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Difference between revisions of "Invasio Barbarorum II"

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(Building Tree)
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====Building Tree====
 
====Building Tree====
Constructing buildings in IBFD is a bit more complex tan in BI. The diagram below is a representation of a typical build tree (the building in the higher level is necessary to build a building, for example a church is necessary to build catacombs or abbeys)
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Constructing buildings in IBFD is a bit more complex than in BI. The diagram below is a representation of a typical build tree (the building in the higher level is necessary to build a building, for example a church is necessary to build catacombs or abbeys)
  
 
roads
 
roads

Revision as of 13:19, 11 March 2009

This is placeholder text, will edit soon -RGyG

INVASIO BARBARORVM 2, also known as Invasio Bararorum:Flagellum Dei (IBFD) is a comprehensive modification for BI with a series of campaigns focusing on the late Roman Empire. Sub mods include Rio's IBFD and Imperium Julianorum. The aim of the modification is a balance between enhanced gameplay and historical accuracy. Set in 410AD, the year of the Sack of Rome by Alaric's Visigoths, the modification features a complete rebuild of BI.

Template:Mod

Latest News

IB2splash.jpg

IB2 for M2TW:Kingdoms is under development and is due to be released soon --RGyG 02:14, 23 February 2009 (CDT)

INVASIO BARBARORVM 1

information on the RTW:BI mod Invasio Barbarorum and its sub-mods here

INVASIO BARBARORVM 2 INFO

Mod's History

Setting

The first installment of Invasio Barbarorum 2 is Africa Vandalorum. Set in 426AD, the year the Vandals crossed into Africa at the invitation of Bonifacius. The campaign will feature a map of the Western mediterranean from Diocese Pannoniae to Diocese Hispania (under the Vandals and Suebians)

Features

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Factions

The first installment will feature the following factions:

The Map

The map is done mostly by Nevada with the radar map base by Hereje


radarmap2.jpg

Screenshots

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Buildings

Building Tree

Constructing buildings in IBFD is a bit more complex than in BI. The diagram below is a representation of a typical build tree (the building in the higher level is necessary to build a building, for example a church is necessary to build catacombs or abbeys)

roads

farms lvl 2+
market lvl 2+
gov't house lvl 2+
tavern lvl 1+
execution square lvl 1+
academies lvl 1+
wall lvl 3+
port lvl 3+
health lvl 4
amphitheatre lvl 2+
monuments lvl 2+
roads lvl 3+
temples and churches lvl 3+
catacombs lvl 1+
abbeys lvl1+
smith lv 3+
barracks lvl 4+
stables lvl 3+
siege engineers lvl 3+

Buildings and Resources

Moreover, some buildings need a certain resource, if this resource is unavailable in a region, the building will cause an economic loss (This is done to emulate importing the said resource). In some cases, if the resource is available, then it will result in an economic gain (exports), still in some cases, the resource is a necessity, and the building cannot be built if the resource is unavailable

Recruitment

Recruiting your units in IBFD depends on your culture.

Barbarians (

infantry - gov't buildings
cavalry - stables

Romans

infantry - barracks
cavalry - stables

Eastern

infantry - barracks
cavalry - stables

Steppe People

infantry - barracks
cavalry - gov't buildings

Desert People

infantry - gov't buildings (low level) barracks (professional soldiery)
cavalry - stables

siege engineers are simply that, buildings to build siege engines, archers are trained in standard barracks or called up from the population.

Smithies are also necessary to train heavily armored units. Since the building requirement to train units is bugged in 1.6, this has been decided to be the best solution. For the cultures that do not recruit from barracks/stables, these builings give morale and experience bonuses, and are still worth building.

Graphical Build Trees

Below is a typical Roman building tree.

romanbldgtreewm5.jpg

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External Links

INVASIO BARBARORVM 2 hosted forum at TWC