The Arverni. A new faction of Gauls to compete with the Aedui, Sweboz, and Romans in western Europe! More units and a more realistic depiction of the interaction between tribes awaits you.
Play as Baktria, the central asian Hellenic empire with a vast array of Greek, Iranian, and even Indian units!
You are now able to play a full campaign as Pyrrhos and his Epeirotes. Don't make the same mistake and die in street fighting in Argos, but instead lead your phalangites and cavalry into Makedonia and up the spine of Italy, bringing along your elephants if you dare!
Be in charge of the cavalry armies of the Saka-Rauka and show why the sedentary Central Asian kingdoms lived in fear of their steppe neighbours.
Take control of the Sab'Yn or Saba, the southwestern Arab kingdom and expand your influence by trade or by sword, across Arabia and Africa.
Faction changes:
No more "Mummy Returns" Egyptians. Accurate Ptolemaic unit lists and general's figures/avatars.
Sauromatae takes over as the regional superpower in ancient Russia, instead of the Scythians whose power was in decline.
The Gauls split into two factions, with the Aedui & Arverni.
The Koinon Hellenon represents the Chremonidean League of Athens, Sparta & Rhodes, instead of the Greek Cities which were made up of cities who only shared being called Greeks.
Spain remade into the Lusotannan or Lusitanians representing perhaps the strongest and most warlike Iberian tribe.
New families for all factions with members' ages and relationships accurate (as far as modern scholarship is able to reconstruct) to our current knowledge of the year 272BC.
Diplomatic relationships between factions thoroughly researched and accurately mapped out for the game's start in 272BC, accurately representing the state of diplomacy for our start date.
Unrealistic "fog-of-war" constraints partially lifted at the game's start to show a more realistic understanding of political geography specialized for each individual faction's point of view.
More than 4,900 new names for generals and family members of Hellenic factions. All transliterated from ancient Greek from modern scholarly onomastika and prosopographies.
Compelling faction-specific alerts and messages for the capture of the most important unique buildings for those peoples.
Diplomatic relationships of rebel cities with existing factions accurately represented, with severe consequences for AI and human players who violate those alliances.
Rebel forces now have accurate ethnic names and strengths.
No more fantasy units.
All existing units have been removed and replaced with units of our own creation.
Complex and compelling procedures and goals for attaining a Roman triumph for your hardest working and most successful generals.
Special alerts and graphics representing the major stages of the breakup of the Seleukid empire, if the collapse occurs.
A new faction-specific and historically based faction victory condition system, with each faction required to achieve goals as diverse as conquering provinces, raiding cities, capturing unique buildings, and destroying other specific factions.
Nomadic, desert, and steppe cultures much more accurately represented in government types and resource development.
Cartography
A glorious new map as the base for our campaign mode, with greatly expanded eastern and southern regions, and with Arabia, India, Central Asia, and the Upper Nile all receiving many new territories. The terrain detail, city naming, and city placement has been thoroughly researched and tweaked by a large team of gamers, researchers, and professional historians to provide players with the most accurate geography and road systems as well as the best possible gameplay.
Faction specific naming practices with accurate unit names and accurate province names in the language of the controlling peoples at the game's start.
Painstakingly accurate terrain reconstructions, snow boundaries, vegetation types, and coastlines.
The Nile-Red Sea canal linking the Indian Ocean and Mediterranean Sea.
Province boundaries carefully reconstructed to represent the political geography of 272BC.
New campaign map vegetation models include palms and denser forests.
Capture and use the most famous ancient trade routes and royal roads, from the Amber Route and Silk Road to the Persian Royal Road and the North Germanic bog road system, all of which are indestructable.
Traits
A revolutionary new trait system based on and including a complex interaction of genetics, aging, family members, and health, affecting trait acquisition and development over the life of your characters. The number of new traits themselves is greatly increased and faction specific.
Hellenic trait system based on ancient Greek perceptions of personalities. Some traits are actually civic and religious offices from the Hellenistic Greek world. Many traits more related to personality are based on the "Characters" of Theophrastos (an Athenian philosopher who died just a few years before our game's start date) and Aristotle's conception of virtues and vices centered around the Golden Mean, from his "Nicomachean Ethics". Individual levels of each trait are accompanied by descriptions of ancient examples of the trait.
Roman trait system partially based on the moral tales of Valerius Maximus. Individual levels of each trait are accompanied by his descriptions of Roman examples, whether postive or negative ones.
All starting generals' personalities and traits mirror their historical personalities.
Special Events Traits, like the Olympics where your Hellenic general can compete and even win them gaining a significant Influence boost.
Buildings
A complex new government system to more accurately reflect the choices of government types available *within* factions for the provinces they begin with and conquer. For example, Sparta's government is much different from Athens at the game's start, providing different benefits and unit recruitment capabilities, as well as different disadvantages.
The nomadic factions have a different government system to represent the social & administrative differences between them and the settled factions. A chart is available for reference.
Many new faction specific buildings, including colonies, shrines, clinics, granaries, new barbarian governmental structures, new theater trees, stupas, and many, many more.
Over 50 new unique buildings or "wonders" for the map, present at the game's start, and affecting everything from trade and population growth to generals' traits and faction recruitment abilities, bonuses of which many are specifically tailored for and limited to certain factions. All with new constructed images and new icon graphics.
Temple systems representing the most popular temple types of each of the depicted factions, not just a sampling for variety. New descriptions of the numerous deities.
No more fantasy bonuses, like equipment upgrades from temples of Vulcan.
Capes, straits, mountains, and other terrain "unique buildings" provide bonuses to represent their historical importance and have the added benefit of being non-destructable.
A totally new multifaceted recruitment system where the factors determining unit recruitment are affected by faction, geography, unit ability, and government type, all of which combine to present many compelling recruiting goals for the player.
Non-Unit Graphics
All new faction specific special graphics for the faction selection menu.
Attractive new campaign map minimap and faction starting point maps in the campaign selection menu.
Absolutely stunning and historically appropriate new faction icons, selection buttons, campaign map standards, and battle map banners.
New campaign map siege, ship, unit, general, watchtower, and resource graphics.
New culture-specific advisors.
New faction-defeated graphics for every faction.
Game Mechanics
A new fleet system with many more new ships and more accurate strengths and weaknesses in battle, more accurately depicted with small fleets on the campaign map.
New custom & EB designed formations give the AI greater flexibility and incentive to perform actual battlefield maneuvers
Four turns per year gameplay, with the winter months limited to one of the four seasons.
New animations created, like two-handed lancers and better horse archer animations.
All new Classical Latin, Greek & Celtic battle map voice recordings, painstakingly researched and complete with strict ancient pronounciations and accents. More language commands are also being translated and completed by the voicemod team to include languages for other factions in the near future. http://www.europabarbarorum.com/factions.html <-------------싸이트 링크입니다.
이곳에 가시면 다운로드 탭에서 다운하시면되고요 팩션게시판에서 팩션설명 유닛설명 다 나와잇습니다. EB팀이 제작한 모드이며 고증에선 최강입니다. 리얼리즘 모드가 고증최강으로 알려져 잇지만 이모드만한 고증대작이 없다고합니다. 카페에 소개가 안되잇길래 소개하려고합니다. 버전은 롬토 1.5용이구요 아직도 EB팀이 최신 버전을 개발중이라합니다. 특정시대가 되면 특정이벤트도 발동된다고하며 타 mod 의 몇배에 이르는 광대한 텍스쳐량으로 인해 컴퓨터 사양이 조금 높아야 된다고 들엇습니다.
첫댓글 스킨도 고증에 철저히 이루어졋고 불딩텍스쳐 가 엄청 광대하다고 합니다. 레기온도 아우구스투스의 군제개혁이 따로생기면 새로운 레기온이 나온다고 들엇습니다.
새로 버전이 나온 게 아니고 0.81버전 말씀하시는 게시물이면 죄송하지만 뒷북이네여. 이 모드에서 아쉬운 게 뭐냐면 리얼리즘처럼 카르타고 수도권 지역 도시가 너무 적다는 거임. 아그리젠토 같은 데하고 리얼리즘에 추가된 실제 도시들도 eb에 있었으면 좋겠는 데
No more fantasy units. <- ㅋㅋㅋ 판타지 묻지마 지우개 그런 거 없다.
그리고 이미 소개 되었어요. 기분 나쁘시다면 죄송 ;;
엄청난 턴의 압박으로 손도 못대고 있는..
뭐 고증에선 EB가 본좌 맞는거 같습니다만..사양이!!!!!!!!!!!!!
이거해보고있는데 건물도 다틀리고 암튼 희안하네요; 성 점령하면 로마숫자로 I,II,III 이런건물 나오는데 이거는 도시 성향을 말하는건지;;뭔지;;
설치가 않되는데요;; 설치방법좀..
EB0.81a 패치가 나왔습니다. 기존의 것을 삭제하시고, 풀패치 0.81a 를 인스톨하세요. 튕김질 다 해결됩니다.
다...는 아닙니다. BC200년 넘어갈때쯤이면 한턴 넘어갈때마다 퀵세이브 해야한다는..
ㅋㅋ 그렇더군요 tatanis님 저는 240년도에 한번 튕김이 있어서 로드로 다시해보니 되더군요. 그래도 증말 간만에 로마에 열정?을 쏟고있습니다. 복잡하지만 요번 모드 제대로네요.4턴모드 내장이 젤 맘에 듭니다. 근데 셀루시드확장력이 넘 대단합니다.리얼리즘에서도 실망한 부분인데...어?든 계속 해봐야 겠네요.
이거 사양 엄청 많이 먹나요??
사양의 압박에 접었...ㅇㅂㅇ;;;