Penry

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  1. Will be good to see the engine in action and some real gameplay footage!
  2. Hispania - DD#30 Hispania: As we move on to Hispania we are approaching another region for which there is less information available in the kind of detail that we have gotten used to in the wider Hellenistic world. While there is indeed a lot of information about tribes in Hispania at our start date, it is not nearly as detailed as that of the wider Greek and Roman spheres. Because of this some of the countries described below will be dealt with in groups. In 450 AUC, or if you like 304 BCE, Hispania is a land populated by a disparate constellation of Tribal Kingdoms. Many consider themselves part of a larger tribal identity, such as the Caelici or the Lusitani, but they are not by any means a united people, or even a federation. To properly show this we have chosen to include many of the small tribal kingdoms that made up these larger groups, rather than have them anachronistically united. Should any one of the tribes rise to unite its kin it can form a larger tribal federation country. So a successful Arevacia for instance would form the Celtiberian confederation. To the Romans and Carthaginians, Hispania was a very rich region. It produces large quantities of valuable trade goods such as metals and olives, wine and grain. As they grew Carthage and Rome would soon both desire the peninsula, and make it one of the richest parts of their respective empires. In Imperator, Hispania is divided into five regions for administrative purposes: Baetica, Contestania, Tarraconensis, Gallaecia and Lusitania. These are based on historical divisions of the peninsula but also serve the gameplay purpose of governorships. As far as possible I will make use of these to structure the go through of the map, only breaking that format to keep together tribal federations. Baetica: The southernmost part of Hispania is Baetica. This region is a great source of mineral wealth (with everything from Iron and Base Metals to the bountiful precious metal mines of the Sierra Nevada mountains) but it is also a rich agricultural region. It would grow to be one of the greatest sources of Olive Oil, wine and fish (especially the fish sauce Garum, which was a staple of the Mediterranean diet) in this part of the world. In 450 AUC Baetica is culturally Iberian and home to some of the stronger and more united tribes in Hispania. The Turdetani in particular is one of the stronger powers in Hispania at this point in time, often acting to attempt to block the influence of the Phoenician and Greek colonies on the coastline. As the leader of the Phoenician trading cities in the Western Mediterranean Carthage also has a considerable presence in this region, in particular in the form of the two cities of Malaca and Carteia and their respective hinterlands. It was in Baetica, and later on the eastern Spanish coast, that Carthage would expand the most up until its final showdown with Rome in the Punic wars. Starting Countries: Turdetania: Strong tribal kingdom in the central part of souther Hispania. As the major power in the region they are frequently at odds with their Greek and Phoenician neighbors as well as other tribes such as the Turduli. Turdetania starts independent and unaligned. Tartessia: Tribal offshot of Turdetania occupying the region that was once part of the ancient kingdom of Tartessos. While Tartessos is long gone it has left its mark in the form of a distinctly different cultural influence in this area. Tartessia starts independent and unaligned. Menesthei: Greek city state just south of Lacus Ligustinus at the estuary of the Guadalquivir river. Menesthei was home to a local oracle of some renown and apart from Greeks it is also home to a significant Phoenician community. Menesthei starts in a defensive league with Gadir. Gadir: Ancient Phoenician trade city in Southern Spain. Many hundreds of years older than Carthage itself Gadir remains its own actor and is not directly tied to the great African city. Gadir starts in a defensive league with Menesthei. Turdulia: Turdulian Tribal kingdom north of Turdetania and at the southern border of the celtiberian tribal region, based around the city of Iporca. The tribe is separated from other Turduli tribes in Lusitania by the Celtici to its west. Turdulia starts independent and unaligned. Cynetia: Iberian Tribal kingdom on the southwestern tip of Hispania. Small and under pressure from the expanding Celt-Iberian tribes to the north, Cynetia often sought outside protection from powers like Carthage and Rome. Cynetia starts independent and unaligned. Eburania: Small tribal kingdom north of the Carthaginian controlled coastline. Eburania starts independent and unaligned. Oretania: Strong Iberian tribal kingdom in the Sierra Morena mountains with ample access to Precious Metals and Base Metals. While weaker than the Turdetani, Oretania would remain independent up until Roman conquest and exerts authority over some nearby tribes. The Oretani starts independent and unaligned. Garmania: Small tribal kingdom north of Oretania in a mixed region of Iberians and Celtiberians (Romans would later speculate that they were also related to Germanians far from Iberia). Garmania starts as a Tributary of Oretania. Mentasania: Small tribal kingdom north of Oretania with many characteristics similar to Garmania. Mentasania starts as a tributary of Oretania. Contestania North of Baetica lies a region that would historically soon come to be called Carthaginian Hispania. With New Carthage/Carthago Nova as its main city, as well as the economic and political center. In 304 BCE however there is little direct Carthaginian influence over this region and the future site of the great Carthaginian city is controlled by Iberian tribes. Split between Iberian and Celtiberian tribal kingdoms this is a region with considerable economic wealth, if it can be properly consolidated and developed. Together with Tarraconensis this region is home to two of the more important tribal groups in the peninsula, the Celtiberi and the Carpetani, and for simplicity's sake we will describe both groups in their entirety here rather than split them between sections. Starting Countries: Bastetania: Ancient Iberian Tribal Kingdom that has been much diminished by the expansion of the Phoenician colony around Malaca. Bastetania starts the game independent and unaligned. Mastia: Iberian city state near modern Cartagena, formerly in league with Tartessos. While the region under Mastian control is small it includes some of the richest and most accessible Gold Fields in Hispania. In time this area would come under Carthaginian influence and be the site of the flourishing city of New Carthage, the main port of Hispania. Mastia starts independent and unaligned. Contestania: Perhaps the strongest tribal kingdom in a very divided region, Contestania is a medium sized Iberian state with some influence beyond its borders. At starts it is independent and unaligned. Deitania: Tribal offshoot of Contestani. Deitania starts as a tributary of Contestania. Hemeroskopeion: Greek city state on the eastern coastline founded by Massalian settlers. Hemeroskopeion starts in a defensive league with Massilia and Emporion to its north. Edetania: Iberian Tribe in the eastern Hispanian inland. Edetania starts independent and unaligned. Saguntum: Iberian tribal city state with its hinterland. Would in time grow to a thriving trade power in the region and attract attention from Rome and Carthage. Eventually the allegiance of Saguntum would become the trigger for the second Punic war. At our start Saguntum is independent and unaligned. Lobetania: Small tribal kingdom pressed south by the Celtic Bellia tribe. Lobetania starts independent and unaligned. Carpetani Tribes: In 304 BCE the Carpetani is a tribal identity but not a united federation. There are a number of tribal Carpetani kingdom that could come to form a united Carpetanian Tribal Federation if they can unite their home area by either conquest or voluntary submission. Not a lot is known of each tribal kingdom but they would in time come into conflict with Carthage (and also supplied Carthage with mercenaries). The main city of the region, Toletum, would grow to be a major urban settlement under Roman rule. The following Carpetanian Tribal kingdoms all start independent and unaligned: Solicia Duitiquia Tirtaliquia Aelariquia Moeniccia Duniquia Celtiberi States: Not strictly limited to in game Contestania the Celtiberi tribes can be found in the eastern inland plain of Hispania, and they are in many ways one of the more dominant groups in 304 BCE Hispania. Later Roman and Carthaginian expansion would in time marginalize the Celtiberi but not before they united in a Celtiberian confederation (and like the Carpetani the Celtiberian states will also be able to do this). Arevacia: Strongest and reputedly most warlike of the Celtiberian Tribal Kingdoms. Would in time come to unite the area and form the Celtiberian federation. Starts independent and unaligned. Olcadia: Middle sized tribal kingdom between Arevacia and Boletia. Controls the mines of Segobriga, which in time would become the main source of Lapis Specularis in the mediterranean. A transparent stone wanted for, among other things, windowmaking. Olcadia starts independent and unaligned. Boletia: Middle sized tribal kingdom bordering the Iberian states on the coastline. Would often get provoke conflict with their neighbors and at times allied Carthage. Participated on the Carthaginian side in the second Punic War. Boletia starts independent and unaligned. Bellia, Lusonia, and Tithia: Small tribal kingdoms in Celtiberia of which we know very little. They all start independent and unaligned. Tarraconensis Named after Tarraco on the northeastern coastline of the peninsula Hispania Tarraconensis is the entire north eastern part of Iberia in Imperator, encompassing the Ebro river valley, the Pyrenees and their surroundings. Right at the border of Gaul and Iberia this is a varied region with Iberian, Celtiberian and Greek settlements in the east and south, as well as Celtic Aquitanian states in the west. Starting Countries: Emporion: Largest and most influential Greek settlement in Spain. Emporion is a Plutocratic Republic that has acted as the main entrepot for Trade between southern Spain, Massilia in Gaul, Greek Italy and Greece. While its power is small compared to the military might of its nearby competitor, Carthage, it has maintained its independence in cooperation with nearby Iberian tribes. Emporion starts in a defensive league with Massilia and Hemeroskopeion as well as an alliance with Indiketia. Indiketia: Iberian Tribal Kingdom and patron of the nearby Greek state of Emporion. At start Indiketia is allied with Emporion. Cessetania: Iberian tribal kingdom just south of Emporion and Indiketia. The main city of the Cessetani, Tarracona, would under Roman rule grow to be the most important city in the region. Ilercavonia: Iberian tribe on the western coastline of Hispania by the Ebro estuary. Ilercavonia starts independent and unaligned. Sedetania: Iberian inland Tribal kingdom west of Ilercavonia. Sedetania starts independent and unaligned. Ausetania: Small tribal kingdom between the Pyrenees and Cessetania. Would swap allegiance between Rome and Carthage during the punic wars. Ilergetia: Relatively strong and economically prosperous Iberian Tribal Kingdom between the central Pyrenees and the Ebro river. Ilergetia starts independent and unaligned. Vasconia: Tribal Kingdom in the plain south of the western Pyrenees. Neighboring Ilergetia and Vardulia. The Vascones are often thought to be the ancestors of the modern Basque. Vasconia starts independent and unaligned. Vardulia: Tribal Kingdom on the western tip of the Pyrenees, west of the Vasconians, in what is today the Basque country. Vardulia starts independent and unaligned. Caristia: Small Aquitanian Tribal kingdom west of Vardulia. Starts independent and unaligned. Autrigonia: Celtic tribe that arrived in this region in the last century. Originally settled to the south of where they now are they have been driven from their old capital in Autraca by the Turmodigia. Gallaecia: In the far north, towards the atlantic coastline, lies the region of Gallaecia. A hilly and somewhat isolated, yet heavily fortified, region. Gallaecia is home to a great number of tribal kingdoms, from Cantabrians in the east to the Callaecians in the west, and would be one of the last parts of the peninsula to be conquered by Roman troops. Precious Metal and Iron can both be found here in great quantities. Starting Countries: Vaccaeia: Mid sized Tribal kingdom in Central Hispania, bordering Arevacia. Having arrived at the same time as many of the Celtiberi tribes the Vaccaei were often actively involved in Celtiberian politics. Vaccaeia starts independent and unaligned. Turmodigia: Small tribal kingdom between Vaccaeia and Autrigonia. The former has recently helped them gain independence from the latter, securing more Autrigonian territory in the process. Land that the Autrigones likely want back. Turmodigia starts independent and unaligned. Callaecian Tribes: Occupying the entire north western portion of the Peninsula the Callaecian or Gallaecian landscape is dotted with small hillforts belonging to many small independent tribal kingdoms. With no written sources from the region at the time of the start of our period, it is nonetheless likely that these operated almost as small city states. Should one tribe manage to subdue or conquer the entire region they will be able to form a very powerful Callaecian federation, consisting of all of the below states. At the start of the game all of the following Callaecian Tribal Kingdoms start independent and unaligned: Coporia Gravia Interamicia Leunia Neria Seurria Silenia Tamagania Varrinia Orgenomescia Caladunia Bracaria Baniensia Baedia Arronia Albionia Aebocosia Asturian Tribes: Like with many of the other tribes of northern Hispania we know most about the Astures from their reputation as mercenaries. Their homeland is not the richest part of the peninsula but it did prove quite hard to conquer for the Romans when they eventually tried to pacify the region. In 304 BCE the Astures are split among a great number of tribal kingdoms, who will all be able to unite into a Tribal Asturian federation through subjugating or conquering their kin. At the start of the game all the following Asturian Tribal Kingdoms are independent and unaligned: Amacia Beduniensia Gigurria Lanciensia Lugonia Paesicia Selinia Superatia Tiburia Zoelia Cantabrian Tribes: Just east of the Asturians, the Cantabrian tribes occupy the mountainous region towards the Atlantic coastline. Their region is rich in iron, base metals and silver. The Cantabri themselves were renowned for their military prowess and expertise, and would often serve as mercenaries in distant wars. When Rome was to eventually conquer the region, just around the end of the period covered by this game, it was only able to do so at considerable cost. In 304 BCE however the Cantabri tribes are quarreling and disunited. At start, all of the following Cantabrian Tribal Kingdoms are relatively small, independent and unaligned: Avariginia Coniscia Concania Blendia Morecania Tamaricia Vadinia Lusitania: Divided between Turduli, Celtici and Lusitanian tribes the region of Lusitania is as of yet free from direct foreign influence from Carthaginians, or Greeks. The region is perhaps not as endowed with agricultural and mining resources (though there are precious metal mines here as well) as Baetica to the south but still represents considerable wealth and power to anyone who can unify it. Starting Countries: Oppidania: Offshot from the Turduli people also found in Baetica. The Oppidani occupy much of the coastline of modern Portugal, but they have few friends in a region almost entirely dominated by Lusitanian tribes. Oppidania starts independent and unaligned. Celticia: Celtiberian tribe north of Turdulia, most likely related to the celtiberi to the north. Would historically come to submit to the Carthaginians when they began to expand their influence over southern Hispania. Celticia starts independent and unaligned. Sefia: Celtician Tribal Kingdom south of Oppidania and north of Cynetia. Starts independent and unaligned. Cempsia: Another Celtician Tribal Kingdom, closely related to Sefia. Starts independent and unaligned. Bardulia: Triba Turdulil kingdom surrounding by bigger neighbors. With Tartessia to the south, Turdulia to the east and Celticia to the north the Barduli are going to need to find friends quickly. Barduli starts independent and unaligned. Lusitanian Tribes: Tribal continuum between the Douro and Tagus rivers. While the Lusitanian tribes were far from united in 304 BCE they historically managed to band together to go on the offensive against Carthage and later Rome. Like other tribes described any of the Lusitani countries can form a greater Lusitanian federation if it subdues or conquers all the other tribes. The following countries are all independent Tribal Kingdoms, and unaligned: Paesuria Elbocoria Tapolia Igaedetania Lancientia Aravia Taluria Vettonian Tribes: In the center of the Iberian plain the Vettonian tribes have settled in the past century (their origin is not entirely clear). In their near area the Vettones were often allies of the Lusitani against greater common threats such as the Carthaginians. If any Vettonian tribe unites the region by force or diplomacy they can form the larger Vettonian Federation. The following Vettonian countries are all unaligned, independent tribal kingdoms at the start of the game: Bletonisia Caluria Coerensia Calontiensia
  3. Trade, Diplomacy and The British Isles - DD#29 Trade Trade is a subject that is integral to this era in many ways. Flow of goods and people over the Mediterranean is the primary reason it was natural for an empire to form around it. This is how this sea could ever conceivably become Mare Nostrum, or “our sea”, to the Romans. In Imperator Trade is not limited to something you conduct to make money, it also ties into the other systems in the game. So before I move on to the things we have adjusted with this system I will reiterate what we have touched upon in previous diaries about Trade in Imperator. I will also be using Grain as an example: Each city produces one type of Trade Good for your province. -For instance Grain. Having a Trade Good present in a province gives a modifier in that entire province. -Grain gives +0.10% Population Growth. Each of your provinces has a certain number of routes it can use to import goods, and each route can be used to bring in one Trade Good. Having a surplus of a Trade Good in a province gives a small modifier, but one that stacks for each extra unit of surplus. -For each surplus of Grain the Province gets +0.05% Population Growth. Trade Routes can be used to import Trade Goods either making them present in provinces where they are not produced, or to increase the surplus of them, adding to the stacking modifier in the province. -The more Grain you bring in the more Population growth your Province will get. Exporting a Trade Good from a province also requires a surplus in that province. Generating a surplus without importing requires can be done either if your province has more than once city producing the same Trade Good, or if it has 15 slaves in one of its cities. Each group of 15 Slaves will increase the Output of a Trade Good by 1. Surplus of a Trade Good in your capital province gives a national bonus. Capitals have more import routes than other provinces, most notably they gain more from the rank of your country. -Grain gives +10% National Manpower when in surplus in capital. Trade Good bonuses are dependent on the type of Good and they come in a wide variety. This allows you to tailor your provinces, and even more so your country, to your needs and desires by controlling what you produce and where you ship it. Last but not least each active Trade Route creates Commerce Income in your province, which may add up to quite a bit of money if you have many active routes. We have divided our Trade Goods into functional categories to reflect their effects: Strategic Goods such as Wood, Iron or Elephants, are required to be present in a province in order to recruit certain types of units there. Military Goods are those that impact the performance of your Armies. Growth Goods, such as Grain, are Trade Goods that increase Population Growth (and since population size reduces population growth these goods may also be required to maintain population without starvation in very populous regions). Population Goods are Trade Goods that will increase the happiness of your pops, making them more productive and less likely to revolt. Economy & Technology, the last category, provides a variety of bonuses to technology, buildings, tax, commerce, loyalty or civilization level. By mixing and matching which Trade Goods you import, you can decide what kind of country you want to build. By importing Strategic and Military goods you could build stronger and cheaper armies. A mix of Growth and Population Goods would allow you to build a stronger internal economy, with more productive and prosperous population. Technology boosting goods for greater scientific leaps. And of course any mix of the above. Some things might not be as obvious, a country that conducts a lot of expansion may well see the need to focus on the Population Goods such as Wine, Olives and Precious Metals, to keep the recently conquered foreign populations happy. Diplomatic Range The Mediterranean world was in some ways very interconnected, but travel time, reputation and maintaining diplomats for long distance diplomacy for a small country would not have been easy. In order to conduct most Diplomatic Interactions except for declaring war, military access, and suing for peace, will be limited by your Diplomatic Range. In order to determine if you are within diplomatic range of another country, your maximum diplomatic range will be compared to the distance between your capital and theirs. The Maximum Range is modified primarily by how high your Rank is, but it is also modified by inventions. An overlord and a subject will always be considered to be within Diplomatic Range of each other. Powerful and advanced countries will thus be able to perform far reaching diplomacy, while smaller states will be more limited to their immediate area. Exports: We only touched briefly on export in the previous diary on trade, and what we did mention has changed. There are no longer any general Trade Access treaties. Rather than making you sign one deal to get access to all the Trade Goods of a country you will now be able to ask any country within diplomatic range to be allowed to import something they have a surplus of. Likewise other countries will be approaching you for the right to import your Trade Goods. So why would you agree to export something when there are so many nice benefits from stacking things inside your own country? To start with there is an economic incentive. The amount of Commerce from international trade is much higher than that from internal trade routes. Meaning that exporting can net you much higher income, especially if you do it from somewhere with good modifiers to commerce (such as a province with many high happiness Citizens and Markets). Secondly there is a fourth modifier to be had for exporting a Trade Good. For Grain, our old example above, this would be +5% National Manpower. Taken together this means that export is sometimes quite a bit more lucrative than using your own import routes to move Trade Goods around within your own country, though there will of course still be situations where you may prefer not to export a Trade Good that would benefit a neighbor more than you are comfortable with. The British Isles Southern Britannia As we move on into territory that is further from the Mediterranean we are now approaching lands of which we know far less. The British isles were by no means unknown to the ancient world, most recently the islands were supposedly visited by Pytheas of Massilia. Of Pythias works however very little remains, and we only know them from what others have written about them. So for most cases we have had to extrapolate what information we do have backwards. What we do now, from written sources as well as archaeology, is that the British isles were undergoing a period of growth and wealth. Rich in iron, base metals and even gold, these islands were also good agricultural land and are described as exporting grain and cattle. Southern Britain would also have been in somewhat close contact with Gaul to the south, commercially as well as politically, and would in time come to receive increasing numbers of Gallic and Belgic tribesmen. Starting Countries: Icenia: Middle size Tribal Kingdom in what would much later be known as Norfolk. Would historically ally with the Romans in their invasion after our timeline. Icenia starts independent and unaligned. Trinovantia: Another middle sized Tribal Kingdom, between Icenia and the Thames. Their prosperous capital Camulodunum has been suggested as a possible site for the legendary Camelot, at our start it was still an insignificant village. Trinovantia starts the game independent and unaligned. Cantiacia: Tribal Kingdom stretching from the Thames to the English Channel. Described by Caesar as a maritime oriented kingdom, with close ties to the Gallic states to the south. Cantiacia starts independent and unaligned. Durotriga: Small Tribal Kingdom of settled agriculturalists on the southern coast of the island. Durotriga starts independent and unaligned. Dumnonia: Tribal kingdom in modern Devon and Cornwall, with an economy based on fishing and tin mining. Tin was so bountiful that it found its way from this region far south, helped by Phoenician merchants from Gadez in southern hispania. Dumnonia starts independent and unaligned. Ordovicia: Tribal Kingdom in the fortified hills of northern Wales. Ordovicia starts independent and unaligned. Demetia: Small Tribal Kingdom in western Wales, etymologically close to the later name Dyfed. Demetia starts independent and unaligned. Deceanglia: Small Tribal Kingdom in northern Wales, a region that would become known for its precious metal mines during Roman Rule. Deceanglia starts independent and unaligned. Siluria: Warlike tribal kingdom in southern Wales. Known later for their resistance to Roman occupation. Siluria starts independent and unaligned. Dubonnia: Large Tribal Kingdom in modern Western England. The Dubonni economy and society is based on agriculture and like many other societies in the British isles and elsewhere guarded their people with hill forts. Dubonnia starts independent and unaligned. Cornovia: Tribal kingdom in the northern midlands, north of Dubonnia. Starts independent and unaligned. Northern Britannia, Caledonia and Hibernia As in Southern Britannia there are scant sources for this region. The north was only partially subdued by Rome and so we have even less to go on here in some ways. The southern part of this region is home to the strongest of the Pretani states, while the far north of Caledonia has a number of resilient Pictish kingdoms, in between some unowned (but populated) stretches of land. As in the south the region had seen the rise of societies around strong hill forts, and is home to a number of growing cities in the Lowlands and Northern England. Starting Countries: Brigantia: Largest Tribal Kingdom in Britain, and at the start also the strongest. Controls all land between the Irish and North Seas. Would remain a substantial power long after Roman conquest. At start Brigantia is independent and unaligned. Parisia: Small tribal kingdom in modern west Yorkshire, part of the Arras culture. Would in time come under considerable influence from Belgic tribesmen who migrated into this region. Parisia starts independent and unaligned. Carvetia: Tribal kingdom to the north of Brigantia, and likely closely related to them. Starts independent and unaligned. Votadinia: Pictish Tribal kingdom in what would become the northern end of Roman Britain, today Southern Scotland and Northern England. Votadinia starts independent and unaligned. Damnonia: Pictish Tribal Kingdom in in the western lowlands. Very little is known of this tribe, which is only attested in Ptolemy’s Geography. Damnonia starts independent and unaligned. Taexalia: Pictish Tribal Kingdom in the highlands. Starts independent and unaligned. Caledonia: Pictish Tribal Kingdom representing the tribes of the northern highlands. Starts isolated, independent and unaligned, at the northern tip of the island. Ulatia: Hibernian Tribal kingdom in Northern Ireland, representing the tribes around the royal center at Navan Fort. Starts independent and unaligned.
  4. Combat Mechanics - DD#28 Battles & Deployment In the period covered by Imperator, battles were in many ways quite different from periods we cover in our other games. The battle system of its predecessor, Europa Universalis: Rome, did have a unique touch to it with its unit types and their various strengths and weaknesses, but was otherwise more similar to the battle system of the Europa Universalis Games. In Imperator we have revamped combat in a number of ways to behave more like you would expect from the era, while also giving you greater control over how battles are fought. First I’d like to refresh some things we have already gone through. Like in EU: Rome battles are fought in phases were a unit will attempt to damage the unit in front of it. If there is no unit immediately facing your unit it can try to damage a unit diagonally adjacent to it. The maneuver rating of each unit type determines how far away it can target a unit on the opposite side (for an overview of unit types see this former diary). How much damage each unit can deal is dependent on its strength towards the unit it faces. As an example a unit of heavy infantry will deal more damage to light infantry. Modifiers from Military Traditions and Unit Abilities can further strengthen certain units overall, or in certain terrains, as can well chosen Battle Tactics. Now for the new stuff Unlike in its predecessor, there is no second row from which units can deal damage in Imperator:Rome. Instead there is a Primary Frontline and a Secondary Frontline. The First Frontline will enter battle first, damaging the opposing side until its morale breaks or it suffers enough damage to be eliminated. The Secondary Frontline will then begin to move forward to become the new front. On the sides the units designated as Flank units will be deployed, these will first fight and kill the opposing flank, and then start targeting the center if they can (decided by their maneuver value as described above). In the army interface you will be able to select which unit type you want to be prioritized for First Frontline, Second Frontline and Flank. The preselected choices will depend on your Military Traditions but they can be changed freely by the player or the AI for each army. The size of the flank can also be set, either 2 cohorts, 5 cohorts or 10 cohorts. Additionally some unit types are now scripted to be able to deal or take more morale damage or more physical damage, making them more or less suited for each role. In most cases this means that you might see a first skirmish phase where your Primary Frontline of Archers or Light Infantry try to do as much damage as possible to the other side before their morale breaks and they retreat. They are then followed by the units of the Second Frontline, potentially composed of heavier units such as Heavy Infantry or/and Elephants. In an ideal world you might want to deploy something like Horse Archers on the Flanks, with a high maneuver value that would allow them to deal damage far into the center once they have defeated the opposing flank, but you might also go for something specifically to prioritize countering the opposing flank. Since the choice is free you can to put any type of unit in each of these roles. If you are playing a country with specific bonuses to certain unit types from military traditions, that might change which unit you want to be in which position. If you just want to try something unexpected that is also possible. When you do not have enough of your preferred unit type for a role the game will fill out with units in order of how high their build cost are. Apart from being strong against other unit types some units also have modifiers to how much morale damage they take, or deal. Archers take 25% more morale damage for instance, and Heavy Infantry deals more damage to unit strength of the opposing unit. Battle Indicator Like in Europa Universalis or Crusader Kings, Imperator will show an indicator on the map when a battle is expected to occur in a location where two armies are headed. In Imperator we have added information to this indicator to give a quick view of some of the more relevant combat data of this expected battle. The indicator will change appearance depending on how likely a victory is, and its tooltip will summarize why it predicts a certain result. Now there are many factors that influence the outcome of a battle, and together with the random elements that can skew a battle result this means that the indication might not always be entirely correct. But it will allow you to quickly gauge your chances of success, and show some of the factors that you would otherwise have to look around in the interface for. Attrition: A constant factor in warfare in this era and up until this day is the non-combat related losses in a conflict. Armies moving through hostile territory, or just areas unable to support them in general, will often suffer as many, often more, than ones directly involved in combat. As in other Grand Strategy Games such as Crusader Kings and Europa Universalis locations in Imperator will have a supply limit (shown as a value next to the cauldron in the screenshot above), which is the size of army that the land can support without suffering attrition. Weather and hostile terrain can also directly increase attrition of present armies. An army in a desert city will always suffer 1% attrition from it, as will armies in locations with harsh winter. Base Attrition is shown by the Skull in the province interface above. Together with the mountain passes, roads and other features of the map this means that you will have to pay closer attention to the map when on campaign. Minimum attrition means that an unsafe route might be more punishing than what you are used to. The automatic path-finding will prefer shorter movement times and low attrition when possible, but at times you might want to cross that desert to reach the battlefield you want.
  5. Desperately Seeking Sumer! I’m looking for inspiration to get back into Civ and wondered if anyone was up for a PBEM game of Civ 6? I’ve got a workmate, who is new to Civ, who’d like to play, so we would be looking for two more players max. Looking to start as soon as possible, so please let us know sharpish if you’re interested.
  6. Any chance someone technically minded can increase the efficiency of our account making anti bot systems. I've nuked a handful in the last couple of days, but we never used to have this problem.
  7. Nuked from orbit!
  8. Pops, colonization, The Levant and Levantine & Arabic Traditions - DD#27 Pops: As you may recall from previous diaries Pops in Imperator are the base units we use to represent population. Each pop will have its own type, its own culture and its own religion. How they feel about the country that rules them will largely depend on both local conditions and on how closely their culture and religion aligns with your country. As an example of the former is that certain pop types will be happier if they have access to certain trade goods in their province. An example of a more national level factor that impacts population happiness is their culture and religion. Pops that share your own religion and culture will generally be easier to manage than those of others. Though this may of course be modified by many things such as ideas and laws. Pops exist throughout the cities of all countries on the map and in some regions there might be quite mixed population. Carthaginian Sicily for instance has a large Carthaginian upper class, while the Freemen, Slaves and Tribesmen are generally more mixed with local Siculian and Siceliote (Greek) culture. Pop Movement: Pops can move between cities as a result of scripted content such as events (examples can be natural disasters, tribal groups feuding and migrations) as well as when a city falls and some of its population is enslaved. But the era of Imperator is one where the government intervened quite a bit in population movement. With Hellenistic kings founding great cities in their own name such as Seleucia Magna, Antiochea, Lysimachea, or Ptolemais. The standard way to operate in many of these cases was to force the local population of nearby cities to move into one designated newly prepared location. Some would also be brought in from further afar, not in the least the Romans themselves, founding colonies, first in Italy and later all over their growing empire. Much like the kings of the era, most of the time if you want a certain pop to be transferred to a specific place within your empire you will need to move it yourself. A pop can be moved from one city to either an adjacent city, one adjacent across a seazone, or any other owned city in the same province for a power cost of 20 Civic Power. Slaves are cheaper than other pops to move, and only cost 5 Civic Power to transfer. Since the number of slaves in a city also decides if it can produce more than one surplus of its Trade Good this means that you can more easily set up production centers for certain goods, whereas you will have to pay more power if you want to build a Metropolis in a way away. Civilization Value As mentioned in an earlier development diary Civilization Value is a rating that exists in all locations on the map, and it represents the level of infrastructure and urbanisation in that location. As mentioned briefly in an earlier development diary this is a big factor for pop happiness. Tribesmen will be happier in cities with low Civilization value whereas more stratified pop types such as Freemen and especially Citizens prefer locations with high Civilization value. Your country also has a national Civilization Value of its own (mainly increased by government type and technology) - all owned cities will slowly gravitate towards this value if they are below it, and slightly more quickly towards it if they are above it. Positive civilization growth can also never push the local value above that of your nation. Colonization of Uncolonized Land From the interior of Sardinia to central Germany and Ireland, there is a lot of land that is uncolonized and seemingly empty on the political view. As long as you have an adjacent city of at least 10 pops you can send one of these pops into an uncolonized location and this pop will claim it for their home country at the same cost as the one you pay for moving pops inside your own lands. This will turn the uncolonized location to a city under your control, but it will not change the culture, religion or type of any of the pre-existing pops. If you are a country with a high civilization level the local Civilization rating will now start to climb towards your country value. Making it more suitable for your freemen and citizens, but most likely making the original population of tribesmen quite unhappy (potential ways to counter this is to spend power to convert them to another type or adopt the governor policy for Civilization Effort which changes the type of your tribesmen over time). There are also other ways to resettle people, or to colonize new land. For instance using your army to create military colonies or tribal migrations. But that is something we will get into in greater detail in later Development Diaries. Northern Syria In 304 BCE Syria, much like Anatolia, was in the hands of Antigonus, represented by Phrygia in Imperator. Syria was a quite fertile and well populated region, one of the central Hellenistic regions Syri has a considerable Greek minority population after the campaigns and projects of Alexander the Great as well as the Successors that came after him. At our start date Antigonus himself would have been in his namesake capital, the growing city of Antigonea, preparing for new Pan-Hellenic games, that he hoped would help to impress on the world the importance of his new dynasty and capital. After the fall of Mesopotamia and Persia to Seleucus this capital is now much closer to the border with the Seleucid Empire than perhaps had originally been envisioned (and indeed in real life the city would eventually fall to the Seleucids and fall from glory, though the later Seleucid metropolis Antiochia would be founded close by). Less concerned with the freedom of Non-Greek cities this region is not home to any subject city leagues like Anatolia and Greece. But a number of old states that once capitulated to Alexander remain and retain some level of autonomy in Phoenicia and northern Syria. Starting Countries: Commagene: Small local tributary of Phrygia in the upper Mesopotamian region. Conquered long ago by Alexander Commagene is not central enough to warrant direct control by the its bigger overlord. In time this would be the site of the later kingdom of Commagene Bambyce: Small state based around the cult of the Canaanite deity Atargatis. The state predates Macedonian conquest but has sworn fealty first to Alexander and then to his successors. The Theocratic Monarchy is ruled by the hereditary High Priests of Bambyce. Phoenicia & Upper Syria While Phoenician merchants are still a significant force in the mediterranean, especially in and around Carthage, Phoenicia itself has been under foreign rule for a long time in 304 BCE. The great forests of Lebanon remain a prime source of wood for ships however and has been the goal for Egyptian expansion plans more than once for the largely wood-deprived kingdom. A number of small Phoenician city kingdoms remain here since days past, having sworn fealty first to the Achaemenids and later to Alexander and then Antigonus. The fortified city of Tyre itself, associated with the production of the fabled Tyrian Purple, remains under the direct administration of Phrygian army, and has been the site of many famous sieges in the years past. This is also the region in which the huge Antigonid fleet of Demetrius was built before it set out to invade Greece and destroy the Ptolemaic navy off the coast of Cyprus. Starting Countries: Arados: Small Phoenician city kingdom under Antigonid protection. At the start of the game Arados is a tributary of Phrygia. Byblos: Ancient Phoenician city kingdom on the coast below the Lebanese Mountains. Byblos has been populated for thousands of years but is by now, like the other kingdoms but a satelite of the greater Antigonid realm. At the start of the game Byblos is a tributary of Phrygia. Sidon: Historically one of the most important Phoenician city states, Sidon is now just one of a few remaining kingdoms on the Lebanese coastline. Awarded great autonomy Sidon would come to embrace hellenistic culture. At the start of the game Sidon is a tributary of Phrygia. Judea & Nabatea The Southern Levant is on the doorstep of Egypt and has come to be the site of repeated conflict between the Ptolemids there and the other successors but it has not generally been the price fought over. The current Antigonid control of the region has left much of the inland in the hands of the High Priests of Judea and Samaria, contenting itself with the control of major ports and fortifications along the coastline. Before earning the nickname the besieger Demetrius fought his first battle in this region, just outside the Hellenistic trade port of Gaza. A scathing defeat that did not speak well of his future prospects as one among the other Diadochi. While left alone politically the Jewish states were not unaffected by the influence of the Hellenistic states. Even here Hellenistic influence has penetrated the cultural and religious world of Judea and Samaria, something that would in time lead to theological as well as political conflict. Starting countries: Samaria: Small hebrew Theocratic Kingdom. Ruled by the hereditary high priests of Shekhem and paying tribute to the Antigonid Empire. Samaria also has a growing minority of Greek origin but as of yet is mostly left to their own devices. This may well change if the borders of the great successor empires should stabilize in the future however. At start Samaria is a Tributary of Phrygia. Judea: Judea is ruled by hereditary high priests, at the start of the game this is Simon the first. By some identified as the legendary Simon the Just. Much like Samaria to its north the only direct influence of the successor kingdoms on Judea at the start of the game is cultural rather than political. The Antigonids are happy to leave the local High Priests in charge in exchange for regular tribute. At the start of the game Judea is a Tributary of Phrygia. Nabatea: Small Arabic Trading kingdom, controls most of the lands between Judea and the Red Sea, and lives to a large degree on the Frankincense trade between Arabia and the Mediterranean. At the start of the game Nabatea is independent and unaligned. All of the above states (along with any other Arabic, Native Egyptian and Levantine powers) will have access to the Levantine & Arabic Military Traditions: Levantine and Arabian Traditions The Levantine and Arabian Traditions will allow the countries that have them to excel at desert warfare but also gives a few significant bonuses to Phoenician and Arabian navies in tribute to Phoenician and Arabian sailors. Since this is a region with significant Hellenistic influence you can also to some extent embrace the martial ideals of the Hellenic Kingdoms. Starting Tradition - Pathfinders: Land Unit Attrition -15% “Arabian Path” Desert Sands: Hostile Attrition +0.50 Merchant Coast: Trireme Cost -50% Beasts of Burden: Camel Offense +15% Ships of the Desert: Camel, Light Cavalry and Heavy Cavalry Desert Combat Bonus +15% Sturdy Design: Trireme Defensive +15% Legacy of the Builders: Training Camp Cost -25% Oasis Trade: Camel, Heavy Cavalry and Light Cavalry Cost -25% Finisher Bonus - Trained Camelry: Camel Discipline +15% *Egyptian Path* The Spear of the Kingdom: Light Infantry Defense +15% Arms Race: Trireme Discipline +15% Stonemovers: Fort Defense +15% Colonial Integration: Allows Military Colonies The Blood of Egypt: Trireme Morale +15% Thick Hide: Camel Defense +15% Cradle of Civilization: National Manpower +15% Finisher Bonus - Rank Upon Rank: Light Infantry Discipline +15% *Graeco-Levantine Path* Surfeit of War: Heavy Infantry Cost -25% Thorakitai: Light Infantry Offense +15% Machimoi Epilektoi: Heavy Infantry Offense +15% Greek Warfare: Allows Phalanx Good Reputation: Mercenary Maintenance -15% Ramming Speed: Trireme Offense +15% Unending Riches: Monthly General Loyalty +0.02 Finisher Bonus - Learning from the Best: Heavy Infantry Discipline +15%
  9. So, Civ 6 comes out in 10 weeks or so. Who's up for one last visit to the bar? Last orders gents! If anyone is interested in one last (?) game of Civ 4 please chime in over there: http://www.weplayciv.com/forums/show...he-Last-Hurrah
  10. Nice, I hope we see some Youtube footage!
  11. Soren Johnson has just released some news regarding his next project. Could this be the next great 4X turn based strategy game? Fingers crossed..... Everyone here at Mohawk is very excited to work with Starbreeze on 10 Crowns, going back to our game development roots to make a classic historical 4X strategy game with some important and radical innovations to the genre. I look forward to sharing more about the design with the strategy game community and involving them in development as early as possible Soren Johnson, Mohawk Games 10 Crowns is currently in prototyping stages of development. https://www.mohawkgames.com/2018/02/06/starbreeze-publishing-signs-mohawk-games-strategy-title-ten-crowns/
  12. The Economy and Egypt - DD#26 Economic Policy & Power Conversion The main way you have to control your finances in Imperator will be through your Economic Policies. As described in an earlier developer diary the main source of income over time in Imperator will be Taxes (which are generated by Slaves) and Commerce (which is generated by Trade, and enhanced by Citizens). To modify these you have Economic Policies. Three of these are for your main sources of income and four of them are for your main running expenses. Each category in turn has three different settings and they can all be changed at any time. Generally all settings apart from the default ones come with a drawback as well as a bonus. The expenses of a country will be mostly familiar from our other games. You pay for the maintenance of your armies, navies and your fortifications. In addition Imperator has another type of expense, Wages. Wages Every office or job in your country has a defined wage. A wage is always a certain percentage of your income, how high dependent on the office it is for (a ruler gets to lift an amazing 5%!). Character Corruption further modifies the wage of office holders. Policies Economic Policies for Income Taxes: Modifies income from taxes. Lax Taxation: -25% National Tax Modifier & -1 National Unrest. Default Taxation: No Modifiers. Harsh Taxation: +25 National Slave Output & -20% Research Production. Commerce: Modifies income from Commerce. Transaction Taxation: +30% Commerce Income Modifier & +4 Slaves Needed for Surplus Trade Good Production Trading Permits: No Modifiers. Free Trade: -20% Commerce Income & +1 Trade Route Per Province Tributes: Modifies how much you expect your subject states to pay to you. Lax Tribute: -33% Tribute Income from Subjects. Subject Opinion +50. Default: No Modifiers. Extortive Tributes: +25% Tribute Income from Subjects. Subject Opinion -100 Economic Policies for Expenses Army Maintenance The Monthly cost for all troops in your country. Decreased Pay: -50% Morale & -50% Army Maintenance Cost Normal Pay: No Modifiers. Increased Pay: +10% Morale & +50% Army Maintenance Cost Fleet Maintenance The Monthly cost for all the ships of your country. Decreased Pay: -50% Naval Maintenance & -50% Naval Morale Normal Pay: No Modifiers. Increased Pay: +50% Naval Maintenance & +10% Naval Morale Fort Maintenance The cost to maintain all forts of your country. Ignored Garrisons: -50% Fort Maintenance & -95% Garrison Size, -90% Fort Defense Paid Garrisons: No Modifiers. Improved Fortifications: +50% Fort Maintenance & +25% Garrison Size and Fort Defense Wages How much the wage of offices and jobs is increased or decreased. Reduced Wages: -25% Monthly Wages for all Characters & -0.5 Monthly Loyalty Normal Wages: No Modifiers. Increased Wages: +50% Monthly Wages for all Characters & +0.1 Monthly Loyalty Deficit Should your country at any time find itself running a deficit this will result in a number of bad things. These can be seen at the bottom of the screen under the balance itself. Some of these events may well help you turn your economy around, but none of them come without a high price to be paid in some form. Power Conversion Money is not the only currency you make use of to play Imperator. Many things instead come with a cost of Military, Civic, Oratory or Religious Power. At times you may find yourself lacking the type of money you want, or with enough power but no gold. For that matter sometimes you are in an emergency situation and need gold at all cost. In Imperator you can always, for a harsh exchange rate, spend money to buy a type of power that you lack, or turn surplus power into money. Egypt: Egypt is a very large region, and one integral to the the period we cover. Due to the peculiarities of Egyptian Geography, where population is mostly concentrated to a thin strip along the Nile, I will today be using two terrain map mode screenshots for each section. Lower Egypt & Cyrenaica: Few countries have an as extreme social geography as Egypt. The Delta is one of the most fertile places on the planet, and has often been referred to as the “Granary of the Mediterranean”, but this lush agricultural landscape transforms into desert in an instant as soon as the nile is no longer near. While Egypt is among the most populous regions in game it is also one where almost all wealth and people is concentrated to a rather small area. Easy to control, but also potentially easy to invade. Something that has been tried more than once during the many wars of the successors already. Egypt is also home to a cultural and religious world that is far older than those currently fighting over its soil. In 304 BCE this is a culture that still lives and thrives. While the country has been under Greek rule ever since its conquest by Alexander the Great it is by no means simply a Greek country. Increasing number of Greek settlers are worshipping not only their old gods but also the old (and in some cases new) gods of the Egyptian people. Starting Countries: Egypt: The partition of Babylon awarded Egypt to Ptolemy, one of Alexander’s most trusted men and oldest friends. As this was one of the wealthiest regions in the mediterranean, perhaps the entire world, this made Ptolemy the richest of the successors by far. But compared to many of the other successors, the Ptolemaic strategy has been cool and calculated rather than bold, or even rash. With some few exceptions (like his seizure of the Cataphalc that held Alexander’s body, on its way home to Macedonia), Ptolemy has played a more conservative game. The great wealth of the Nile has been spent building new armies, forging alliances in Greece and the Aegean world, as well as inviting prominent scholars, philosophers, colonists and warriors from the wider Greek world to settle in the young kingdom. From a very early time the Ptolemies also started adapting to the local Egyptian forms of kingship. Using the title Pharao, and actively funding and encouraging the growing syncretism of Greek and Egyptian religion such as the Cult of Isis and Serapis. In many ways this strategy has been a fruitful one. Given that most of their subjects are non-greeks the Ptolemaic kingdom is reasonably stable. Foreign invasions have also been repelled more than once. However, when Ptolemy himself finally embarked on his great powerplay to invade Greece, with an enormous fleet and great army, he found the Greek cities disinclined to welcome him. A short time after the Ptolemaic fleet was destroyed at the battle of Salamis by Phrygian forces under Demetrius. Despite this shattering defeat, a strong friendship with the Seleucid empire, and an unthreatened homeland, means that it is likely only a matter of time before Egypt can act again. As the game starts Egypt is allied to the Seleucid Empire and it still has no navy. As Egypt you will be able to spend your wealth financing great projects such as the construction of its famous Lighthouse, as well as the fabled Museion of Alexandria (how ambitious you aim to make it is of course up to you). Cyrenaica: Small state on the coastline west of Egypt. Cyrenaica is home to a number of reasonably afluent Greek cities and in its time it was a also a center of learning and culture. On the other hand it has historically also often been subservient to Egypt. Cyrenaica was one of the first places attacked by Ptolemy to consolidate his rule over Egypt and placed under the rule of the Macedonian commander Ophellas. Four years before our start date however, Cyrenaica entangled in the designs of Agathocles of Syracuse, who implored them for help in his African campaign against Carthage. Ophellas was swayed and sent an army to aid Agathocles, only to be killed by him when he arrived. The cities of Cyrenaica have used this opportunity to seize their freedom once more. The Ptolemies in Egypt, entangled in their own conflict in Greece and Syria have not yet sent an expedition to reclaim the region. In 304 BCE Cyrenaica is independent and unaligned. Upper Egypt and Nubia As we progress up the Nile the river itself remains the main center for cultivation, habitation and transportation. A number of oases, mining colonies and caravan routes exist, and are vital for anyone wishing to benefit from this region, which is rich in Gold, Gems, and Marble. But politically the way to control it is the river. Upper Egypt is also a region where we increasingly run into the Nubian people that in centuries past have adopted many aspects of Egyptian culture and for a period even ruled the entire region. Starting Countries: Kush: Large Nubian kingdom south of Egypt, ruled from the ancient city of Meroe. Kush is far from the Nile delta and the core of the Ptolemaic Egyptian state, but it is still the most credible threat to control of Upper Egypt. Kushite invasions have been a constant factor in Egyptian politics ever since they were ousted from control of the Lower Nile centuries ago. Blemmya: Tribal Nubian kingdom east of Kush. Blemmya starts independent and unaligned. Dodekaschoinos: Traditionally the region on the border of Kush has been given as donations to the temples of Syene, Philae and Elephantine. The Dodekaschoinos acted as a military border zone with great autonomy under the leadership of the priestly egyptian families for centuries, both under Ptolemaic rule and before, and when Ptolemy II expanded Egyptian control further south it was also entrusted to this state. At the start in 304 Dodekaschoinos is an Egyptian Client State. Crete Crete is not the primary concern for any of the great powers in conflict around the mediterranean. Too large to conquer easily and yet too unimportant for a major campaign they instead focus their naval attention on Cyprus, Rhodes and the many small islands of the Aegean. The island is divided between a number of smaller states, each with their own allies and ambitions. The ancient power center at Knossos remain the most influential power of the island, but is being increasingly challenged by other states such as Gortyna. In many ways it is its own microcosm, locked in its own frequent minor conflicts and rivalries. With outside powers frequently stepping in for a short time to aid one side or another. The island also grew to be a bit of a pirate haven during this general time of conflict in the mediterranean. Unlike in other parts of the Greek world the island would remain divided for a long time, without forming any of the otherwise so characteristic city leagues that other Greek states used for protection. It would remain this way until the entire island exploded in conflict late in the 2nd Century BCE, in the Lyttian war, which drew in outside powers like Macedon, Rhodes and many of the Greek City states of the mainland. Starting Countries: Knossos: Autocratic Monarchy in central Crete. The oldest and traditionally the strongest state on the island. In the past Crete has often been under Egyptian influence and it is to the Ptolemids in Egypt that the rulers of Knossos look for help. At our start Knossos is independent and allied to Praesos. Gortyna: Democratic Republic on the southern Central part of the island. Rival of Knossos (but also in the past an ally) with its own ambitions. Eleutherna: Small city states just west of Knossos. Historically the Lyttian war would erupt due to this city accusing Knossos of murdering their ruler. Eleutherna starts as a feudatory of Knossos. Kydonia: Small Plutocratic Republic in western Crete. At start Kydonia is independent and unaligned. Polyrrenia: Small Aristocratic republic on the far western tip of the island. Starts unaligned and independent. Tarrha: Republic between Polyrrenia and Gortyna and an ancient religious center of the island. Starts as a feudatory of Gortyna. Ierapetra: Small Cretan city states in south eastern Crete. Frequently accused of harboring pirates. Ierapetra starts independent and allied to Lyttus. Praesos: Plutocratic Republic on the eastern tip of the island. At start Praesos is allied to Knossos. Lyttos: Very old and influential Oligarchic Republic on the north eastern side of the island, neighboring Knossos. Lyttos has often been a rival of Knossos. At start Lyttos is allied to Ierapetra.
  13. National Ideas, the Southwestern Meditteranean & Carthage - DD#25 National Ideas: Much like in its predecessor, Europa Universalis:Rome, in Imperator you can tailor your country to your goals by picking national ideas. How many you can have active is dependent on your government type. There are 36 different National Ideas that you can choose from (and they will be listed in this diary). Each idea has its own bonus and each belongs to one of four categories corresponding to the power types in the game. Selecting a new National Idea costs 50 Civic Power. Some are available to you at the start, others have to be unlocked by Advances during the course of the game. As a rule Tribal governments can have two national ideas, while the more advanced government forms, like Republics and Monarchies, can have three (but there are exceptions to this rule). Each government in the game comes with a base bonus specific to that government. There is also a secondary bonus for each government, that you will get if your country has ideas picked that correspond what is expected by the government form. As you can see in the screenshot, Carthage is an Oligarchic Republic. This means that they can pick two Civic Ideas and one Oratory Idea, if they want their additional bonus. For Rome, which starts as an Aristocratic Republic, this means it needs two Military Ideas and one Civic Idea to get the additional bonus. National Idea Bonuses are of course still subject to change. Currently the National Ideas in the game are: Military Ideas Martial Ethos Morale of Armies: +10% Ensuring that our soldiers and veterans hold a prestigious place in the social hierarchy, is key to their contentment and loyalty. Thalassocracy (requires Martial Advances 6) Morale of Navies: +20% The sea affects the very rise of and fall of empires. Dominance in this theater is vital to our interests. Elite Soldiery (requires Martial Advances 12) Discipline: +5% Over-reliance on a reactionary militia leaves a nation at great risk of invasion, coup or collapse. A well trained standing army, is sure to protect against these threats. Permanent Shipyards Trireme Cost: -50% Establishment of permanent shipyards capable of constructing vessels of war, will ensure that skilled shipwrights are always at our beck and call. Conscription (requires Martial Advances 6) National Manpower: +25% Mandated military service for all those considered mature, is not only a duty - it is a privilege. Militarized Society (requires Martial Advances 12) Army Maintenance: -33% Navy Maintenance: -33% A society which honors its warriors, is one in which the young will grow up proud and eager to serve. Ordered Retreat Unit Reorganization Cost: -50% Retreat can be far from dishonorable. Ensuring that all our warriors have a plan of action in the event of having to fall back, will result in a much quicker recovery when they do. Siege Training (requires Martial Advances 6) Assault Ability: +15% From oppida to forts, to walled cities, the world is full of fortified settlements. Adequately training our warriors to penetrate enemy walls will doubtlessly pay dividends. Support of the People (requires Martial Advances 12) Hold Triumph Cost: -50% Convincing our citizens of our national prowess is just as important as a victory itself. Civic Ideas Standardized Construction Build Cost: -30% Build Time: -30% As our nation begins to require more and more civic buildings, it has become apparent that a standardized method of planning and construction would greatly reduce the cost and time invested. City Planning (requires Civic Advances 6) Build Slots: +1 Fitting buildings within a walled city becomes much more of an issue as population sizes grow. Adopting a grid-based approach to city planning will allow us to better account for available building space. Central Urban Spaces (requires Civic Advances 12) Province Loyalty: +0.03 Enlargement and renovation of the central forum within our capital will provide for additional civic building opportunities. It is of paramount importance that our subjects are proud of their capital. Complex Tariffs Commerce Income: +33% Whilst a simple tax on goods passing through our territory may be popular; a complex system will allow us to maximize revenue. Patronized Trading Posts (requires Civic Advances 6) Capital Import Routes: +3 Keeping a firm financial interest in the various trading outposts within our nation will allow us to exercise greater control over the flow of certain goods we deem valuable. Institute Tariff Exceptions (requires Civic Advances 12) Province Import Routes: +1 Giving our cities greater leniency in tariff control will enable them to attract better investments. Tax Farming Global Slave Output: +20% By shifting responsibility for tax collection to third parties, we can make far greater budget calculations, as well as avoid certain unfortunate responsibilities. Land Appropriation Reform (requires Civic Advances 6) Move Freemen Cost: -50% Move Slaves Cost: -50% Private ownership of land is a necessity. However, it is clear that where the state requires the use of certain territories, it must have the power to relocate those inhabiting them. Grain Stockpile (requires Civic Tech 12) Population Growth: +0.10% Nobody can predict a bad harvest. We could, however, prepare for it. By always saving a surplus of grain, we would avoid starvation during particularly unfortunate seasons. Oratory Ideas Sanctioned Privileges Monthly Corruption: -0.1 By agreeing to look the other way from time to time, we can lessen our reliance on using currency as a tool for bribery. Strategic Propaganda (requires Oratory Advances 6) Wrong Culture Happiness Penalty reduced by 15% By coordinating lines of communication with key members of the political, religious and civic spheres, we have the perfect tool to manipulate popular opinion. Legislative Reform (requires Oratory Advances 12) Wrong Culture Group Happiness Penalty reduced by 15% The institution of a standardized code of practice, while not necessarily changing the way our government operates, will surely calm the dissenters in our nation. Military Administration Military Tradition Cost: -33% By merging a clear, ordered bureaucratic framework into our military hierarchy, it becomes far easier to coordinate large military reforms. Patronized Scholars (requires Oratory Advances 6) Invention Cost: -20% Embracing a reputation as a nation where scholars are to be lauded as well as patronized, is sure to yield rewards in the future. Functional Bureaucracy (requires Oratory Advances 12) Enact Law Cost: -33% We cannot expect our citizens to simply become aware of changes in the way we run our nation - instituting a framework of bureaucrats, representatives and messengers is vital to spread word of our decisions. Permanent Ambassadors Diplomatic Relations: +1 In certain diplomatic circumstances, it may benefit us to have a member of government installed as a permanent representative in the courts of our peers. Casus Belli (requires Oratory Advances 6) Aggressive Expansion Impact: -33% Whatever our true intent, foreign tolerance for our wars is always greater if we have a legitimate reason for conquest. Being seen as protectors of liberty is often reason enough. Hospitium (requires Oratory Advances 12) Improve Opinion Maximum: +33% The duty of the host should be extended to all those who visit our nation. Especially those whom we wish to persuade... Religious Ideas State Religion Call Omen Cost: -25% Incorporating our faith as a state entity will have significant political advantages. Religious Calendar (requires Religious Advances 6) Omen Duration: +100% Feast days, festivals and holidays can be used to reinforce the importance of certain annual events. Setting these dates strategically, will have a positive effect on our nation. Mandated Observance (requires Religious Advances 12) Omen Power: +50% Making religious observance a compulsory activity, will instill a healthy respect for the divine in our populace, from a young age. Haruspicy Sacrifice to the Gods Cost -33% Reading the signs in the entrails of animals has a long history. With a willing haruspex, we could hold festival days at opportune moments, and further manipulate popular opinion at will. Tolerance of Pagans (requires Religious Advances 6) National Unrest: -2 The number of pagan, hybrid, or purely foreign religions making their way into our territory is vast. Allowing individuals the right to privately practice their own religion is sure to result in a more tolerant society. Institutional Proselytism (requires Religious Advances 12) Convert Pop Cost -33% By amending our religious canon to mandate active proselytism, we should find that much of the work in converting pagans is done for us. Origin Myth Ruler Popularity Gain: +50% It would give our leadership much greater authority, if we were to suddenly discover that the origins of our nation can be traced back to the heroes of old... Divine Mandate (requires Religious Advances 6) Monthly Tyranny: -20% Convincing our religious leaders to make a proclamation in support of our nation's divine mandate, will allow us to get away with making some of the more... controversial decisions, more easily. Loyalty to the State (requires Religious Advances 12) Monthly Loyalty: +0.05 Loyalty to our leader should imply loyalty to the state. Loyalty to the state, by extension, implies loyalty to the Divine. Northwest Africa: As in previous diaries we will also take a closer look at one of the geographical regions covered by the game today. This time we will leave the ongoing struggles of the Diadochi to instead inspect the starting situation of what would become Rome’s most famous rival, the Republic of Carthage. In 304 BCE the Western Mediterranean has for centuries been subject to excursions by Greek and Phoenician traders and colonists. In time many of the cities founded by the latter have grown to form a strong and powerful league, led by the Great city of Carthage. We have previously discussed the influence of Carthage in the developer diary on Italy. On the African continent this influence is even greater. It is the uncontested ruler of the seas, while relying on its many subject cities and the inland Numidian kingdoms to provide for its armies. The Sicilian invasion led by Agathocles have, however, made two things apparent. First: Some of the Carthaginian allies would happily support an invader. Second: The Carthaginian empire is so thinly spread that it can be hard to respond quickly and adequately to an invasion. Africa: Modern Tunisia, Africa to the Romans, was in some ways a very different place in 304 BCE. This lush agricultural landscape is a great exporter of Grain and agricultural goods, as well as base metals, spices and the famous Tyrian Purple dye that the Phoenicians have become so known for. The inland is in the hands of Carthaginian governors while the coastlines are controlled by the many cities that make up the Carthaginian sphere of influence. Starting Countries: Carthage: Carthage is not the oldest Phoenician settlement in the region, but over time it has become the richest and most influential. It is the undisputed leader of the Punic world and all other Phoenician self ruling cities are expected to obey and contribute to the common armies and navies. Much like the Roman Republic many of its constituent cities still retain a significant amount of autonomy. As mentioned in a previous diary, in the wake of Agathocles invasion the Carthaginian general Bomilcar tried to proclaim himself Tyrant over the city. With his execution Carthage has formally done away with the monarchy and is now only ruled by the council of elders and its Suffetes. When needed, Carthage has had no problem mustering great armies. Mostly it has been doing so by relying on the many armies of its subject states and by using its strong financial clout to enlist mercenaries from the entire Mediterranean world. A practice that is very different from its future rival in Rome. Utica: Plutocratic Republic just north of Carthage itself. One of the oldest and richest Punic cities, Utica is perhaps more prestigious than Carthage itself in some ways. Over the years it has however been eclipsed by the rise of the great city to its south, relegated to pay the part of a supporting ally. Utica starts as a Feudatory of Carthage. Kerkouane: Ancient Plutocratic Republic just east of Carthage, controls the closest mainland ports to Sicily and Cossyra. Kerkouane is perhaps best known for having been totally destroyed by Rome during the Punic wars. Kerkouane starts as a Feudatory of Carthage. Hadrumetum: Rich trading city, one of the main ports of the Byssatis region, would become the capital of the area after Roman conquest. Hadrumetum and the other cities of Byssatis all joined Agathocles in the recent invasion of Africa. At our start Hadrumetum is a Feudatory of Carthage. Leptis: Later known as Leptis Minor or Leptis Parva. Oligarchic Republic south of Hadrumetum in the Byssatis region. Leptis starts as a Feudatory of Carthage. Thapsus: Another city of Byssatis, built by a natural source of Salt Thapsus is another Phoenician trading colony that has become part of the expansive Carthaginian state. Thapsus starts as a Feudatory of Carthage. Achola: Phoenician Oligarchic Republic in southern Byssatis. Unlike the other cities of Byssatis, Achola did not join Agathocles in the recent Sicilian war in Africa. Achola starts as a Feudatory of Carthage. Emporia & Tripolitania: South of the main cities of Carthage lie the regions of Emporia and Tripolitania. Both are groups of cities that send their tribute to Carthage together. While the region isn’t as lush and rich as the Carthiginian heartland these states are still relevant as exporters of Fish Sauce, purple dye and salt. Closer to the Sahara and its oases they are also more subjected to raids from the peoples within it. Starting Countries: Tripolitania: Named for three cities (tri-poleis) of Sabratha, Oea and Leptis Magna, Tripolitania is an Oligarchic Republic with considerable autonomy and surprising economic muscle for its location. Far from the Carthaginian homeland it has had to care for its own protection against Greeks and Numidians alike. Tripolitania starts as a Feudatory of Carthage. Emporia: Named for what it is, Emporia is a region of cities that provide the Carthaginian lands with goods from the desert peoples as well as from coastal manufacturing centers. Like Tripolitania, and unlike many of the other Punic cities, it has often found the need to defend itself against desert raiders using its own resources. Emporia starts as a Feudatory of Carthage. Musulami: The first of the Numidian Tribal Kingdoms we will mention today. Musalami is the smallest of the tribal states in the Carthaginian sphere. In exchange for protection and trade the Musulami provide Carthage with soldiers and manpower for their wars. Musulami starts as a Tribal Vassal of Carthage. Numidia: While the power of Carthage can be felt even here, as the city controls a fair number of the trade ports of the region, Numidia is largely a region controlled by big tribal federations. The Massylians have often entered into arrangements with Carthage, selling their manpower and their cavalry for the right of trade and protection, but their main rival and diplomatic focus is the great Massaesylian tribal constellation further west. At the northern end of the Sahara this region is also at times subjected to raids from desert peoples. Should the conflicts between the Numidian kingdoms come to an end, and the region be unified, it may pose a credible threat to other states in the area. Especially Carthage, with its nearby capital and its control of almost all the ports of the Numidian region. Starting Countries: Massylia: Tribal kingdom in modern Algeria and Tunisia. The Massylians have for a long time provided the Carthaginians with troops and military resources for their wars. In the recent invasion by Agathocles they switched sides however and joined with the Greek invaders. Only when they realized how small the invading army actually was did the Massylians again switch sides, back to their Carthaginian overlords, an incident that Carthage would do much to forget. Massylia starts as a Tribal Vassal of Carthage. Massaesylia: Tribal Kingdom in modern Algeria. Historically a rival of the other Numidian kingdom Massylia, but unlike them the Massaesylians are not aligned with Carthage. Making its capital in a former Carthaginian trade post in Siga the Massaesylians themselves often trade directly with the nearby Iberians and Mauritanians. Massaesylia starts independent and unaligned. Iol: Small Plutocratic Republic in the ancient city of Iol, just west of the northern Carthaginian litoral. Maintaining close ties with the local peoples Iol is the westernmost city of significance at our start date. Iol starts as a Feudatory of Carthage. Metagonia & Mauretania The deep forests of the Riff is home to many North African Elephants. A species now extinct but which was famously used as a Carthaginian beast of war. Mauretania and Metagonia are in many ways wild and untamed regions to the Greeks, Romans and Carthaginians. While Carthaginian trade posts dot the coastlines even here, the main powers are the kings of Mauritania and the Massaesylian federation. Starting Country: Mauretania: Not much is known about this tribal kingdom until much later in our era when it interacts with the newly unified Numidian state. At the start Mauretania occupies the northern parts of what is today Morocco. Expansion without coming into conflict with Carthage will be hard, as they control all ports in this region. Population allowing, there is however a region that is still not settled by any state (even if populated by Mauretanian tribesmen)
  14. I can 'ardly believe you're playing a game of CK2 as a duck! If it goes down well, will you do a double bill?
  15. Religion, Anatolia and the Aegean - DD#24 Religion In the ancient world religion was not quite as important as in the periods covered by some of our other games, like the age of reformation in Europa Universalis or the Crusades in Crusader Kings. That does not mean however that religion was inconsequential in the ancient world. While syncretism was common there was also great variety in the many pantheons of the era and things like the cult of Fortune and worship Serapis in some ways transcended the different religious spheres. In Imperator each Country, Character and Pop will belong to one of the 22 religions in the game. These will be the source of flavor but also of some direct gameplay effects: Perhaps most importantly pops that are of another religion to your country will not be as happy or productive under your rule. Characters of another religion to your country will have a lower maximum loyalty to the state. Pops ruled by a governor of their own religion will be happier and more productive, while the happiness of pops under a governor of a foreign religion will be less happy and more prone to unrest. Religion does not modify opinion between countries but in diplomacy a country of another religion will be somewhat less likely to accept your proposals. Characters of the wrong religion are also less likely to be elected for office in a Republic. In addition you can spend religious power to invoke Omens, to Sacrifice to the Gods and increase stability and on Invoking Devotio to reduce War Exhaustion. Each country is able to invoke an Omen for a price of Religious Power (currently 200 as base). The power and the length of an Omen can be modified by things like ideas, government officials, events, laws and many other things. Unlike in Europa Universalis:Rome an Omen can never directly fail - giving you a negative effect. The name and description of the Omens depends on your religion and culture. A Greek country following the Hellenic faith will for instance seek the Blessings of Ares, Athena, or Tyche. While a Roman one will instead turn to Mars, Minerva or Fortuna. This is also reflected in events and text that reference the gods (and of course in the variety of events available). Pop religion can change either by direct intervention of the state, using religious power, or through the use of the religious conversion governor policy. Characters will generally not change their religion but may do so on their own accord through events, especially if they are ambitious and wanting to pursue a career in the service of the state. You can also demand that your characters change their religion directly, though they may not necessarily appreciate that. In India Buddhism is a still young and spreading religion which will be reflected in a tendency for characters and pops there to switch to it through events. The religions currently in the game are: Hellenic: Having spread from the Greek heartland, the Olympian pantheon is venerated by many. The names, aspects and hierarchy of many of the gods can vary widely from region to region, however, Zeus, or Jupiter as he is known to the Romans, is regarded as the figurehead of the Olympian pantheon. Kemetic: The history of the indigenous Egyptian religion stretches back many thousands of years. Manifesting as a polytheistic faith, the worship of Ra, Atum, Sekhmet and others, displays a deep reverence for the fundamental aspects of the natural world. Canaanite: The Canaanite religion venerates a number of Gods and their aspects, in a polytheistic manner. Baal is regarded as the chief deity in a complex hierarchy of lesser gods, which were often worshipped at shrines found on mountains or hilltops. At the start of the game the Canaanite religion is primarily found in Phoenicia and Phoenician colonies, such as Carthage. Zalmoxian: Whether Zalmoxis was originally a prophet or a god, is unknown. The Dacians and Getae however, revere Zalmoxis as a divine being, ascribing many miraculous acts to him. Druidic: Druids acted for the Celts, as a distinct social class. Often acting as magistrates and lawmakers, they also dictated local religious customs and beliefs. Druidic faiths are primarily found in Iberia, Gaul and the British Isles at the start of the game. Iberic: Essentially a hybrid polytheistic religion, Iberian religious practices involve the veneration of animal spirits, as well as ancestor worship. Various Hellenic and Phoenician gods were worshipped by the Iberians, as well as local deities such as Betatun or Ataecina. Jewish: Unusually amongst contemporary faiths, Judaism is a monotheistic religion. Following a series of prophets and teachers, the Jewish holy book, the Torah, contains the details of a covenant created between God and the children of Israel. Zoroastrian: The prophet Zoroaster taught of a monotheistic faith in the Creator-God Ahuramazda. Evolving out of early Indo-Iranian polytheism, great reverence is shown for the 'eternal law', or, Daena, which espouses good and righteous conduct. Matrist: Little is known of the Baltic tribes and their religion. Nonetheless, records survive, telling of cults worshipping a mother goddess, along the baltic coast. North African: The ancient culture and religion was a melting pot of traditional egyptian beliefs, star-worship, and ancestor veneration. Many megaliths - stone constructs raised in honor of the gods - still exist, dotted about the African landscape. Tuistic: The ancient Germanic god for Tius, Teiws, or Tuisto, was worshipped by the early migratory tribes from modern-day Scandinavia. Many accounts suggest that the Germanic people practiced a largely animist religion, venerating the earth and sky, and the life force of all living things. Arabic: Religion in Arabia was a polytheistic mixture of deities, aspects and demons, practiced in localities and enclaves around the region. Allah, the Creator-God, may have been worshipped as the head of the pantheon during this period, in some locations. Ritualist: Representing a variety of localized faiths and folk religions, Ritualism espouses ancestor-worship, animism, and votive offerings Buddhist: A relatively young religion, Buddhism arose in Northern India, following the life of Siddhartha Gautama, or simply, Buddha. The Buddha was an ascetic teacher, who spoke of the Middle Way, throughout India. Hindu: Hinduism evolved out of the Vedic period, shepherded by the creation of the Upanishads, and was widely followed throughout India during early antiquity. Bön: Bön represents a collection of folk religions originally practiced on the Tibetan plateau. Aspects of ancestor worship and animism appear frequently, as well as nascent polytheism. Heptadic: Originating in Scythian lands, this pantheistic faith worshipped seven principal gods, often equated to those of the Greek pantheon. Elements of the earlier polytheistic folk religion of the scythians still remains, as does the practice of horse sacrifice and chariot burials, similar to those of the Celts. Cybelene: The Phrygian cult of Cybele is linked to prehistoric Mother-Goddess worship. Evolving over thousands of years, the cult of Cybele often claimed relationship to mythical figures and heroes, and practiced their religion with the veneration of idols. Khaldic: The Khaldic pantheon represents a religion which grew out of the Urartian culture, many centuries before. A principally polytheistic faith, the chief god was known as Khaldi, and was worshipped as a warrior god. Armazic: Possibly connected to the nearby Anatolian religions, the pantheon of the Caucasian-Iberia region was ruled over by the god Armaz. Chaldean: The history of the Chaldean pantheon stretches back many thousands of years. Worshipping gods such as Anu, Enki and Nanna, the devotees of the Chaldean religion construct imposing temples in honor of their chosen God. Anatolia in 450 AUC / 304 BCE The Aegean and the Ionian Coast In 304 BC the well populated parts of Anatolia is almost entirely dominated by the empire of Antigonus, former Satrap of Phrygia. Settled by Greeks centuries ago the Anatolian coastline has a number of rich cities that are in most ways an integral part of the Greek world. Antigonus policy towards the greek cities has been of relative benevolence and autonomy. The cities have not generally been garrisoned, instead they have been organized in Koines or city leagues, hearkening back to the old leagues that existed in the region before its conquest by Persia and later Alexander the Great. Local adversaries of the Antigonids in the near time has been both Cassander and Ptolemy. The later a long term ally of many of the island countries of the Aegean. The recent Battle of Salamis has however has seen the Ptolemaic fleet crushed and resulted in almost total Antigonid hegemony among the islands, with the notable exceptions of Rhodes and Kos. Anatolia is also the starting point of the old Persian Royal Road, which still connects the region with the Syria, Mesopotamia and beyond. Starting Countries: Aeolia: Republic representing the cities of the Aeolian League, or League of Ilion. While a league of Aeolian cities has existed on and off for hundreds of years, this particular one has been re-enacted as part of Antigonus policy to safeguard the rights of the free Greek cities. Starts as a feudatory of Phrygia. Ionia: Republic presenting the cities of the Ionian League. Like Aeolia this league has been recreated when the cities came under Antigonid control. It is led by the Antigonid lieutenant Hipparchos of Cyrene. Starts as a Feudatory of Phrygia. Miletos: Republic on the Anatolian coast. Once a powerful city and the point of origin for many of the Greek colonists who have settled along the Black Sea Coast. Miletos was freed by Antigonus early in the wars of the successors and at start enjoys its freedom relatively undisturbed. Miletos starts as an independent city. Kos: Small island Republic that was perhaps most known for being one of the few places to produce mediterranean silk, and for its medical school, said to have been founded by Hippokrates. Kos is a long term ally of the Ptolemies in Egypt but with the withdrawal of all Ptolemaic forces after the battle of Salamis they now stand alone. In 304 BCE Kos was, and would continue to be, a major center of culture. This is the home of a number of interesting characters, both in medicine, such as Proxagoras, as well as poets and scholars as Berosus, Philitas, Herodas, many of whom would eventually find their way to Ptolemaic Alexandria. Kos starts as a Feudatory of Egypt. Nesiotic League: The nesiotic league, or league of the islanders, has been created by the Antigonids to organize the many islands of the Aegean. While they may seem peripheral these islands are the source of many goods that are highly sought after in the greater mediterranean world. Glass, silk, marble, precious and base metals can all be extracted from these islands. It’s capital is the sacred city of Delos. Halikarnassos: An old colony of Troizen in the agean the port of Halikarnassos remains an independent city. In his recent excursion into the region Ptolemy attempted to seize it by force, but was repelled by Demetrius Poliorcetes. Halikarnassos starts as a feudatory of Phrygia. Andros: Small island nation between Euboea and the Nesiotic league, aligned with the Ptolemids in Egypt. Andros starts as a feudatory of Egypt. Knidos: Small city state in coastal Caria. Would become known for its medical school, though it was not as famous or influential as that of nearby Kos. Knidos starts as a Feudatory of Phrygia. Rhodes: Island Republic known for its highly praised workshops, shipyards and for some of the toughest fortifications in the Mediterranean. Like Kos the Rhodian state is a friend of the Ptolemids, but after the battle of Salamis these are not a present factor in the Aegean. Rhodes itself has recently withstood a spectacular year long siege by Antigonus son, Demetrius. Despite employing considerable resources and technical innovations the Demetrius failed to take the city, earning himself the nickname Poliorcetes, “the besieger” in the process. Rhodes would in time rise to become a considerable center of production and a respectable naval power, as well a close ally of the Ptolemies. Famously the Rhodians would use the many siege machines left behind by Demetrius to create a monument over their victory in the form of a giant Colossus, later named as one of the wonders of the ancient world. Rhodos starts independent and has a decision available to it to construct the colossus to commemorate its recent siege. Western Anatolia: The Hellespont, Phrygia & Paphlagonia While central Anatolia has been involved in a number of campaigns of the successors, and is now firmly under the control of the Antigonids, the north western coast is home to a number of small states of increasing autonomy. As elsewhere the Antigonid policy has been to maintain the freedom of Greek cities, with cities such as Astakos, Kios and Calchedon and Byzantium enjoying the protection of the larger Phrygian realm. This has so far thwarted the attempts of local dynasts such as Zipoetes in Bithynia, Dionysius in Heraclea Pontica or even the massive Thracian realm of Lysimachos. Should the Antigonid realm, Phrygia in our game, fail the days of these small cities may well be numbered however. Starting Countries: Phrygia: The realm of Antigonus “the one-eyed” Monophthalmus and Demetrius “the besieger” Poliorketes. Phrygia is in many ways the most successful of the Successor kingdoms at this date. Even if Antigonus himself is a very old man by now he has consistently beaten the armies of the other successors and come closer than anyone else to reforming Alexander’s empire. In 304 BCE the Antigonid realm has enemies in all the great powers of the Hellenistic world, but still enjoys a very favorable reputation among the many Greek cities of the Mediterranean. Unlike his opposition Antigonus is known for protecting their freedom and not leaving his own garrisons to guard them. A policy that has proven fruitful for Antigonid armies in Greece, where Demetrius is currently removing garrison after garrison of Macedonian troops. At our start Phrygia has a large number of subject states all over Anatolia and to some extent in Greece. It is also hated by all the other big successor empires such as Macedon, Thrace, Egypt and the Seleucid Empire. Bithynia: Small kingdom by the Black Sea and the Bosporus ruled by the local dynast Zipoetes. Independent since the death of Alexander the great, Bithynia has had to successfully defend itself from both Lysimachos in Thrace and Antigonus in Phrygia. In 304 BC Bithynia has attempted multiple times to annex the nearby city states of Calchedon and Astakos, due to the intervention of their more powerful neighbors. Should these big states be distracted, Zipoetes is likely to try again. Heraclea Pontica: Small kingdom by the Black Sea ruled by Amastris, widow of the Tyrant Dionysios, former wife of the Diadochi Craterus and niece of the Persian Emperor Darius III. Heraclea is a small kingdom with many enemies and needs to pursue very active foreign and domestic policies. Like many of the Diadochi, Amastris has founded a new capital in her own name, Amastris, moving the population of other nearby cities into one place. Heraclea Pontica starts the game as an unaligned kingdom without allies. Paphlagonia: Tribal Kingdom in north western anatolia representing the general lack of authority in the area after the spotlight of the Diadochi wars had moved on. Starts the game unaligned and without allies. Kios: Small kingdom near the Bosporus, tributary of Phrygia. Most all known for its ruler, Mithridates, who is the descendant of the Persian Satraps of Pontus. Kios is nominally subject to the Antigonids and while Mithridates and Antigonus do not trust each other their sons have grown to be friends. Historically Antigonus would invade and execute Mithridates, while his son, also named Mithridates, would escape and eventually found a new kingdom in Pontus. Kios starts as a Tributary of Phrygia. Kyzikos: Small plutocratic republic midway between the openings in to the sea of Marmara. Kyzikos starts as a feudatory of Phrygia. Byzantion: Small city state on the western side of the Bosporus. Its position allows it to control the shipping in and out of the Black Sea. Byzantion is constantly under threat from the much stronger nearby kingdom of Thrace, under the Diadochos Lysimachos, but has so far been able to assert its independence, rebuffing any threats for tribute. Calchedon: Very old and influential republic on the eastern side of the Bosporus. Supposedly called “the city of the blind” due to its founders ignoring the site of the future Byzantion. Another nearby city state, and frequent ally. Calchedon is constantly threatened by the nearby kingdom of Bithynia, and its ambitious king Zipoetes, but have on several occasions been saved by the armies of the Antigonids. At start Calchedon is independent and unaligned. Cappadocia, Pontus & the Black Sea Coast The Anatolian region has been one of many theaters in the ongoing wars of the Diadochi, and has seen the rise and fall of many of Alexander’s generals. These decades of warfare has left the more peripheral places like Pontus and Armenia almost entirely out of reach from the greek successors. Cappadocia, historically often autonomous, has been central to some of the recent wars and is currently under the control of the Antigonid Satrap Amyntas. Starting Countries: Pontus: Tribal kingdom representing the local dynasts in northern Pontus. Like Paphlagonia Pontus has not been the primary scene for any of the fighting in the wars of the Diadochi for quite a while. Historically the former Persian Satraps of Pontus, now kings of Kios, would return to found the Mithridatic kingdom of Pontus not many years after our start in 304 BC. Cappadocia: Feudatory kingdom under Satrap Amyntas, in central Anatolia. While the rulers are Macedonian, Cappadocia remains a firmly Anatolian region with little in the way of Greek population. The former Persian Satraps of the region remain in the court of the nearby kingdom of Armenia and would want nothing more than to return to depose Amyntas. In 304 BC Cappadocia is a Satrapy under Phrygia. Trapezous: Independent Oligarchic Republic on the coast of the Black Sea. Surrounded by the tribal southern areas of Colchis in the east and the Greek coastal parts of Pontus in the west. A major entrepot for Greek traders all over the Pontic coast, eastern Anatolia and the Caucasus. Sinope: Independent Graeco-Pontic city state ruled by the Paphlagonian Tyrant Scydrothemis on the border of Paphlagonia and Pontus. Founded by Greek settlers hundreds of years ago, Sinope lives on its overseas trade and good relations with the city state of Byzantion on the Bosporus. As one of the oldest Graeco-Pontic cities, Sinope has been the point of origin for many of the colonists who founded other Greek cities along the Pontic coast. Sinope starts as an independent Despotic Kingdom. Amisos: Independent Greek plutocratic republic on the Pontic coast. While Amisos is not as rich and influential of Sinope it is a strong little merchant state. Amisos is independent and unaligned at the start of the game. Kerausous: Small City state on the Pontic coast. Founded as a colony of Sinope. Kerasous starts as a Feudatory of Sinope. Kotyora: Small City state on the Pontic coast. Founded as a colony of Sinope. Kotyora starts as a Feudatory of Sinope.
  16. The Greek World and Greek Military Traditions - DD#23 The Wars of the Diadochi As we move on to the eastern part of the mediterranean we approach what is perhaps the main conflict of the early part of Imperator:Rome, a conflict that does not involve the promising Republic in Italy at all. In 334 BCE, a few years after the first Samnite War and some 30 years before the start of the game, Alexander of Macedon crossed the Hellespont and invaded the Persian Achaemenid Empire. Alexander would in short order conquer the empire in its entirety, and soon his rule extended from Greece and Egypt in the west, to the Indus river and Ferghana valley in the east. However in 323, aged only 32, Alexander would die suddenly, in the city of Babylon. After some consideration the generals present in Babylon itself proceeded to divide the empire between them in anticipation of one of Alexander’s heirs coming of age. Almost immediately hostilities would break out between these successor rulers, a series of conflicts that would last far longer than the original campaign to conquer the empire by Alexander himself. The story of this great conflict could fill many developer diaries, and involve everything from securing Alexander’s widows, children, siblings and even his body itself, to treachery, assassination, and unlikely reversals of fortunes. This is a period of some of the most spectacular sieges, naval engagements and land battles of the ancient era. At our start in 304 BCE this conflict is still ongoing, the remaining factions are headed by Cassander in Macedon, Lysimachos in Thrace, Antigonus in Phrygia, Ptolemy in Egypt and Seleucus in Persia. There are no longer any remaining potential heirs by blood to the empire, and so these remaining generals have all begun proclaiming themselves kings in their own right. History knows them as the Diadochi, or successors. Rather than retelling the wars of the Diadochi in their entirety we will get back to them when we focus on the various regions that the Successors rule at our start. This diary is going to focus on the geographical region of Greece, in some ways at the periphery of the conflict, but in others at its very center. Greece 450 AUC - 304 BCE Macedonia, Epirus & Thrace At the time of Alexander’s death Macedonia and the cities of Greece were entrusted to Antipater, one of his oldest and most experienced officers. A few years later Antipater was even declared the regent of the (by then rather theoretical) empire, and entrusted the care of the presumptive heirs to the empire, Alexander’s son Alexander and his incapable brother Philip. Quite an old man, Antipater eventually transferred command of Macedonia in 319 BCE to another general, Polyperchon. His eldest son Cassander, himself a veteran of Alexander’s conquests, saw this as a threat to his own ambitions and allied with the enemies of his father. Eventually taking over Greece and Macedon by force. Well in control of Greece, Cassander would find that his father’s enemies soon became his own. Starting Countries Macedon: The original kingdom of Alexander, now ruled by the Antipatrid dynasty under Cassander. While thoroughly militarized, Macedon itself was never the richest part of Alexander’s empire. In recent years it has flourished under the rule of the Antipatrids, who have spent great resources on founding new cities, improving infrastructure and generally acting as is expected of Hellenistic Kings. In the years preceding our start date Cassander ordered the murder of the last heirs of Alexander, once entrusted to his father. This proved to be quite an unpopular move among the Greek cities but one that met almost no opposition from the other Diadochi. Epirus: More accurately the Epirote League. Led by the newly elected King Pyrrhus Accidae, a man who has been called the greatest military mind of his time. Pyrrhus is still young but would in time make a name for himself as a mercenary and adventurer. Pyrrhus feels he has a legitimate claim himself to the realm of Alexander and is sympathetic to the Antigonid cause. Epirus starts out unaligned and without alliances but many opportunities for expansion. Thrace: The realm of Lysimachos, a seasoned general of Alexander’s wars but perhaps less influential than most of the others we have mentioned. Thrace is aligned with Macedon against the Antigonids in Phrygia but its meager military resources are mostly spent protecting itself from the many tribes to its north and in the Thracian inland. Thrace starts allied with Macedon and with Odrysia as a vassal. Odrysia: Thracian tribal kingdom just north of Lysimachos domain. While technically a subject of Lysimachos it was just as often a rebellious enemy. Odrysia starts as a vassal of Thrace. Taulantia: Kingdom north of Epirus ruled by the famous warrior king who have fought Alexander the great, Antipater and eventually Cassander. Offered refuge to Pyrrhus and his mother when Cassander wanted them dead years prior. Starts unaligned and without allies Cavi: Small tribal vassal of Taulantia in Illyria. Paeonia: Tribal Kingdom in Upper Macedonia founded by a cadet branch to the Argead house of Macedon. Starts as a vassal of Macedon. Central Greece Greece may be far from the center of Alexander’s Empire but it is also extremely central to the wars of the successors. For a Hellenistic King the cities of Greece represent a political capital that few places in the world can match. They also possess considerable commercial wealth and could be a great source of manpower for the ever expanding armies of the Diadochi. Cassander’s strategy in Greece has been to garrison the cities and place his own men in charge of important ones, such as Athens, or the great fortress of Corinth. This strategy has been quite unpopular with the Greek cities themselves but it has allowed him firm control over the many disparate factions and leagues in the region. At the start of our game, Demetrius, son of Antigonus and co-king of our Phrygia has just landed with a big army in the Macedonian stronghold Chalcis, in central Greece. Fresh from the siege of Rhodes and conquest of Cyprus, his reputation precedes him. This is also not the first time that he is campaigning in Greece. Thus, when Demetrius promises freedom to all Greek cities many immediately drop the allegiance to Macedon and join his cause. As our game starts, Cassander and his armies have quickly fled north while Demetrius is now consolidating his hold over Athens and Boeotia. As winter approaches there is a cessation of active hostilities of sorts, but it is not one anyone expects to last. Starting Countries Athens: Perhaps the most prestigious of all cities in the Greek world. Home to the Akademia founded by Plato. Under Cassander Athens was ruled by the Tyrant Demetrius of Phalerum. At our start Athens has just been freed of its Tyrant and has welcomed the Antigonid prince Demetrius Poliorcetes with open arms as the liberator of all greeks. In time this relation would grow a bit more sour but at our start Athens is closely aligned with the Antigonid cause in Greece. Athens start as a democratic Republic and a feudatory of Phrygia. Thebes: Once the leader of the Boeotian league and a power in their own right, Thebes was laid to waste by Alexander the great when he conquered Greece. As if to distance himself from Alexander Cassander has spent considerable funds on rebuilding Thebes to once again be a relevant power in the region, and a loyal ally to Macedon. Thebes begins as a feudatory of Macedon. Boeotia: Country representing the Boeotian League. As soon as Demetrius Poliorcetes landed in Chalcis, the Boeotian league switched its allegiance from Cassander of Macedon to the Antigonids in Phrygia. Starts as an ally of Phrygia. Aetolia: Small country representing the league of Aetolia. Often closely aligned with the Antigonids of Phrygia. At our start they have just entered into an alliance with Demetrius Poliorcetes. Euboea: Represents the Euboean league and controls the entire island of Euboea apart from the fortified city of Chalcis itself. Starts as a feudatory of Phrygia. Akarnania: Small country representing the league of Akarnania in western Greece. Positioned at the border of Macedon and Epirus the small league will have to rely on more powerful protectors in order to survive. At start Akarnania is a feudatory of Macedon. Megara: Small city state between Athens and Corinth. Home to the Megarian school of philosophy and logic. Declared for Phrygia when Demetrius freed Athens from its tyrant. Megara starts as a feudatory of Phrygia. Peloponnesos The mountainous peninsula in southern Greece is home to a great number of small city states. Macedonian overlordship is in living memory but the region was almost entirely freed by the Antigonid alliance in previous wars. Polyperchon, the Antigonid General in charge of the region, recently defected to Cassander and left the region to bring Alexander’s brother to Macedon. The Peloponnesian cities largely remain independent and ungarrisoned ever since Polyperchon left. On the entrance to the peninsula from the north lies the city of Corinth, and its huge fortress, the Acrocorinth, which is still in Cassander’s hands. A small number of city states, primarily around Argos, have also remained loyal to Macedon out of their own interests. Starting Countries Sparta: The largest, and most prestigious state in the Peloponnesos is Sparta. The kingdom is long past its heyday, and has not played any major role in regional politics for quite some time. Nonetheless, the containment of Sparta has been a goal of foreign policy for Macedon both under Alexander and later Cassander in this region. Like Athens, Sparta is the founder of Greek cities around the mediterranean and continues to play a role by getting involved in conflicts around them. Not long from our start date Sparta would send the prince Cleonymus to Italy to help Tarentum. Sparta starts out independent and allied to Tarentum. Argos: Republic that has historically been a major player in the region, and opponent to Spartan hegemony. Argos has been supported by Macedon to act as a close ally and strong loyal force in the region, a counterweight to the rise of other regional powers. Argos starts as a Feudatory of Macedon. Megalopolis: Small city state just north of Sparta. Heavily fortified by the Thebans 60 years prior, Megalopolis is the main city of the Arcadian league in which many of the central cities of the Peloponnese are organized. At start Megalopolis is in a defensive league with Azania, Mantinea and Stymphalia. Azania: Democratic Republic representing various small cities in the Peloponnese upland, most significantly Kleitor. At start Azania is in a defensive league with Megalopolis, Mantinea and Stymphalia. Stymphalia: Small city state next to Corinth and a member of the Arcadian League. At start Stymphalia is in a defensive league with Megalopolis, Mantinea and Azania. Mantinea: Oligarchic Republic in the central Peloponnese. Mantinea’s fortifications and strategic location has made it the scene of important historical battles more than once. At start Mantinea is in a defensive league with Megalopolis, Stymphalia and Azania. Troizen: Small city state on the tip of the Argolid Peninsula. Starts as a feudatory of Macedon. Epidauros: Small city state, and center of the Asklepios cult. Starts as a feudatory of Macedon. Aigion: City state in the northern Peloponnese, formerly the main city of the old and defunct Achaean league. Starts independent and unaligned. Patrai: City state in the northern Peloponnese. Would in time come to be a founding member of the Achaean league that came to encompass much of the entire region some time after our start date. Starts independent and unaligned. Elis: City state in the western Peloponnese, in its territory lies Olympia and Elis is therefore the host of the recurrent Olympic games. Elis starts as independent and unaligned. Heraia: Small city state in the upland beyond Olympia. Borders the Arcadian league but is itself unaligned at start. Messenia: Region formerly annexed and enslaved by Sparta. Messenia was made independent and fortified by the Thebans 60 years ago with the objective to keep Spartan power in check. At our start Messenia maintains a well fortified and firmly Anti-Spartan foreign policy. Starts independent and unaligned. Lepreon: Small city state in the fertile Triphylia region on the western coast of the Peloponnese. Starts independent and unaligned. Greek Military Traditions Greek Military traditions will be used by all countries with a Greek culture as their state culture. Including all of the mentioned Diadochi kingdoms. Like with all Military traditions there are three different paths but you can choose to progress down either one at any time you unlock a new tradition. Like with most things we show you numbers are still subject to change. The names for the paths are also not to be taken too literally. They are never shown in game and are just rough categories for us to work with internally. The Greek can unlock 3 abilities. Raid City, and Border Forts are also present in the Italic Traditions. In addition the Greek Military Traditions also unlock the Cavalry Skirmish ability. This is a togglable unit ability that increases damage dealt by Light Cavalry and Camelry, while also increasing the damage they take themselves. Overall Greek Traditions provide a range of different bonuses to Infantry as well as a sprinkling of Cavalry and naval bonuses depending on what you prioritize. Starting Tradition - Modernized Phalanx: Allows Phalanx “Seleucid Path” Agema: Light Cavalry Discipline +15% Arms For Hire: Mercenary Recruit Cost Modifier -25% Phoenician Sailors: Ship Offense +15% Companion Cavalry: Allows Cavalry Skirmish Kataphraktoi: Heavy Cavalry Discipline +15% Thyreophoroi: Light Infantry Morale +15% The Hipparchos: Cavalry Morale +15% Finisher Bonus - Deep Coffers: Mercenary Maintenance -25% *Greek Path* The Sarissa: Heavy Infantry Morale +15% The Tarentine Advance: Light Cavalry Defensive +15% Siege Craft: Siege Ability +15% Military Colonies: Allows Military Colonies Mine's Bigger Than Yours: Ship Defensive +15% City State Fortifications: Fort Defence +15% Centuries of War: Heavy Infantry Maintenance Cost -25% Finisher Bonus - The Silver Shields: Heavy Infantry Discipline +15% *Antigonid Path* Veterans of the Great Campaign: Unit Starting Experience +15% Proud Shipwrights: Ship Construction Cost -25% The Nobility Ride: Light Cavalry Offense +15% The Victor's Spoils: Allows Raid City Peltasts: Light Infantry Offense +15% Specialist Infantry: Archer Discipline +15% Mastery of the Mountains: Light Infantry Mountain Bonus +25% Finisher Bonus - Combined Arms: Light Infantry Discipline +15%
  17. Italy 450 AUC (304BC) - DD#22 Previously we have talked about how we have approached researching the map. In this diary I will instead focus on what our map actually looks like, and the situation in Italy at our start date, 304 BC. This date was chosen after long consideration and we hope that it will provide an as interesting setting for a game that spans the main expansive phase of Rome’s existence (as well as many other things, but we will get to those later, in other diaries). Italy Ab Urbe Condita 450 - 304 BCE Central Italy - The Rise of Rome: At the start of Imperator, the city of Rome is already an impressive 450 years old. Rome has however not been a major force for nearly as long. In the last 40 years leading up to our start Rome has begun to grow quickly, first unifying the lands of the Latin League under its rule and then expanding at the expense of its former Samnite allies. The recently concluded Great Samnite war has transformed Rome from a local power in Latium and designs on Campania to a large country stretching right across the central Apennines to the Adriatic coast. The defeat of both Samnium and Etruria has both sent shockwaves through Italy and made a few select Romans very influential and very rich. This is an age where the Republic went through a period of dynamic development, with its institutions and its internal politics transforming from that of a small city to what would become the center of a growing empire. Starting countries: Rome: Independent Italic City State that has grown in the last 40 years to be the dominant power in Central Italy. Having just defeated both the Samnites and Etruscans, and acquired a number of new Feudatory subject states, Rome is starting to draw the attention of more faraway powers such as Carthage, Rhodes and Epirus. While the success of the Samnite wars have cemented Roman military superiority, they also highlight how even small conflicts can blow up into great multisided wars in this region. Samnium: League of Samnite states. Former ally but now immediate rival of Rome that has just been defeated in the Second Samnite war. Controls a number of fortifications that cut Central Italy from the south. The emergence of a strong Roman power have made them look abroad for supporters, to Etruria, Carthage and Syracuse. Etruria: Tribal Federation of Etruscan states. The Etruscans are the formerly dominant people in Central Italy and overlords of Rome and many other states in the region. Now, however, they are a country of much more limited power and influence. They retain control over the central Etrurian region as well as parts of the island of Corsica, which was conquered with Carthaginian help many years ago. Sipontum: Small greek city state on the Adriatic coast. Sipontum belongs to a number of states that try to get by without being pulled into the designs of nearby powers such as the Samnites or Epirus on the other side of the Adriatic. Frentani: Sabellian Tribal Kingdom on the Adriatic coast. The Frentani control a vital communication route between the Roman colonies in the east and the route through the Apennines to Rome proper and are among the groups that turned to Rome to offer their allegiance at the end of the Great Samnite war. Nuceria: Sabellian Plutocratic Republic, that fought against Rome in the Great Samnite War. The small state was however spared any vengeance in return for their everlasting loyalty to Rome and starts as a Roman Feudatory. Peligni: Medium Sized Tribal Kingdom in the upper Apennines. Sued for peace with Rome in order to become a Roman Feudatory at the end of the Second Samnite War. Marsia: Tribal Kingdom by the shores of the new lost lake of Fucino. Formerly Samnite ally but now Roman Feudatory since the end of the second Samnite war. Sabinia: Small Tribal kingdom precariously situated on the border of Etruria and Rome. While relations have never been good with the Romans, their recent victories have made Roman settlers even more interested in Sabinian land. Picentia: Tribal kingdom on the Adriatic coast. Neighbors with Ancona and allies of Umbria. Umbria: Aristocratic Republic in the Umbrian Apennines. Traditional enemies of the Etruscans and friends of Samnium. Allied with Picentia. Ancona: Greek city state founded by Syracusan settlers. The local economy based on the export of dyes. With Syracusan presence in the adriatic waning Ancona is nowadays on its own, and surrounded by much stronger tribal countries. Sicily in the age of Agathocles Sicily is one of the greatest and richest islands of the Mediterranean. Like southern Italy it is home to a sizable Greek population, but unlike southern Italy it also has both valuable mines and great farmlands. In 304 BC the island is divided between the Great Power of Carthage and the Kingdom of Syracuse. The latter is ruled by the self proclaimed Tyrant Agathocles. A man who rose from humble origins and a life as a soldier and an adventurer, to be the leader of the greatest city on the island. Agathocles’ installation in Syracuse can in many ways be attributed to Carthage, who assisted with their army, hoping to destabilize the Greek state with which they had competed for hegemony over both the island of Sicily itself as well as Corsica and Sardinia. No sooner had Agathocles been installed and slaughtered his political opposition, than he turned on his former allies. The last 8 years have been a long and drawn out struggle between Syracuse and Carthage. One in which the seemingly much stronger North African republic would see its countryside in modern Tunisia burn, and its commanders decapitated. Nonetheless the peace that was finally signed in 306 BC, just two years before our start date, has more or less been a return to status quo. Carthage and Syracuse still control about as much of the island as they did before, and a central part remains unaligned, unwilling to directly declare for either side. This is an uneasy peace, more dictated by a will to gain respite than real will to seek reconciliation. In Carthage itself, an ambitious general takes this as an opportunity to proclaim himself Tyrant, much like Agathocles did years prior. But where Agathocles could massacre his opponents, Bomilcar is abandoned by all his friends and publicly crucified. It is now 304 BC and in the east Alexander’s former generals have begun declaring themselves kings in their own right. Despite the uneasy truce with Carthage, Agathocles has decided to do the same, and names himself King of Sicily. What his plans are for realizing these ambitions are, only time can tell. Starting countries Syracuse: Sicilian Greek Kingdom that at times have controlled most of the island. Only a medium power in the grand scheme of things but an important strategic piece of the mediterranean puzzle. Syracuse has previously been the overlord of much of Southern Italy and many expect that it has ambitions to that effect again. Siculia: The weakest country on Sicily, this small Tribal country represents the various cities that are not under Syracusan or Carthaginian control at our start. Their population are mostly Siculians and Greeks. Carthage: Carthage is not a Sicily based power, and we will speak more about them in a future diary. Nonetheless they are one of the most influential playable countries in this region. The population of Carthaginian Sicily is a mix of Carthaginians, native Siculians, and Greeks. Southern Italy - Magna Graecia At the time of our start date Southern Italy is a divided region. Also known as “Magna Graecia” It is home to a number of Greek city states, many who have ties to their former homeland, and to the great Hellenic power of Syracuse. The region is also home to a number of large tribal federations such as the Bruttian and Lucanian Leagues. Many of the Greek cities once cooperated in the Italiote League, but many divisive conflicts have made that form of cooperation less relevant. Historically Syracuse has been dominating force in the region, but now Epirus, Rome, the Samnite League and even Sparta are also meddling in local politics. The end of the Second Samnite war in the north is about to send ripples through the political sphere, with some major powers reorienting themselves to be able to protect themselves from Rome, and others instead seeking Roman protection. Starting countries: Tarentum: Small but influential Greek City state, leader of the new defunct Italiote league. Tarentum has often been an ally of the Samnites and sometimes an enemy of Rome. Fearing growing Roman power, the Samnites have come to support Agathocles of Syracuse but Tarentum is equally concerned with Roman and Syracusan aggression and has instead sought other friends. It has found new allies in Sparta, Epirus and even the former enemy Messapia. Lucania: Tribal Kingdom and Regional Power representing the Lucanian League. Enemies of Tarentum and the Samnites, Lucania is in some ways a logical ally for Rome, at least for now. Should Roman expansion take them too far south this might easily change in the future. Messapia: Tribal Messapian Kingdom on the heel of the Italian Boot. Historically often at odds with Tarentum but for now instead allied with both them and and the Apulians. Apulia: Tribal Messapian Kingdom, allied with Messapia. Bruttia: Tribal Kingdom in the far southern tip of Italy. Asserts influence over many of the nearby Greek cities and as such is the main safeguard against any Syracusan expansion in the region. Croton: Old Greek city state maintaining a precarious independence from the Bruttia. In a defensive league with Metapontum and Herakleia. Metapontum: Greek city state on the Tarentine Gulf. Metapontum is in a defensive league with Herakleia and Croton. Hipponion: Greek city state and tributary to Bruttia, traditional rival of Croton, historically often in the Syracusan sphere of influence. Locri: Greek Plutocratic Republic, feudatory of Syracuse. Rhegium: A formerly influential city in Magna Graecia, the Plutocratic Republic of Rhegium is a feudatory of Syracuse. Thuria: Small and weak Greek City state with a very diverse greek population. Tributary to Bruttia. Herakleia: Small Greek City state surrounded by Tarentum and Lucania. Herakleia is currently in a defensive league with Metapontum and Croton but is likely to reorient itself towards one of its larger neighbors. Northern Italy & Gallia Cisalpina In 304 BC the northern Italian basin is dominated by Celtic, Lepontic, tribes. Many among these tribes migrated into the area at the beginning of the century; a moment in time quite entrenched in the Roman psyche, as the tribesmen reached as far south as the city of Rome itself, sacking it, in what would be remembered as the Gallic disaster. Apart from occasional raids and mercenary bands, however, this region is not as integrated with Central and Southern Italy. To most states in this region the growing Roman state is not yet seen as a threat. Starting countries: Boii: Tribal kingdom centered around the location of the modern city of Bologna. Like many other tribes they are said to have migrated into Italy across the alps, but their exact origin is unknown. Veneti: An Italic people with celtic influences occupying roughly the same location as the modern Veneto region in north eastern Italy. Lingones: Small tribe from Gaul that has settled in the Po river delta. Cenomanni: Tribal Kingdom along the Ph River. Insubria: Celtic tribe in the region around the modern city of Milan. The largest of the Lepontic populations. Enemies of the Taurini. Taurinia: Celtic tribal state on the slopes of the western alps. Enemies of the Insubres. Senonii: Small Celtic tribe from Gaul. Responsible for raiding Latium and Etruria as well as the sacking of Rome, and the continued fear of Celtic raids among the Romans. Friniati: Mountainous tribal kingdom in the northern Apennines on the border between Etruria and the Boi. Genuates: Tribal kingdom on the inhospitable Ligurian coast. Guards one of the routes into Italy, but considered by many to be harder to traverse than using the Alpine passes.
  18. Land Combat and Combat Tactics - DD#21 Land Combat Combat in Imperator occurs when two armies are in the same city. The army first in the city is considered the defender, unless the other side has control over fortifications in the province. The battlefield has 60 different positions for each side, as well as a reserve where cohorts currently not fighting will be. Armies will be organised with infantry in the middle, cavalry on the flanks and ranged support in the backline when possible. Each day, each unit will fire on one target in front of them, or towards the side, if they have a high enough flanking ability. Damage is determined by adding up the dice with the combat modifiers from terrain and leaders, where a total of 0 or below gives 2% damage, and the maximum of 15 from terrain and dice gives 30% of damage. The impact of dice rolls on a battle are far less in Imperator than games like V2, EU4 and CK2, as the range of dice is smaller with just a 1d6 being rolled, rather than the usual 1d10. Crossing a river, or doing a naval landing, gives -1 to the attacker. Mountains gives +2 to the defender, while Hills, March and Forests gives +1 to the defender. Leaders impact combat as well, with the difference in martial giving a bonus to the one with the highest martial. Then the damage value is modified by the following before being applied to the target. (Please note that all damage is done after the round of combat is calculated, so it’s not beneficial to fire first.) If you are firing from the back line, you are basically at 50% efficiency. The attacking units discipline is a positive modifier for damage, and this discipline can be either the country, or individual modifiers of discipline down to cohort., and loyal regiments will do slightly more damage. Each type of unit can also have bonuses for fighting better or worse when doing damage or receiving damage, and also for fighting in certain terrains. Of course, they could also have generic bonuses that makes them all around better or worse. Some units perform better versus other types, where Chariots are good versus Light Infantry but bad versus Heavy Infantry. And then the comparison of the combat tactics between the opposing forces. The experience a unit has reduces how much damage that unit takes. Then this damage is multiplied by a value to scale damage so combat lasts over a desired amount of ticks. Combat Tactics One of the more major difference-makers in combat is the tactics. For each army you can determine one offensive and defensive tactic, which each has 1 they are great versus, and 1 they are bad versus. The offensive tactic is used if you are the ATTACKER in a battle, and the defensive tactic is used if you are not the attacker. Offensive Tactics All Out Assault +30% versus Withdraw +20% versus Probing Counter Attack -20% versus Hard Defence Both sides takes +10% casualties. Frontal Assault +20% versus Withdraw +10% versus Probing Counter Attack -10% versus Hard Defence Outflanking Attack +10% versus Strong Counter Attack -10% versus Mobile Defence Echelon Attack +10% versus Mobile Defence -10% versus Probing Counter Attack Probing Attack -10% versus Strong Counter Attack +10% versus Hard Defence Both sides takes 25% less casualties Defensive Tactics Strong Counter Attack +10% versus Probing Attack -10% versus Outflanking Attack Probing Counter Attack +10% versus Echelon Attack -10% All Out Assault -10% Frontal Assault Hard Defence +10% All Out Assault +10% Frontal Assault -10% Probing Attack Mobile Defence +10% Outflanking Attack -10% Echelon Attack Withdraw Both sides takes -25% casualties.
  19. I think they are classed like any other Luxury GT. It's been a while since I fired up BTS, but that is my vague memory of them.
  20. Governor Policies & North African Military Traditions - DD#20 Governor Policies Every governor will, when he is assigned to a province, select a policy he wants to pursue for his reign. The policy picked depend on the personality of the governor, but also on the setup of the province. Not all policies are necessarily beneficial to you as a player, so you can always overrule what policy the governor should have, but that comes at a cost in loyalty of the governor. You can of course change policy as many times as you want in a province, as long as the governor is loyal enough before changing it, but a disloyal governor will change it to benefit himself. Here are the current policies we have in the game. Acquisition of Wealth - Reduces tax and commerce income by about 10% of the province, while enriching the governor. Religious Conversion - Adds some minor unrest, but the governor have a chance to convert the religion of a pop each month, depending on his zeal. Cultural Assimilation - Adds some minor unrest, but the governor have a chance to convert the culture of a pop each month, depending on his finesse. Bleed Them Dry - Increases unrest and reduces population growth dramatically, while increasing income from the province, and also give some to the governor. Borderlands - Increases Manpower and Defensiveness of the province. Encourage Trade - Allows another import route to the province and increases commerce income, for a small decrease in loyalty. Social Mobility - Reduces output of citizens by 20%, while there is a chance for the governor to change the type of a pop towards a balance of citizens, slaves & freemen, depending on the governors charisma. Local Autonomy - Increases Happiness of pops, while reducing their output. Civilization Effort - Increase civilization in the province. Governor policies are designed to get indirect influence over provinces, while having a trade off, where constantly micro-managing it is not beneficial. Of course, all are moddable, and you can make as many of these as you’d like. North African Military Traditions So, time to take a look at another military tradition tree, and this time the North African one, which is available to the North African & Numidian culture groups, and the Carthaginian culture. They all start with the ‘Seafaring People’ tradition which gives 25% cheaper Triremes. The first path is the ‘’Tribal Path”. Born in the Saddle +15% Light Cavalry Discipline Man and Horse +15% Combat Bonus on Plains for Cavalry Sure-footed, as Wild Horses 25% Cheaper Light Cavalry Wild Charge Enables Cavalry Skirmish Stance Local Knowledge 25% less attrition. Call to Arms +15% Manpower Ululating Cry +15% Light Cavalry Offensive End bonus for this path is ‘To Each, Their Own’, which gives +10% output from tribesmen. The second path is the “Naval Path”. Phoenician Heritage +15% Offensive for Triremes Iberian Draft +15% Defensive for Light Infantry Naval Dominance +15% Defensive for Triremes A Life at Sea Allows Repair at Sea ability Noble Warlords +2.5% Loyalty for Generals Imposing Edifices +15% Defensiveness Putting our People to Work -25% Trireme Maintenance End bonus for this path is ‘Maneuverability Above All’, which gives +15% Discipline for Triremes. The third path is the “Army Path”. Skilled Recruiters 15% cheaper mercenary maintenance Professional Marines +15% Trireme Morale The Sacred Band +15% Heavy Infantry Discipline Uneasy Relations More Manpower from Subjects The African Elephant +15% Warelephant Discipline Numidian Cavalry 25% Cheaper Heavy Cavalry Devastating Charge +15% Warelephant Morale End bonus for this path is ‘A Hard Bargain’, which gives 25% cheaper mercenaries to recruit.
  21. Great work Nik! I wonder how long until we get to see some gameplay?