Invasio Barbarorum II
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.
Contents
Latest News
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:
- Western Roman Empire (Imperium Romanum Occidentale)
- The Berber Mauri
- The Suebian Kingdom of Gallaecia
- The Vandals and Alans
- The Visigoths
- The Hunnic Empire (not playable)
The Map
The map is done mostly by Nevada with the radar map base by Hereje
Screenshots
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Buildings
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)
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+
- market lvl 2+
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.
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