Exilian

Game Design and Project Resources: The Workshops Quarter => Total War Mods - The Engineer's Shed => Mods, Maps & Game Add-Ons - The Bazaar => Ancient Empires Elysium => Topic started by: limes on January 02, 2014, 11:11:46 PM

Title: AEE Preview
Post by: limes on January 02, 2014, 11:11:46 PM
UNDER CONSTRUCTION

ANCIENT EMPIRES ELYSIUM INFO*

Spoiler (click to show/hide)

General Information

Ancient Empires Elysium is a Major mod using RTW + BI expansion with 1.6 patch version. For those fans who have been campaigning with the Ancient Empires (AE) big changes are coming! And for those who are new to AEE you are in for a real feast of action with this new mod!

Ancient Empires Elysium is an Epic Mod covering a time span from 280 B.C. to 243 A.D in two different versions:

- Ancient Empires Elysium: Grand Campaign (AEE: GC Beta Version).
- Ancient Empires Elysium: Roman Wars (Work In Progress).


Beta version of AEE: GC is available here: http://s10.zetaboards.com/aeelysium/topic/7187086/1/[/font]


AEE MATERIAL BY LIMES

- AEE colonists & settlers,
- AEE new original heavy models and skins of new units for Romans, Roman Rebels, Rebels, Gauls, Thracians, Carthaginians, others (AEE),
- AEE original design new map with real topographical projections (Mt. Olympus - Greece, Alpes with Mt. Blanc, alpine passes, Mt. Ararat - Armenia, Khyber Pass - Afghanistan, part of Himalayas, etc. etc), new names of towns and cities. secret passages, ravines, big mountains, navigable rivers (AEE),
- AEE realistic game environment like trees, skies, shrubs, flowers, rivers, etc. (AEE),
- AEE unique Navigable Rivers with Ports Mod (AEE),
- AEE unique economic/military system with original recruitment system (metropolis --> auxilia system dependant on reforms and conquer),
- AEE originally designed reforms (AEE),
- AEE republican ---> plebeian trait system (AEE),
- AEE changes to AI stuff (AEE),
- AEE trade routes (AEE AI elements),
- AEE new Walls (AEE),
- AEE new 2d art like faction symbols, interface, loading screens, other 2d stuff (AEE),
- AEE custom battlefields (AEE),
- AEE Fire Arrows, Balistas and Torches II Mini-Mod (AEE),
- AEE migration Buildings important natural support for "cultures" feature and social affiliation (AEE),
- AEE Fog & Light System (AEE),
- AEE coded Horde feature (AEE),
- AEE Roman Rebels - "Loyalty" mod (AEE),
- AEE Cultures/religion mod (AEE),
- AEE version of Recruitable Generals (AEE),
- AEE Legions' names (AEE),
- AEE dismounted Greek Generals Guard (AEE)
- AEE new faction - Epirus, Rergamon, Insubres (AEE Epirote skins from KALI),
- a lot of others I forgot...

AEE MATERIAL BY LIMES BASED ON GREAT IDEAS OR MATERIAL OF OTHER MODDERS

- AEE version of Chaotica’s Metropolis Mod (AEE - Draknar's mod, AE - Chaotica),
- AEE Modded Naval Mod by Desaix (Draknar's mod, Desaix),
- AEE new Progress Bar (AEE version of Ahmose's project),

AEE MATERIAL BY OTHERS

- 4TPY Mod by Magpie,
- many units used in Rome Total Realism Gold by (Warspite, Caius Britannicus,  )
- Unified Animation Pack by Panama Red (joined and reworked by former member of AE Team Panama Red51; animations made by Trajan and EuropaBarbarorum Team),
- AEE modified Marcus Camillus 4 Turns Per Year Mod 1.9.3,
- Sinuhet's Formations or Darth Formations v.16.0
- Horses skins and models made by Pinarius,
- Large Forts by lt1956,
- And lots of other material.



* Many new features will be available in new AEE: RW release. short preview below. More detailed info about both campaigns can be found here: http://s10.zetaboards.com/aeelysium/index/

---------------------------------------------------
DETAILS OF AEE: RW GAMEPLAY (WIP)
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Introduction

Campaign Concept

Factions (AEE: RW Factions & Campaigns Topic Link) (http://s10.zetaboards.com/aeelysium/topic/7257208/1/)

Senatus Populusque Romanus - Res Publica Romana (SPQR-Roman Republic)

(http://img850.imageshack.us/img850/3720/t9kj.png)
Spoiler (click to show/hide)

Qart-ḥadašt (Republic of Carthage)
(http://img547.imageshack.us/img547/6686/qe9j.png)
Spoiler (click to show/hide)

Kingdom of Numidia
(http://imageshack.us/a/img841/7200/4quj.png)

 (http://imageshack.us/photo/my-images/515/aeenumidia.jpg/)
Spoiler (click to show/hide)

The Achaean League
(http://img11.imageshack.us/img11/3554/gisu.png)
Spoiler (click to show/hide)

Kingdom of Epirus
(http://img546.imageshack.us/img546/9206/hnxu.png)
Spoiler (click to show/hide)

Kingdom of Macedonia
(http://img138.imageshack.us/img138/7403/tgdt.png)
Spoiler (click to show/hide)

Ptolemaic Empire
(http://imageshack.us/a/img853/900/m8wf.png)
Spoiler (click to show/hide)

Seleucid Empire
(http://imageshack.us/a/img585/903/pedx.png)
Spoiler (click to show/hide)

Kingdom of Pergamon
(http://imageshack.us/a/img542/7396/nezi.png)
Spoiler (click to show/hide)

Kingdom of Pontus
(http://img29.imageshack.us/img29/5629/azxpontus.jpg)

Gauls (The Aedui Confederacy)
(http://img19.imageshack.us/img19/7996/rbn7.png)

Spoiler (click to show/hide)

Germania Tribes (Suevi)
(http://imageshack.us/a/img18/9616/ithg.png)

Dacia
(http://imageshack.us/a/img547/2745/8kjk.png)

Illyrian Tribes
(http://imageshack.us/a/img580/2962/9c61.png)

Independent States
Spoiler (click to show/hide)
...and more



AEE Map (link) (http://s10.zetaboards.com/aeelysium/topic/7321574/1/)
The AEE Roman Wars Campaign map is focused on Gallic and Carthage Wars. Of course ancient Rome without "eastern context" wouldn't be good move, so Egypt, Seleucids and Pergamon are present. New shape of map will let me use in AEE I think not used features of RTW/BI engine. Technically, new map size is the same size as The AEE Grand Campaign (max 1021x675), but concentrates on smaller part of area. Thank to it AEE tactical dimension will be exposed (movement length issues, planning, logistics, etc.). Simply, The AEE Roman Wars Campaign map scale will be bigger.

Maps.
Spoiler (click to show/hide)
Spoiler (click to show/hide)



Social, Political, Economic & Military System (SPEMS)

AEE SPEMS is based on Roman Citizenship development - symbol of order, prosperity and freedom, privileges concerning political and legal status afforded to free-born with respect to laws, property and governance. Historically, different class of Roman Citizenship was given by Rome to their closest allies as a prize for their loyal service. Giving privileges was also effective tool of Romanisation. Degree of citizenship class given to cities was adequate to their readiness to sacrifice for great neighbour.
Besides Rome which was city civitas optimo iure - with higher class of Roman Citizenship, there was few cities with limited, but high privileges like Capua (civitas sine suffragio) citizenship without the vote. In AEE closest allies are represented by Capua and Ancona...

Emanation of AEE SPEMS is Roman Republican System, where social, political, economic & military matters are focused. RRS illustrates Roman Cursus Honorum (Roman career that influences public life in Republic) and give depth to political, social, military and economic matters. Thank to RRS Player are able to plan details of campaign that will seriously influence game play. Roman magistrates are able to generate extra bonuses to security or economic powers of the Republic.

RRS Index
Spoiler (click to show/hide)
I. Buildings
I.1. Concilium Plebis
Spoiler (click to show/hide)
I.2. Comitia Tributa
Spoiler (click to show/hide)
Spoiler (click to show/hide)
I.3. Comitia Centuriata
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
II. Offices & Titles
Spoiler (click to show/hide)

Reforms/Citizenship Changes
Economy

Agriculture

"But of all the occupations by which gain is secured, none is better than agriculture, none more profitable, none more delightful, none more becoming to a freeman." Cicero, De Officiis I.150

Technically, Agriculture in AEE is represented by: Local Farming & Regional Farming.

Local Farming is small or medium scale, usually family based activity. Local Farming let people grouped in villages, cities or towns managed by Player get enough grain, vegetables or fruits necessary for living and trade. The higher level of Farms the higher revenue. In game represented by:


Great Estates like Roman Latifundia (Farms+4).[/i][/list] Very important group of structures are Farm Facilities represented in game by:


Farm Facilities are both farms pre-structures (Land Clearance for Farms, Farms+1, Farms+2; Homestead for Farms+3 and Farms+4; on desert areas both Irrigation structures are nedded to built simplest Farm) and useful upgrade that will increase Farm productivity.  Local Farming is influenced by weather. Information about harvesting is shown in Settlement details. Poor harvest means often for part of people hunger and disease and for rulers increased revolt threat. Income generated by Local Farming is sum of money gained  by local farmers in areas around faction towns and cities.

Important facts about Local Farming:
- Local Farming and Farm Facilities are buildings available in city build queue,
- income generated by Local Farming is sum of money gained by local farmers in areas around faction towns and cities,
- Land Clearance is first Farm Facility structure that makes available Farm building,
[/size]

Settlement Details Scroll
Spoiler (click to show/hide)
Scheme. Local Farming
Spoiler (click to show/hide)


Regional Farming is large farming activity realized in scale of whole region (province). First condition for  that kind of farming is small villages/towns existence (small models of village/town) in a province on campaign map. If there is not single village in the region (province) - no regional farming is possible. In game represented by: Local Farming (check above),
number of villages and towns within a region (on campaign map),
organized process of farming delivered by faction authorities (Auxilia Phase1, Auxilia Phase2 and first level of army barracks).[/i][/list] Auxilia buildings deliver working force during harvesting crops, necessary tools, etc. Barracks are responsible for army provisions, so they are excellent farming recipient, what generates extra income. Only first level of faction barracks generates income. Army won't be more hungry training in more complex army buildings :). Regional Farming generates much more money than Local Farming due to its extensive character and bigger scale of engaged resources. Comparatively high income of Regional Farming is sum of money generated together by every single village and town and faction main city in whole province.

Important facts about Regional Farming:
- generates income when Local Farming and/or Farms Facilities exist in faction city and Auxiia Phase1 building is built (without Auxilia Phase1 building Regional Farming income is 0),
- every level of Farms will generate variable income with Auxilia Phase1, Auxilia Phase2 and first level of Barracks. Table of income is shown on Scheme Regional Farming
- comparatively high income of Regional Farming is sum of money generated together by every single village and town and faction main city in whole province.
- the higher number of villages or towns (strat map) in a province the higher income. Regional Farming income value is multiplication number of villages or towns per Farm level.


Example. There is Land Clearance, Communal Farming (Farms+1), Auxilia 2, 3 Villages in a Region: +50 + 150x3 = 500 income


Scheme. Regional Farming
Spoiler (click to show/hide)



Trade

The ancient world was criss-crossed with trade routes. There were sea routes and numerous land routes using the roads built by local rulers. In case of Romans trade and moving the Roman Army around were the two principle reasons for building roads.

Land Trade

Sea & River Trade

The ancients did what they could to make sea journeys safe. They built lighthouses, safe harbours and docks. The Roman Navy did what it could to make the Mediterranean Sea safe from pirates.
Members of the Roman Senate and their families (at least in theory) were prohibited from engaging in trade. Otherwise the members of the Equestrian order, plebeians. They were involved in businesses, held shops or manned stalls at markets or plazas. Very important source of commercial transactions were slaves. Slaves as res vocale.

Schema: Land & Naval/River Trade
Spoiler (click to show/hide)

Mining and metallurgy



Roman Army
Legion Organisation

"There were 3 principal infantry classes within the Republican system, augmented with the basic skirmishing class, and a small detachment of cavalry. The Republican legion was generally comprised of between 4,000 and 6,000 men, in various levels of infantry, with 4,200 apparently being the optimal number. Unfortunately, Polybius, who provides one of the best accounts from an ancient perspective, is terribly inconsistent, but the basic concept can be determined from his contributions. Additionally, the cavalry consisted of between 200 and 300 troopers in total". http://www.unrv.com/military/organization-roman-republican-legion.php (http://www.unrv.com/military/organization-roman-republican-legion.php)

Sources:
http://ancienthistory.about.com/library/bl/bl_text_polybius6.htm (http://ancienthistory.about.com/library/bl/bl_text_polybius6.htm)
Polybius, Histories, VI.19 (http://penelope.uchicago.edu/Thayer/E/Roman/Texts/Polybius/6*.html)[/u]

Schema:
Spoiler (click to show/hide)

Recruitment System
Land Recruitment System
Spoiler (click to show/hide)

Naval Recruitment System[/b][/color][/size]
Spoiler (click to show/hide)



AEE Features List

Campaign Map (http://s10.zetaboards.com/aeelysium/topic/7321574/1/)
Spoiler (click to show/hide)

Vegetation (http://s10.zetaboards.com/aeelysium/topic/7367679/1/#new)
Unique environment. New trees, bushes, grass, skies, weather...
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Roman Republican System of Leadership (http://s10.zetaboards.com/aeelysium/topic/7193132/3/#new)
Roman Republican System (RRS) is important part of AEE. RRS illustrates Roman Cursus Honorum (Roman career that influences public life in Republic) and give depth to political, social, military and economic matters. In RRS Player can plan details of campaign that will seriously influence game play. Roman magistrates are able to generate extra bonuses to security or economic powers of the Republic.



AEE: ROMAN WARS UNITS (link) (http://s10.zetaboards.com/aeelysium/topic/7397446/1/#new)
Title: Re: AEE Preview
Post by: Jubal on January 02, 2014, 11:14:27 PM
Okay, no, that did not work, your forum uses the other sort of BBCode. I'll edit it and get it fixed. :P
Title: Re: AEE Preview
Post by: limes on January 02, 2014, 11:19:01 PM
Thanks friend. I'm almost dead working on AEE. Btw. Are you the Same Jubal I worked lond time ago on first releases of AE?
Title: Re: AEE Preview
Post by: Jubal on January 02, 2014, 11:32:53 PM
Fixed most of it, just the bottom bit to go.  :P

Can't remember/don't think so, though that said I don't know any other Jubals who do RTW modding so it's not impossible.
Title: Re: AEE Preview
Post by: Jubal on January 02, 2014, 11:43:52 PM
Okay, that's readable even if it's not exactly pretty, but you can mess around with the details/sizing I'm sure.  :)
Title: Re: AEE Preview
Post by: ahowl11 on January 03, 2014, 04:38:18 AM
Is there a way to make images smaller so that they fit the screen?
Title: Re: AEE Preview
Post by: Jubal on January 03, 2014, 12:21:31 PM
Done.  :)
Title: Re: AEE Preview
Post by: comrade_general on January 03, 2014, 01:32:44 PM
This all looks amazing.
Title: Re: AEE Preview
Post by: Lenin Cat on January 03, 2014, 03:40:10 PM
What does this mod aim to provide?
Title: Re: AEE Preview
Post by: limes on January 03, 2014, 11:52:05 PM
Especially for Exilian. Premiere of new Libyan Infantry.

(http://imageshack.us/a/img853/5107/zuol.jpg)
Title: Re: AEE Preview
Post by: Lenin Cat on January 04, 2014, 08:16:43 AM
Oh, awesome skins.
Title: Re: AEE Preview
Post by: limes on January 04, 2014, 11:55:54 PM
Thanks :).
...and few new unit cards.

(http://imageshack.us/a/img542/5000/g135.png)(http://imageshack.us/a/img829/3745/3ugu.png)
(http://imageshack.us/a/img585/1615/7rmq.png)(http://imageshack.us/a/img6/2831/eep2.png)
Title: Re: AEE Preview
Post by: Jubal on January 05, 2014, 10:23:10 AM
Ooh, pretty!
Title: Re: AEE Preview
Post by: Lenin Cat on January 05, 2014, 10:36:29 AM
The eyes of the one in right are weird.
Title: Re: AEE Preview
Post by: Jubal on January 05, 2014, 11:02:18 AM
He does look a teensy bit high.
Title: Re: AEE Preview
Post by: limes on January 05, 2014, 11:01:48 PM
Though they are hastati. Youngsters in S.P.Q.R army :).
Title: Re: AEE Preview
Post by: Jubal on January 06, 2014, 01:41:16 PM
Definitely weed :P

limes: are you OK if I tweet some of these pictures from our twitter account to help advertise the mod?  :)
Title: Re: AEE Preview
Post by: comrade_general on January 06, 2014, 02:28:44 PM
The eyes of the one in right are weird.
DERP!
Title: Re: AEE Preview
Post by: limes on January 06, 2014, 06:06:13 PM
@ Jubal

No problem. You may use it. It's public material.

@ comrade_general

Without any doubts I'm starting to have problems with my sight because of modding :). Hastatus is secondary victim... ;).
Title: Re: AEE Preview
Post by: Lenin Cat on January 07, 2014, 08:02:21 PM
Funny, next thing we'll see will be Rasta Numidian Cavalry.
Title: Re: AEE Preview
Post by: ahowl11 on January 07, 2014, 10:23:33 PM
Lol they won't fight on the battlefield, just smoke, eat cheetos and listen to Bob marley
Title: Re: AEE Preview
Post by: limes on January 07, 2014, 11:37:19 PM
Funny, next thing we'll see will be Rasta Numidian Cavalry.

Next thing you'll see will be me with big club at your door ;):). Cheers.

Btw. New triarii unit is almost ready...
Title: Re: AEE Preview
Post by: limes on January 08, 2014, 01:52:53 PM
Rasta Triarios for Lenin Cat :).

(http://imageshack.us/a/img571/1962/494j.jpg)
Title: Re: AEE Preview
Post by: Skull on January 10, 2014, 10:55:40 PM
Especially for Exilian. Premiere of new Libyan Infantry.

(http://imageshack.us/a/img853/5107/zuol.jpg)
That armor...
(http://fc01.deviantart.net/fs71/f/2012/241/d/c/jaw_dropping_gif_by_buddycomics-d5cwwjy.gif)