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The mod features a large density of minor cities rather than few major ones.
This is to represent the smaller scale of conflicts and the low amount of centralization/urbanization in the mod's setting.
Each city consumes and produces less than in vanilla, and has lower resource capacity. Even though the current map has ~150 cities, it in some ways plays a bit more like what would be a 75 city map in vanilla.
Because of the high density of cities, each city has also needed a lower missile range and territory range, this has been compensated for by buffing the cities' missile damage a bit.
There are also some other tweaks on available upgrade slots and population growth.
LACK OF FORTS
To portray the small-scale, disorganized warfare of the time period and to prevent further clutter with the already high density of cities, the mod has no constructable forts or camps.
This also serves to encourage the player to actually scavenge resource buildings to resupply their armies on the march, which captures the raiding-oriented warfare of the historical setting.
That said, with the mod's city density a city to resupply from is never too far away regardless.
"Recruitable" supply trains/oxcarts were also disabled, as they circumvented the intented gameplay and also offered the player too big of an advantage against the AI as the AI doesn't know how to use them.
The mod uses some custom types of resource buildings in an attempt to make them both a little more varied and better capture the agriculture of ancient Italy.
Some existing types of resource buildings were also altered to better represent ancient Mediterranean agriculture. (These changes don't affect vanilla)
Most importantly, the seasonal balance of food income has shifted.
Due to the warm climate in the Mediterranean, most of the ancient Greeks and Italians actually sowed their crops in autumn/early winter and harvested them in spring/early summer, because the crops were less likely to survive the summer heat and the winters were mild enough for the crops to hibernate through.
As such most food now comes in during summer and, to a lesser extent, spring, rather than autumn in vanilla.
Overview of resource buildings present on the map:
GRAIN FARM
Like the "farm" of vanilla, but food income rebalanced. Remains the best food building overall
-Winter food: none
-Spring food: mid
-Summer food: high
-Autumn food: low-mid
VINEYARD
Food income rebalanced to be more accurate of grape harvest time.
-Winter food: none
-Spring food: none
-Summer food: low
-Autumn food: low-mid
-Gold: mid
BEAN FARM
New building, only produces food. Produces less food on a yearly basis than the grain farm, but has an earlier harvest that can be useful when supplies are low after winter.
-Winter food: very low
-Spring food: high
-Summer food: mid
-Autumn food: very low
FLAX FARM
New building, produces mostly gold from the flax being woven into linen, but also a bit of food as the seeds are edible.
-Winter food: none
-Spring food: very low
-Summer food: low
-Autumn food: very low
-Gold: mid-high
FRUIT GROVE
New building, produces food and a bit of wood
-Winter food: very low
-Spring food: low
-Summer food: mid
-Autumn food: mid
-Wood: low
OLIVE GROVE
New building, produces a bit of all 3 resources. Can be useful for its late harvest, making it the best food source in winter
-Winter food: low-mid
-Spring food: none
-Summer food: none
-Autumn food: low-mid
-Wood: low
-Gold: low
LIVESTOCK FARM
Unchanged from vanilla
-Winter food: very low
-Spring food: low
-Summer food: mid
-Autumn food: low-mid
-Gold: low
FISHERY
Unchanged from vanilla
-Winter food: none
-Spring food: mid
-Summer food: mid
-Autumn food: mid
LUMBER CAMP
Unchanged from vanilla
-Wood: high
MINE
Unchanged from vanilla
-Gold: high
Note there are currently some modding issues that prevent the new resource buildings from having working territory overlay tiles (though these are easily overlooked). Also the olive grove's selection panel in the bottom right corner doesn't display the fact that it also produces food, but the grove will correctly produce food correctly regardless.
The factions are smaller and focused on city-states so the mod doesn't have factions like "Sabines, Volsci" etc, instead e.g. the Volsci and Sabines are now faction groups with slightly different rosters and multiple factions in them.
UPGRADES
-Most vanilla city upgrades disabled due to being anachronistic or very generic. They have been replaced by the various temples of the religion feature.
City upgrades from vanilla that are still around include the barracks, stables, range, shipyard, fishery, mercenary post, slave market & walls.
BRIGADES
The brigade rosters are different and entirely rebalanced from the Latin/Etruscan/Sabellic rosters of vanilla.
Each faction group is unique, and may even have subtly different stats for mostly equivalent brigades.
The main outline:
-In the early game, each faction group has access to a generic melee "warriors" brigade with various weapon types, and a basic missile brigade varying per faction group.
-If the player constructs stables, they can also get a light cavalry type in the early game, and if the faction group has access to archers they can get access to them in the early game as well by constructing a missile range.
-About halfway through the military tech tree, some form of advanced infantry will become available. These can be hoplites or more flexible Sabellic units, it varies per faction group.
-In the late game, at the end of the military tech tree, the player can unlock heavy cavalry and more advanced infantry types, again varying per faction group.
-Advanced ship types like heavy warship and polyreme disabled due to being too modern for the setting
TECH/SKILL TREE
-New types of resource buildings now have associated production increase skills in the economy tree, also added a production increase skill for lumber camps for good measure as vanilla lacked that for some reason.
-A skill unlocking the construction of sanctuaries (the highest tier of religious city upgrades) has been added to the economy tree
-Advanced skills in the navy tree disabled as polyremes etc are too modern for the setting.
-Added various skills to the military tech trees (which are different for each faction group), in accord with the new brigade rosters outlined above