Aedui (Gallic faction of northeastern Gaul).Classical Greek (Will be divided between Western Greek and Eastern Greek)įaction list (as of yet there will be additions.Alongside a completely redone campaign and battle AI for a more immersive and challenging experience.Įxtensively researched voicemods (for units on the battlefield also some agents). It includes hundreds of completely brand new units with balanced and historical stats, 1144 turns with four turns per year (instead of the standard 2 turns per year for TW) for a total of 286 years of gameplay, two settlement types - cities and nomadic camps (replacing castles from M2), social-political ideology which replaces religion, numerous scripted historical events such as political/military reforms or invasions, a vast wealth of regional historical and geographical information for each province on the map, unique historical landmarks or buildings for many provinces, native provincial buildings which give a region its dominant native culture, a complex trait and ancillary system for in-game characters, the ability to choose your faction heir, piety ranking will be replaced by management, chivalry/dread rank will be replaced by influence, unique political offices for certain factions, brand new animations for units not present in M2 (such as slingers, phalanx, hoplite, and archer bow strings), permanent stone forts which add income to regions and create greater regional diversity (not for first release), a navigable Red Sea-Nile River canal, buildable authority system which dictates the provinces form of government, a totally new and re-textured campaign map which extends slightly further east than EB I, the possibility of re-emergent or hording factions, and a complex area of recruitment (AOR) system that allows some regional as well as factional units to be recruited by several or even all factions. This mod has many features unique from most other Medieval II mods. That said, characters who were born after the start date will not appear in the campaign, because of the unpredictability of the consequences of the player’s and AI’s actions. The Europa Barbarorum project is uncompromising in its approach, seeking maximum historical accuracy. The Hellenistic world, Rome, and Carthage are represented in their full might and splendour. This does not mean though that others have been neglected. Among these are not only the European "barbarian" factions the original project started with, but also factions from Central Asia and the Arabian peninsula. This is in accordance with the basic philosophy of the project, which tries to provide the player with a historically accurate depiction of all major factions of the age, and a possibility to experience some factions/cultures that are under- or misrepresented in other media. There are fewer regions in the centre than in some Mediterranean-focused mods such as RTR or RS, but more in other parts of the map. The team has tried to give each region on the map a number of provinces, so as not to under-represent factions and cultures on the “fringes”. This map is twice as big as the original RTW map and features (as of yet) 27 fully playable factions. It features a map spanning (in modern terms) from Ireland and Portugal to Pakistan and Xinjiang, and from mid-Sweden to Ethiopia. This is a full conversion mod (not surprising with M2TW since it’s a different time period). Europa Barbarorum II is a revised and extended version of its predecessor RTW mod Europa Barbarorum, which has been adapted for Medieval II Total War.
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