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September 16th, 2004, 03:17 PM
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Re: First shot at modding a new nation based on Ar
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Alneyan said:
* The infantry
- The Cardaces and the Peltast remain
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Keep the Peltast more or less as it is, rename it to Psilos (pl. Psiloi).
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- The Hoplite and the Hypaspist are removed.
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Keep the Hoplite, make it lighter, give it standard human stats, rename it to Skutatos (Skutatoi).
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- A new elite troop appears to form the core of the army. These units wield two weapons, and are the result of new strategies being used.
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From the beginning to the end, the core of Byzantine armies was heavy cavalry, with lance, bow, or both. The only elite infantry was the Varangian Guard, and was traditionally recruited among stocky Scandinavian or English mercenaries. They should wear chain mail hauberks, helmets and battleaxes.
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- The appearance of troops able to fight under the sea.
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I'd rather give some commanders the sailing ability. Much more thematic IMO.
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* In accordance with the new tactics of Arcoscephale, cavalry has become more important to the nation.
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'More' isn't enough  . Most campaigning byzantine armies didn't include infantry at all, or very few.
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- The regular cavalry units of Arcoscephale remain.
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It should be much heavier. Lance, sword or mace, composite bow, with protection 14-15ish for the regular cavalry (see default T'ien Ch'i 25gp cavalry for comparison). There should be an heavier elite Version as well.
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- I was thinking of giving them elite cavalry as well. It would be a cavalry unit able to charge, and then to "transform" into a regular ground-based soldier as the mounted unit is killed.
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I don't like this idea, but it's your mod.
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- The Mounted Commanders, Hoplites and Hypaspists Commanders will be altered depending on the changes made to the units they are supposed to command, but will be more or less the same as before.
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Only mounted commanders. Or if you use a foot commander, it should be a Captain or an Admiral (see Conquerors of the Sea), with the sailing ability.
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Spies are now made available (though weaker in Stealth than the other spies).
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Spies seem a good idea for Byzantium (very thematic), no reason to tone them down.
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The Strategos remains an elite commander, and will be given a supply Bonus apply and improved leadership because of better training/organisation.
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I'd rather add an extra unit (baggage train) without any fighting ability, that costs about 80-100 gold and provide 25 supplies. An engineer for siege warfare would be also thematic.
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will have one level 3 Priest and one level 4 Priest,
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I can't see any rationale for the high priest power. Byzantium was rather unsuccesful at keeping Islam at bay. 
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God does not play dice, He plays Dominions Albert von Ulm
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September 16th, 2004, 03:59 PM
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Re: First shot at modding a new nation based on Ar
Heh. I did not intend to go with an accuracte depiction of Byzantine armys (or even a somewhat decent display;, but merely used Byzance as an inspiration in this case. However, as Arcoscephale is an old kingdom attempting to make a go for world domination once more (according to their description), so they may be argued as being already akin to the early Byzance. Or perhaps I should just drop out any kind of inspiration from our own history, and solely use fiction as a base. Arcoscephale would then adopt the strategies of the feudal kingdoms such as Ulm and Marignon, and would know major changes in her society.
My ramblings aside, I had thought about giving the sailing ability, but two nations are already present in this field, and so a third one might not be needed. It was the main reason I decided to go with enchanted troops able to go underwater instead (with the possible exception of Ermor and some of its undead, I think no other land nation has amphibian regular troops).
I like your idea about having a supply wagon. Much better than sticking it to a commander, and more interesting as well. The Engineers are already present in Golden Era, and so I am a bit reluctant to "steal" them from there. I may do so though, if only because they aren't so widely used to the best of my knowledge.
A mostly cavalry army would be very interesting to do, if I can make it work out in the end. I am not a big fond of cavalry, and so I will likely fail to make actually worthwhile cavalry units in my first mod draft.
Priests were given a maximum level 4 mostly because of the importance of Byzance as a place of faith (before the rise of Mscowo at any rate), and of their influence with the Roman Church. Downgrading them by one rank remains an option however, especially if they happen to be too good for their price.
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September 16th, 2004, 04:32 PM
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Re: First shot at modding a new nation based on Ar
Quote:
Alneyan said:
I had thought about giving the sailing ability, but two nations are already present in this field,
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Well, 1 1/4 nations actually, since CotS is only 1/4 of Marignon.
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I think no other land nation has amphibian regular troops).
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Hehe, if I was any good at drawing sprites, I would have published my Eskimo mod many months ago. Amphibian seals, swimming polar bears, and even a Penguin Goddess.
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I like your idea about having a supply wagon.
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I use pack camels to the same effect in my own Arco mod (which draws its inspiration from the 'Arabian Nights' tales).
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The Engineers are already present in Golden Era, and so I am a bit reluctant to "steal" them from there.
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No reason not to. I'd even give them a 'feu grégeois' special attack (how do they translate that in English, Greek fire?).
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September 16th, 2004, 05:05 PM
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Re: First shot at modding a new nation based on Ar
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Nagot Gick Fel said:
I'd even give them a 'feu grégeois' special attack (how do they translate that in English, Greek fire?).
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Yeah, it's called Greek Fire in English. I was going to suggest some sort of Greek Fire unit myself, since that and the Cataphracts are the most famous weapons of the Byzantine Empire. Taking a regular Slinger unit and giving it a new name and a 4 or 5 ammo small area fire attack would be a fair simulation, I think. Worthless in melee, innaccurate enough to pose a threat to their own men, but capable of inflicting some serious damage when they do hit. They'd have to be much more expensive than Slingers, of course.
Another thing the Byzantines are famous for is defending Constantinople against (almost) all comers. So a unit with a castle defense bonus would seem appropriate.
Spies and Assassins are definitely appropriate for a Byzantine Empire-style nation. One could make an argument for forced Sloth and/or Chaos, too.
I like your ideas too, Alneyan. But if that is the way you want to go I would stop saying it is inspired by Byzantium, or else history buffs like Nagot and I will keep pestering you. 
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September 16th, 2004, 05:10 PM
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Re: First shot at modding a new nation based on Ar
I think I will be doing so indeed.  My main concern with going the Byzantine road is that it may look too similar to Marignon/Ulm, and I tend to prefer unique twists to my nations.
That, or I should head for a fully different nation and start tinkering there. Something about a nation with angel blood for example, which would be quite difficult to connect to our history (unless you are willing to label Jacqueline Carey's Terre d'Ange as being actual history, which would be quite a surprise for me. But I do digress).
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September 16th, 2004, 05:14 PM
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First Lieutenant
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Re: First shot at modding a new nation based on Ar
Couldn't a "byzantine" theme be appropriate for Pythium?
Pythium are "romans" and byzantine was effectively the Last gasp of the roman empire...
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September 16th, 2004, 06:09 PM
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Re: First shot at modding a new nation based on Ar
Quote:
Vynd said:
Another thing the Byzantines are famous for is defending Constantinople against (almost) all comers. So a unit with a castle defense bonus would seem appropriate.
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That's indeed the reason why I suggested to keep the engineer.
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One could make an argument for forced Sloth and/or Chaos, too.
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Not sure about that one, in that regard Byzantium was not worse than its neighbours during its existence. Quite the contrary actually.
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