Aggressors: Ancient Rome

Aggressors: Ancient Rome

Sengoku Japan1560
34 Comments
MiyabiSFG 4 Dec, 2019 @ 3:53pm 
Hiroさん!Mod凄く面白いです!毎晩虜になってます。バックに出てくる画像も各場面に一致していて凄いです。あらためて感謝申し上げます!
MiyabiSFG 3 Dec, 2019 @ 2:27am 
Hiroさん、Thank you for your reply. I'm looking forward to Imperims.👍
Hiro  [author] 2 Dec, 2019 @ 10:46pm 
Thank you みやびさん, for playing the mod. As for the question, it is from vanilla's (infamous) event, because I did not change any events.
As for the mod, right now I'm very busy and can't update the mod any more...
But in the dev's next game, Imperiums: Greek Wars, I'm considering something to make.
MiyabiSFG 2 Dec, 2019 @ 3:33pm 
Suddenly, plague broke out in 71% of my cities, and the country's happiness dropped 75% in one turn. Is this a random event by Mod? Or vanilla? I report here that the impact on gameplay was extremely large.
MiyabiSFG 1 Dec, 2019 @ 8:53pm 
Hiroさん、ありがとうございます。Modを楽しませて貰っています!
Clumsy Marksman 10 Jul, 2019 @ 3:15am 
Can we get a version where it's open sandbox as in each faction gain no bonus, morale, resource or otherwise? Although terrain can't be helped I suppose. Like the Centurion Mod.

That way, if the "Major" Factions rise it's because they do well, not because of a given advantage, i'd love it so much!
Pavel-Ku  [developer] 21 Jan, 2019 @ 5:05am 
It is also a chat but no problem. I will send you an email.
Hiro  [author] 21 Jan, 2019 @ 5:01am 
I don't use Discord, because I cannot hear English well.
Pavel-Ku  [developer] 19 Jan, 2019 @ 1:55pm 
Hello Hiro,
I was just wondering - are you member of our Discord channel [discord.gg]?
If you are, please ping me there once you are online.
Hiro  [author] 11 Jan, 2019 @ 5:20am 
Updated to the version 5

- Adjusted game balance, Ashikaga armies's morale reduced, also major daimyos(Oda, Takeda, etc) increased military morale.
- Added 2 general objectives (unite local area and take the capital city) for each factions.and Tokugawa has some unique objectives.
- Now Takeda can directly invade Uesugi clan as historical.
Hiro  [author] 25 Dec, 2018 @ 9:30pm 
Updated to the version 4

- Adjasted the all map balance. the minor factions reduced to have 3 resourse types instead of all 4 types. and some factions increased the food resources.
- slightly changed the opening message.
Hiro  [author] 23 Dec, 2018 @ 5:15pm 
Intersting to know, thank you.
I will make a test version where minor factions only have 3 resources, and if it works I will upadte it (I'm afraid that sometimes the player can't trade with other factions at all, but this scenario has 38 factions, so this would not so happens as the med main scenario).
HapPy HaMbuRgeR 23 Dec, 2018 @ 3:33am 
3) I distributed the starting resources in this way: each faction gets 3 out of 4 except best civs (like Romans and Carthage) which get all four at the starts. Important: to force factions to trade you need to mix these sets, so for example one faction lacks iron but have coal, second faction has iron but lacks stone and third faction has stone but lacks coal. Romans has not only all 4 resources but they also have more gold and iron around them, easily accessible through early expansion. On the other hand Celtic Britons were disadvantaged but having very scarce resources around them (it worked what Pavel confirmed after his gameplay).

4) To induce trading each faction should see (visibility!) at least 5 other factions (10 is even better) around them and have good relations with them at the beginning of the game (Peace + normal short/long relations). When trading starts the relations begin to change due trading and this results in switching alliances/trading partners.
HapPy HaMbuRgeR 23 Dec, 2018 @ 3:32am 
I see guys mentioning Centurion scenario so let me tell you what I did to keep the game balance.

1) based on original Ancient Mediterranean. So I kept all the factions, just renamed them. Then adjusted AI for just a few of them by 1-2 points (up or down). In the result there is a mix of very aggressive and less aggressive factions.

2) counted number of resources in a map or original scenario. There was around 25 mines of each resource around and I decided to stick to it (+/- 3 mines). I believe that maps with more water and less land area require this number to be adjusted a bit (so ~22 mines should be better in water maps - just guessing
Thandius 23 Dec, 2018 @ 2:31am 
As I said: I probably wouldn't give everybody more food - just a percentage of the factions. The hope is to encourage them to trade.

The reason I mentioned the Centurion mod is that, when playing with that, I saw really a lot of mutual alliances and, checking the factions throughout the game, I didn't see very many in the Sengoku mod. (Maybe that's because the factions are smaller in size?).

Of course if you want smaller to be wiped out and larger ones to consolidate, then it works as intended.

Btw, if I forgot to mention it, the map is really great - so many tactical possibilities with all those mountain ranges and isthmuses.
Hiro  [author] 22 Dec, 2018 @ 6:29pm 
@Thandius
Thank you for the detailed report. Altough In my play testing with few factions, I didn't have any short food problems. Does any other players have the same problem?
I doubt the Centurion mod have changed any AI diplomacy behavior algorithm. I see the AI factions changed the alliances in my scenario too (As Date game, after war and then made peace with Ashina, they send the alliance proposal).
Anyways I will inclease food supploy a bit in the next update.

@gwgardner
Not having all resources in Ryukyu faction is intended.
Also I forget to mention that Ryukyu is not recommended to play because this faction is almost never winable (maybe. lol. I'm an awkward player, so I can't imagine win with the faction, but a smart player may be winable?).
I will add a note of this faction in the opening message in the next update.
gwgardner 22 Dec, 2018 @ 10:04am 
Very interesting mod. I look forward to playing it. By chance I started with Ryukyu and noted that there are no coal or stone mines for that faction.
Thandius 22 Dec, 2018 @ 8:25am 
(part 2)

The food balance still feels problematic. While you don't starve at the start anymore, having just enough units to defend used up all the food and even let me run short a couple of times incapacitating some armies.

Things are different once you conquer your first enemy or two (Tokugawa and Oda in my case) but food was very, very low before that. I haven't tried a smaller faction yet.

How about making some factions very rich in food (coastal factions, simulating fishing?). Or, if possible, allow the option to farm hill tiles?
Thandius 22 Dec, 2018 @ 8:24am 
Trading behavior as of v2 (tested on Takeda medium):

- Everybody is short on food (it appears as recommended trade for every AI).
- Everybody has more than enough stone.

I'm not sure there's a lot of trading going on and how the AI aggressiveness settings might play into it. Maybe take a look at mogilan's Centurion (limited resources) mod. His settings seem to work well for constant trading and shifting alliances, that later fitting the sengoku jidai very well.

(cont. in part 2)
Hiro  [author] 22 Dec, 2018 @ 4:16am 
Update ver 3.
- Changed Ouu region(Date and Nanbu) to more historical correct one.
- Reduced Tokugawa AI's aggresive value.
HapPy HaMbuRgeR 21 Dec, 2018 @ 1:10pm 
Congratulations! Looks perfect. I fully aware how much time it takes to just find the proper graphics, not to mention implement it and configure civs..
Pavel-Ku  [developer] 21 Dec, 2018 @ 6:00am 
Yes, 6 is maximum
Hiro  [author] 21 Dec, 2018 @ 5:55am 
I found that Tokugawa behavior myself in testing game as Oda.
In real history, Tokugawa Ieyasu was a very cautious character, so the AI's behavior is a bit unrealistic. I will reduce the Tokugawa AI's aggressivness (currently 5) to 2 or 3 in the next update. By the way, the aggresivness of Oda AI is 6 (perhaps maxiam number).
Pavel-Ku  [developer] 21 Dec, 2018 @ 5:14am 
Hello Thandius,
AI should consider both for sure. It depends also on difficulty and aggressivness of the AI players set up.
Thandius 21 Dec, 2018 @ 5:02am 
Some thoughts on objectives: Every faction could have some kind of regional dominance objective, the Ikko-Ikki should probably have to build a temple(s) and Uesugi Kensin and Takeda Shingen probably should have at least one objective dealing with one another. You probably have lots of ideas already yourself. :)
Thandius 21 Dec, 2018 @ 5:01am 
I don't know if it's the small country size or some changed AI behavior in the base game, but here is some interesting behavior I have witnessed.

Playing Oda, my dear ally Tokugawa declares war on another neighbor every two to three turns (even though he already is at war with others and fighting actively). At this point it's just annoying and I am considering just terminating the alliance.

Since I very rarely go beyond a defensive pact in the vanilla game (for fear of exactly that kind of behavior), I am wondering: Is this normal AI behavior or does it have something to do with the opportunities the AI sees on this kind of map (unprotected cities etc.)?

I guess part of that question goes to Pavel: Does the AI only consider "Hey, I could potentially plunder something here right now" or does it also consider "Hey, I don't have the armies to plunder gour neighbors, so I might not declare more wars"?
Hiro  [author] 21 Dec, 2018 @ 3:47am 
@Cablenexus
Yeah, now I have a tool to make 3D graphics, but seems like I don't have enough time to learn / make 3D models unfortunately (eventually,,, I try it though).

@Thandius
I've checked the issue and confirmed it. I updated a new version, where food supply increased and city size (main culprit to the issue) reduced. Thank you for the report.
Thandius 21 Dec, 2018 @ 2:27am 
I'm absolutely thrilled and stoked to play this.

Testing on Takeda currently, I noticed that you might have written this with 1.06 still in mind. On medium difficulty Takeda immediately runs out of grain after the first 2 turns (1.07 grain consumption is causing this I assume)
Cablenexus 20 Dec, 2018 @ 7:28pm 
It's impressive what you did. Maybe you can chang more UI elements to Oriental theme and even some music for ambience. You can also eventually change 2d images already for units. They appear in overviews and 2d map mode. But that's all up to you of course.

All the artwork fits perfectly and I also like the flags and scenario setup.

Back to play now ;-) Starting as Ashina in South Mutsu
Cablenexus 20 Dec, 2018 @ 6:59pm 
@Hiro,Blender is free and avail. on Steam. There is a good amount of tutorial video's on how to make low poly models in Blender.
I think you will manage that. The challenge is implementing animation and convert it to a model Aggressors engine (Ogre) can read.
Hiro  [author] 20 Dec, 2018 @ 6:39pm 
Thank yours. A total conversion type mod is always time consuming to make :)
Hope I would make 3D polygon unit graphics too, but I could't it for various reasons (don't have an application for it for example).
Cablenexus 20 Dec, 2018 @ 5:36pm 
Wow!!! Will try it soon, looks good from the description and screenshots!
Pavel-Ku  [developer] 20 Dec, 2018 @ 9:02am 
I just loaded it and it looks really good. I am surprised that you changed even all the windows illustrations.
Those flags looks cool!
Pavel-Ku  [developer] 20 Dec, 2018 @ 5:41am 
Looks great Hiro, I will give it a try soon!