[MOD] 395 CE

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Chris36
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[MOD] 395 CE

Post by Chris36 » Sat Jul 20, 2019 12:00 pm

This mod will be about the division of the roman empire and the big migration of people with the introduction of the huns. :twisted:
While this was historically more of an issue for the Western Roman Empire it might hit both roman states equally in this game. But the Eastern Roman Empire might be the country most threatened in the scenario. Alone due to the fact that they share a big border in the east to the 3rd big player of the scenario: sandwiched by the Sassanids!
So, there arent so many nations as in the original campaign but i think this can be a very interesting scenario for all nations to play. :)

Status of the scenario: I started modding this scenario a few days ago and some things are already done but even some more( a lot of ) things need to be modded in.
It's so much i feel from time to time overthrown and any help by 1 or 2 co-modders would be very apreciated! If you are interested feel free to contact me or write a message here :) .

This is in yet:
Map.Countries: WRE, ERE, Sassanids( some provinces missing ), Alamans, Francii, Burgundians
Via Appia: yet only northern europe(Italy, France, Spain, Germany). In game this is represented by paved roads in the regions along the historically routes of Via Appia.
Region.Rome: Thats the only region i modded building-wise so far, just for fun now. It got some historical buildings(Colosseum and Circus) and some other stuff i found on city-maps of ancient rome like thermae etc.

Heres the map so far:
screen1.jpg
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Im aiming for historical correctness as much as possible but having in mind to balance this scenario. On the one side balanced individually for each nation(Income, culture, decadence) and on the other side balanced in the interaction of the nations(power, military). As an example, it should be hard for a player of the WRE as it should be a very decadent empire with lots of costs due to decadence and military expenditures, especially those costs to keep the borders safe. A country at the brink of collapse. On the other hand the Eastern Roman Empire with less decadence, a somewhat more efficient government but still with lots of costs and trouble at the borders to Dacia, Sassanids, Armenians, Colchis and of course to the West-Gothes and Huns. No one should be in the position to easy overthrow each other.

Ok, this is what i plan to do:
* Full via appia
* Balanced countries in a historical manner: Filling the regions with buildings. As you can see on the screenshot, the WRE has alot of -income, it would be unplayable at this time. This is cause every province is empty now except the region rome but there are ppl living in the regions. So every region need to be ajusted with buildings to represent a financial and cultural situation the romans had historically. At the end, as im talking about Western Roman Empire, it shouldnt have a money surplus like carthage but on the other side it shouldnt go bankrupt within 2 turns. The same goes for decadence. I need to put as much cultural buildings into the provinces to get an acceptable ratio to decadence, relativly to history and gaming ability.
* A few additional historical Buildings: Something like the Hagia Sophia would be cool, or anything else. Interesting field for research!
* Integration of border fortification for the WRE(Limes, Border-Legions) and that wall in scottland
* A few new units: yea some new units would be cool, but i cant handle images or grafics in any way! So i need to take what is there. Though i would love some axe warriours for the Iutes or Angles :).
* New Countries: as most countries needed are already in game( thanks alot for that), there are a few not, as for example germanic tribes as the Quadi or the Vandals. I hope i can just create "new" countries by adding a new tag OR if that doesnt work i will just use an existing tag and retranslate stuff.
* Text: Description for every countries, for the new buildings..
* Ruler names for that timeframe
* Leader names for that timeframe
* Introductionary Events, say hello to the player
* Other events, but not too much as this would excess the size of the work for this scenario
* i dream of special gaming rules for some countries as they exist in the standard campaign for the diadochi for example. Especially rules for both roman states. But i havent looked into the system for now how to establish such rules, hope it isnt that hard to do so.
* Objectives for all countries: Early, middle and later objectives can be added
* Creating countries that arent active yet and got the potential to rebel like Syragius in gallia.
* economy: i want goods to be produced as historical as possible. got several economic maps here out of that time and want to integrate that in game. As much as possible gameplay wise :wink: .
* historically raids and rebellions: you can define in the files when a country starts raiding/rebelling/attacking( at least i understand those lines yet) in early/middle/late times. You could define when the francs are more likely to attack rome for example. I could orientate on historical dates but a history-strong player might have an easy game then as he predicts the attacks then. Lets see...

Well thats it for now. Again, if anyone is interested to join up, that would be great and for sure a lot of fun! As i had lota fun until now modding it to the state it is.
Last edited by Chris36 on Sat Jul 20, 2019 12:24 pm, edited 3 times in total.

Tiberius337
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Re: [MOD] 395 CE

Post by Tiberius337 » Sat Jul 20, 2019 12:13 pm

Wonderful stuff. Looks very good! I can help with some of the stuff, like adding units, buildings. Can't mod graphics though. And with the map in general. These few days I wandered around the region and area files. Stuff like remaking new provinces and things like that.

FrenchDude
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Re: [MOD] 395 CE

Post by FrenchDude » Sat Jul 20, 2019 1:44 pm

This is looking fantastic, great idea :D ! I don’t know much about modding and I’m busy right now, but maybe that in the future I’ll be able to give some help, once I’ll have mastered the basic modding tools

MoLAoS
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Re: [MOD] 395 CE

Post by MoLAoS » Sat Jul 20, 2019 2:37 pm

This is going to be very interesting. Curious to see if you need any hacks using buildings or traits to allow key nations to function.

Chris36
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Re: [MOD] 395 CE

Post by Chris36 » Sat Jul 20, 2019 7:04 pm

@Tiberius
Great!! Actual buildings and units are at the top of the to do list.
Right off i got an idea about something to implent @buildings: a new chain of religious buildings for christendom with the same effects(for now) as the vanilla chain: Cult Site->Temple->Major Temple->Great Temple.
Not sure how to name them. Maybe Prayer house/Chappel->Church->Major Church->Cathedral ? Maybe you got another idea. Later on we may change the values of the new buildings in balance context.
We could chat via Steam( user Chris35 ) to arrange things. Thanks alot man!

@FrenchDude
Thanks, i would be very happy if you join up respectively contribute a little bit to the project. Every help is very welcome :)

@MoLAoS
Im curious about that as well, most notably for the WRE because they got less main trading/culture centers and are in overall less developed as the ERE.

Tiberius337
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Re: [MOD] 395 CE

Post by Tiberius337 » Sat Jul 20, 2019 7:07 pm

The easy part seems to be to just replace some of the existing tribal hordes. They might already use certain coded mechanics. The hard part right now seems to be to simulate horde invasions. You probably can guide them via objectives, it's just that as the game mechanics function right now, provinces will be conquered instantly. Let's say you want to 'guide' the Suebi or Vandals towards Spain. Once they declare on you, they would have to conquer a path towards a certain objective. That seems inconvenient to say the least.

Chris36
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Re: [MOD] 395 CE

Post by Chris36 » Tue Aug 13, 2019 12:53 pm

Just wanted to continue modding after holiday and now i get this error msg and cannot load up the scenario. it may be caused by the patch? No clue what to do about that:
error.png
error.png (14.18 KiB) Viewed 521 times

Theres also an exception pop-up: ExpCode: 0x8000003 ExpFlags: 0 ExpAddress: 0x76133E8

Chris36
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Re: [MOD] 395 CE

Post by Chris36 » Sun Aug 18, 2019 11:37 am

Got the problem fixed and this is what i got so far.

- Added some more countries
- Full Via Appia now
- Completed the Capital and all Province Capitals of the WRE and ERE with buildings and population, based on city maps
- Added historically resources and resource production to WRE and some german minors
- Added Ethnics Galloroman and converted alot of gallic celts to it

still searching for guys help modding/researching/grafics(flags and maybe units) :D
newScreen.jpg
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ObeseMonkey
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Re: [MOD] 395 CE

Post by ObeseMonkey » Sun Aug 25, 2019 12:40 pm

Looking forward to this but I'm afraid I don't have the time or skill to help.
兵不在多在精,将不在猛在某.

Mallux
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Re: [MOD] 395 CE

Post by Mallux » Sun Sep 15, 2019 7:14 pm

I was wondering whether you've looked into FOG 2 integration with the mod, and whether that's even possible to use the late roman units?

I'm glad someone's so enthusiastic about the late roman period to go ahead with this mod. If a poor historian can be of any assistance I'll gladly pitch in.

Pocus
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Re: [MOD] 395 CE

Post by Pocus » Wed Sep 18, 2019 12:26 pm

Sorry about not having seen your issue with the Forbidden datafield...

Looks good!

For barbarian invasions, they are not strictly railroaded in the current game but are guided by adding objectives along the path they took.
AGEOD Team - Makers of Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.

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