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Topics - limes

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Ancient Empires Elysium / AEE Preview
« on: January 02, 2014, 11:11:46 PM »


    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:[/font]


    - 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 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),


    - 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:



    Campaign Concept

    Factions (AEE: RW Factions & Campaigns Topic Link)

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

    Spoiler (click to show/hide)

    Qart-ḥadašt (Republic of Carthage)
    Spoiler (click to show/hide)

    Kingdom of Numidia

    The Achaean League

    Kingdom of Epirus

    Kingdom of Macedonia

    Ptolemaic Empire

    Seleucid Empire

    Kingdom of Pergamon

    Kingdom of Pontus

    Gauls (The Aedui Confederacy)

    Spoiler (click to show/hide)

    Germania Tribes (Suevi)


    Illyrian Tribes

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

    AEE Map (link)
    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.

    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


    "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:

    • Basic Farms
    • Communal Farming (Farms+1)
    • Crop Rotation (Farms+2)
    • Great Farms (Farms+3)

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

    • Land Clearance
    • Homestead
    • Basic Irrigation
    • Advanced Irrigation

    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,

    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)


      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".

      Polybius, Histories, VI.19[/u]

      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
      Spoiler (click to show/hide)

      Unique environment. New trees, bushes, grass, skies, weather...
      Spoiler (click to show/hide)
      Spoiler (click to show/hide)

      Roman Republican System of Leadership
      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)

      Ancient Empires Elysium / AEE on Facebook
      « on: January 01, 2014, 07:11:41 PM »

      Ancient Empires Elysium / AEE
      « on: December 20, 2013, 01:28:47 PM »
      Hello. I wish you all the best with new forum about mods. Btw Ancient Empires Elysium is not part of Rome Total Realism. AEE is stand alone mod. Cheers.


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