invasion: TW.<br />
= Included Mods =<br />
Ages of Darkness 2 is not released yet so as of this moment it is not possible to give a detailed list of all the included minor mods and add-ons. However, it is expected that when completed 90% of the content will be original work by the Team – that is, the Map, the 3D buildings, the music and the Unit-making. Not to mention the new City layouts and textures.<br />
= Pictures =</div>Iammehttps://wiki.twcenter.net/index.php?title=Ages_of_Darkness_2&diff=31191Ages of Darkness 22010-10-04T15:14:11Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Ages of Darkness 2<br />
|compatibility=[[Barbarian Invasion]]<br />
|type=Complete Conversion<br />
|members=[[Pompeius Magnus]], [[Naughteous Maximus]], [[SeniorBatavianHorse]], [[Joar]], [[Wundai]], [[Thor the Bassist]], [[William the Silent]], [[Apple]], [[constantius]], [[empio]], [[jermagon]]<br />
|release= None yet<br />
|description=Rome has fallen! Who will rise now?<br />
}}<br />
= Introduction =<br />
AoD2 – a mod based on RTW/BI – starts in 527 A.D. – the year in which Justinian became Emperor.<br />
Rome has fallen many years ago. However, the Roman Empire in the east is well prepared, its economy is still strong and the army is powerful.<br />
<br />
Is it possible that ‘New Rome’ will rule over the Mare Nostrum again or will the inevitable war bring it into a final decline?<br />
= Description =<br />
The year 476 A.D. is generally accepted as the formal date which saw the end of the Roman Empire in the West.<br />
<br />
In that year, Orestes refused the request of Germanic mercenaries in his service for lands in Italy. The dissatisfied mercenaries, led by Odovacer, revolted and deposed the last Western Emperor, Romulus Augustus.<br />
This event has traditionally been considered as the Fall of the Western Empire.<br />
As the Western Empire declined in during the 5th Century, the richer Eastern Roman Empire would be protected from much of the attendant destruction – and in the mid 6th Century, under the Emperor Justinian, it would re-conquer Italy and parts of Illyria from the Ostrogoths, North Africa from the Vandals and southern Hispania from the Visigoths.<br />
<br />
The re-conquest of southern Hispania was somewhat ephemeral but North Africa served the Romans for another century with parts of Italy for another five centuries, and parts of Illyria even longer.<br />
<br />
<br />
527 A.D.<br />
Justinian’s reign is marked by the ambitious renovation imperii – or ‘restoration of the empire’. This ambition was expressed in the partial recovery of the territories of the Western Roman Empire, including the City of Rome itself.<br />
A still more resonant aspect of his legacy was the uniform re-writing of Roman Law, the Corpus Juris Civilis, which is still the basis of Civil Law in many modern states.<br />
<br />
His reign also marked a blossoming of Byzantine culture while his building programme yielded such masterpieces as the church of Hagia Sophia, which was to be the centre of the Eastern Orthodox Church for many centuries.<br />
= Features =<br />
Ages of Darkness 2 offer an authentic unit roster – the result of many years of research – for all factions within the mod.<br />
You will become part of that exciting period.<br />
<br />
The Roman player will prepare the economy and the troops for an expensive adventure in the West.<br />
However, the Roman player must also be prepared for a challenge in the East.<br />
<br />
Playing one of the Western civilised ‘barbarians’ offers several features also. You might attempt to establish an empire after the Roman model or alternatively travel in a different direction.<br />
<br />
Playing the Sassanid Empire is also a difficult task – your enemies are standing around your country and are only waiting on the right moment to invade the rich satrápēs.<br />
<br />
*A mod still under construction based on RTW/BI<br />
*A full conversion<br />
*Offers dozens of customised settlement layouts (no clone settlements anymore)<br />
*New music tracks<br />
*Many new 3D buildings for the tactical view<br />
*A new unit roster<br />
*A brand new building tech tree<br />
*A new strat-map including new textures<br />
*New ancillaries and traits<br />
. . . and much more exciting elements!<br />
= The Team =<br />
[http://www.twcenter.net/forums/member.php?u=7642 Naughteous Maximus] research, advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=28648 SeniorBatavianHorse] reading and correcting errors, english translations<br />
<br />
[http://www.twcenter.net/forums/member.php?u=3667 Joar] portraits<br />
<br />
[http://www.twcenter.net/forums/member.php?u=10177 Wundai] 3D building reconstructions (strat map and tactical view)<br />
<br />
[http://www.twcenter.net/forums/member.php?u=36944 Thor the Bassist] advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=20862 William the Silent] research, hist.events<br />
<br />
[http://www.twcenter.net/forums/member.php?u=35985 Apple] makes brand new music tracks<br />
<br />
[http://www.twcenter.net/forums/member.php?u=45977 constantius] research, advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=10035 empio] unit maker<br />
<br />
[http://www.twcenter.net/forums/member.php?u=26545 jermagon] research, 2D art<br />
<br />
[http://www.twcenter.net/forums/member.php?u=14364 Pompeius Magnus] mod-leader, coordination, coding, 2D work, responsible for the mod concept, research<br />
= History =<br />
Ages of Darkness 2 – as the name implies – is the second Ages of Darkness mod. AoD1 was made and finally realised by the former team-leader, Arbaces. AoD1 was a re-built version of Barbarian Invasion: TW.<br />
= Included Mods =<br />
Ages of Darkness 2 is not released yet so as of this moment it is not possible to give a detailed list of all the included minor mods and add-ons. However, it is expected that when completed 90% of the content will be original work by the Team – that is, the Map, the 3D buildings, the music and the Unit-making. Not to mention the new City layouts and textures.<br />
= Pictures =</div>Iammehttps://wiki.twcenter.net/index.php?title=Ages_of_Darkness_2&diff=31190Ages of Darkness 22010-10-04T15:10:56Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Ages of Darkness 2<br />
|compatibility=[[Barbarian Invasion]]<br />
|type=Complete Conversion<br />
|members=[[Pompeius Magnus]], [[Naughteous Maximus]], [[SeniorBatavianHorse]], [[Joar]], [[Wundai]], [[Thor the Bassist]], [[William the Silent]], [[Apple]], [[constantius]], [[empio]], [[jermagon]]<br />
|release= None yet<br />
|description=Rome has fallen! Who will rise now?<br />
}}<br />
= Introduction =<br />
AoD2 – a mod based on RTW/BI – starts in 527 A.D. – the year in which Justinian became Emperor.<br />
Rome has fallen many years ago. However, the Roman Empire in the east is well prepared, its economy is still strong and the army is powerful.<br />
<br />
Is it possible that ‘New Rome’ will rule over the Mare Nostrum again or will the inevitable war bring it into a final decline?<br />
= Description =<br />
The year 476 A.D. is generally accepted as the formal date which saw the end of the Roman Empire in the West.<br />
<br />
In that year, Orestes refused the request of Germanic mercenaries in his service for lands in Italy. The dissatisfied mercenaries, led by Odovacer, revolted and deposed the last Western Emperor, Romulus Augustus.<br />
This event has traditionally been considered as the Fall of the Western Empire.<br />
As the Western Empire declined in during the 5th Century, the richer Eastern Roman Empire would be protected from much of the attendant destruction – and in the mid 6th Century, under the Emperor Justinian, it would re-conquer Italy and parts of Illyria from the Ostrogoths, North Africa from the Vandals and southern Hispania from the Visigoths.<br />
<br />
The re-conquest of southern Hispania was somewhat ephemeral but North Africa served the Romans for another century with parts of Italy for another five centuries, and parts of Illyria even longer.<br />
<br />
<br />
527 A.D.<br />
Justinian’s reign is marked by the ambitious renovation imperii – or ‘restoration of the empire’. This ambition was expressed in the partial recovery of the territories of the Western Roman Empire, including the City of Rome itself.<br />
A still more resonant aspect of his legacy was the uniform re-writing of Roman Law, the Corpus Juris Civilis, which is still the basis of Civil Law in many modern states.<br />
<br />
His reign also marked a blossoming of Byzantine culture while his building programme yielded such masterpieces as the church of Hagia Sophia, which was to be the centre of the Eastern Orthodox Church for many centuries.<br />
= Features =<br />
Ages of Darkness 2 offer an authentic unit roster – the result of many years of research – for all factions within the mod.<br />
You will become part of that exciting period.<br />
<br />
The Roman player will prepare the economy and the troops for an expensive adventure in the West.<br />
However, the Roman player must also be prepared for a challenge in the East.<br />
<br />
Playing one of the Western civilised ‘barbarians’ offers several features also. You might attempt to establish an empire after the Roman model or alternatively travel in a different direction.<br />
<br />
Playing the Sassanid Empire is also a difficult task – your enemies are standing around your country and are only waiting on the right moment to invade the rich satrápēs.<br />
<br />
*A mod still under construction based on RTW/BI<br />
*A full conversion<br />
*Offers dozens of customised settlement layouts (no clone settlements anymore)<br />
*New music tracks<br />
*Many new 3D buildings for the tactical view<br />
*A new unit roster<br />
*A brand new building tech tree<br />
*A new strat-map including new textures<br />
*New ancillaries and traits<br />
. . . and much more exciting elements!<br />
= The Team =<br />
[http://www.twcenter.net/forums/member.php?u=7642 Naughteous Maximus] research, advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=28648 SeniorBatavianHorse] reading and correcting errors, english translations<br />
<br />
[http://www.twcenter.net/forums/member.php?u=3667 Joar] portraits<br />
<br />
[http://www.twcenter.net/forums/member.php?u=10177 Wundai] 3D building reconstructions (strat map and tactical view)<br />
<br />
[http://www.twcenter.net/forums/member.php?u=36944 Thor the Bassist] advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=20862 William the Silent] research, hist.events<br />
<br />
[http://www.twcenter.net/forums/member.php?u=35985 Apple] makes brand new music tracks<br />
<br />
[http://www.twcenter.net/forums/member.php?u=45977 constantius] research, advisor<br />
<br />
[http://www.twcenter.net/forums/member.php?u=10035 empio] unit maker<br />
<br />
[http://www.twcenter.net/forums/member.php?u=26545 jermagon] research, 2D art<br />
<br />
[http://www.twcenter.net/forums/member.php?u=14364 Pompeius Magnus] mod-leader, coordination, coding, 2D work, responsible for the mod concept, research<br />
= History =<br />
<br />
= AAR =<br />
<br />
= Included Mods =</div>Iammehttps://wiki.twcenter.net/index.php?title=Ages_of_Darkness_2&diff=31189Ages of Darkness 22010-10-04T14:46:45Z<p>Iamme: </p>
<hr />
<div>{{Mod_overview<br />
|width=<br />
|title=Ages of Darkness 2<br />
|compatibility=[[Barbarian Invasion]]<br />
|type=Complete Conversion<br />
|members=[[Pompeius Magnus]], [[Naughteous Maximus]], [[SeniorBatavianHorse]], [[Joar]], [[Wundai]], [[Thor the Bassist]], [[William the Silent]], [[Apple]], [[constantius]], [[empio]], [[jermagon]]<br />
|release= None yet<br />
|description=Rome has fallen! Who will rise now?<br />
}}<br />
= Introduction =<br />
<br />
= Description =<br />
<br />
= Features =<br />
<br />
= The Team =<br />
<br />
= History =<br />
<br />
= AAR =<br />
<br />
= Included Mods =</div>Iamme