Difference between revisions of "Diadochi: Total War"
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|Mod Type=Overhaul | |Mod Type=Overhaul | ||
|Era=05 BC - 147 BC | |Era=05 BC - 147 BC | ||
− | |Mod Leader=[ | + | |Mod Leader=[https://www.twcenter.net/forums/member.php?u=19164 RedFox] |
|Release Status=v1.20 | |Release Status=v1.20 | ||
− | |Forum=[ | + | |Forum=[https://www.twcenter.net/forums/forumdisplay.php?f=536 Here] |
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==Description== | ==Description== |
Revision as of 13:02, 10 February 2020
Diadochi: Total War | |
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Platform | Rome: Total War, Barbarian Invasion, Alexander |
Mod Type | Overhaul |
Era | 05 BC - 147 BC |
Mod Leader | RedFox |
Release Status | v1.20 |
Forum / Thread | Here |
Description
This mod aims to give RTW players a chance to play the Wars of the Diadochi, both focusing on the Successor states and featuring a unique Diadochi campaign, which covers the struggle between Alexander's generals. Even more space is given to Pyrrhus, the king of Epirus, with a Pyrrhic wars campaign. An additional campaign is Sons of Mars, which focuses on the rise of Rome in Italy.
Features
Wooden Walls: New level 2 walls are walkable and half the height of Stone Walls. These walls are still fragile and can be knocked down by rams, but provide extra tactics and new possibilities. It will also make defending settlements much more fun.
Colonies and Culture: Each region has its own cultural settings. Initially all cultures are divided to three groups: Western Civilized, Eastern Civilized and Barbarian Customs. The easiest way to boost the spread of you own culture in any region is to either build Law Temples or bring in Generals with the proper culture trait. The other way is to establish your own Colonies in the region - this is ultimately essential in any conquered regions. There are four basic groups of colonies: Small Colonies, Large Colonies, Independent Colonies and Native Colonies. In order to build new faction specific buildings, you need the proper cultural colonies. A Native Settlement can build any factional buildings it has, but Small Colonies can only build basic structures. As a special faction, Egypt has the ability to choose from 2 cultural paths - either the native Eastern, or the Ptolemaic Western culture. Depending on which culture is chosen, different units will be available.
Cultural Barracks: With the new implementation of cultural buildings, barracks have been adapted with the new system. There are essentially four groups of barracks:
- Auxiliary Barracks: Train region specific mercenaries and native units.
- Roman Barracks: For Roman factions.
- Greek Barracks: For Greek, Baktrian and Egyptian factions.
- Eastern Barracks: For Eastern, Carthaginian and Egyptian factions.
- Barbarian Barracks: For all Barbarian factions.
Each Barracks will require the presence of a certain Colony, so if you are playing as Greeks and conquer a barbarian territory, you will need to build Greek Colonies there, or you will not be able to advance the settlement. Building Colonies is easy, but takes time. Auxiliary Barracks do not require any colonies, but are sometimes useless for there are no native units to train (yet). There are 5 levels of barracks:
- Militia Barracks: Only Levy units can be trained
- City Barracks: Only City(+Levy) level units can be trained
- Army Barracks: Only Army(+City) level units can be trained
- Royal Barracks: Only Royal(+Army) level units can be trained
- Reform Barracks: Only Royal and Reform units can be trained
Each Barrack system will provide a different array of troops to recruit. Essentially you can have a properly functioning Levy army from the ground up, but its quality will not be as good. With each level that is added, a different unit roster will be available, with only a small selection of previous level troops. In non-native areas, units will appear 1 level later. For example, a Militia Barracks unit will make its first appearance in City Barracks.
Once you have conquered a region, unless its of the same culture you are in (eg: Greek vs Greek), you will have to build new colonies and new barracks, specific to your culture only.
Additional Features
Diadochi - TW features 46 unique music tracks. A complete set of new skies. Beautiful new campaign map textures and completely new battlemap textures. This alone revives the old RTW engine to a whole new level, not yet seen.
Campaign
- Imperial campaign, starting in 279BC.
- Wars of the Diadochi campaign, starting in 305BC.
- Pyrrhic Wars campaign, starting in 279BC.
- Sons of Mars campaign, starting in 328BC.
The Team
Diadochi - TW Design & Concept: RedFox
Unit Design & Concept: Maraxus
Scripting & Bughunting: Magister Equitum Zarax Suppanut
Addition Map Design & Help: Spartan 666
Additional Scripting Help & Traits: Suppanut & XGM Post Marian Project Team
Texture Rework & Other Design: Maraxus Warmaster Athenogoras
Help with the Read-Me: HeroSK
UI Card Design & Rendering: RedFox Maraxus
Included Mods
Force Diplomacy and Peace with the Dead from XGM