SP Native Dark Ages [WB] - The Dark Ages mod: fall of Calradia - needing help!

Special formations! if possible, should horse archers be able to circle while shooting? and spearmen

  • yes, this will improve the use of tactics, and also the historical edge of the game

    Votes: 149 83.2%
  • only if every faction has just one very strong formation, which is only effective in groups less tha

    Votes: 54 30.2%
  • no, strategy sucks. just run up against each other and bash away.

    Votes: 8 4.5%

  • Total voters
    179

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IMANU

Sergeant
Calradia! an empire falling apart.
2h7gb4k.jpg

the year is 454 A.D​

a very ambitious project, but possible. i think.

I start off with the easy stuff, but by request I will regularly upload newer versions.
http://www.mbrepository.com/file.php?id=2186
RIGHT HERE
it is not finished at all. version 0.1 here.
Calradia looks like this (roughly, in my head)
24pmmwg.jpg
a better map is on the way!
xbx0kw.png

the Rhodok territory. with calradian small outposts.
1213i9j.png

the Vaegir tribes- with the nord foothold. here there are no special forts to keep the vaegir out, because they do not seem to aspire war with calradia but rather set up their own bonafide kingdom.
6t3fyh.png

this is the sarranid territory. both shariz and durquba are calradian posessions, but nonetheless are the calradian-sarranid relationships are very good.
z5nhe.png

this is the malatium territory. the architecture is rather south-east european, than khergit.

faction info and motivation:
IMPERIUM CALRADIUM
the old empire, threatened to fall apart among barbarian invaders and rival kingdoms.  their features are: strong lower quality units, but weaker high quality units. their main colour theme is red, and loosely based on the late Roman western empire. their Monarch, Imperator Basiliskus, has one objective: keeping it together. their castles are wooden, but frequent.

SARRANID CALIPHATE
The sarranids, seperated from the Calradian empire centuries ago due to economical advantages they had with strange kingdoms from the farther east, beyond the steppe tribes. now they have a relatively wealthy and stable nation. their monarch, Caliph Iznogoud, has aspirations for the rest of the Calradian desert, despite the good relationship the 2 brotherly nations maintained. their faction is based on the Persians, and also with a Byzantine and Hellenistic touch. they are the only faction in the game starting off with multiple stone castles.

SØLVERLAND
The nord, floating around in their Drakar ships, eventually found the land of Calradia. due to military situations at home, lower Nordic nobility seems more and more interested in Calradian gold, and eventually drove an entire Vaegir tribe out of a city. This city, Rivacheg, is now a pirate town for the nord, and also their gateway to weapons and troops from the homeland. their monarch, Chieftain Kjartan, Prince of Nordland, has only one aspiration: gold, and more gold. enough to be finally taken seriously as a prince at his father's court back home. hence the name, Sølverland, which means land of silver in their native language. they are based on the early Germanic expanding tribes, such as the Saxons and the Swedes. nord do not have any fortifications apart from Rivacheg.

REGUM MALATIUM
the malatium kingdom is a special story. about 800 years ago, when the Calradian council decided to elect the first emperor, the Legatus of Malatium refused to cooperate with this, as the Malatium were having economical profit from the gateway to the east, which they controlled. giving away power to an emperor would only reduce this profit, and they would have to share with the other provinces. and so they remained a kingdom. a very rich and powerful kingdom. the Monarch, King Zalmoxis, has as objective to have everything remain as it always has been. their castles are virtually impenetrable. stone, on mounds, treacherous, it's all there. Malatium is based on the Pre-Roman cultures of south-eastern Europe, such as Dacia and Thracia.

VAEGIR TRIBES
the Vaegir tribes are a group of independent kingdoms, of which some living in the snowy steppes, and others in the highland forests of northern Calradia. despite their independency as tribes, they fight as one; the reason they are not (yet) incorporated in the Calradian Empire. Their militairy excellence comes from their variety- Vaegir from the forests prefer to fight as heavy infantry, with archers, while the steppe Vaegir fight mounted. their main general, elected king, Korol Jarisleif, aspires on getting the nord back for their recent lightning fast conquest of Rivacheg. they are based on the very early russian kingdoms, such as Kiev Rus and Kuyavia. most of their castles are wooden.

RHODOK TRIBES
the rhodok are a proud people, living in very different tribes due to the regional isolation that mountains can provide. the rhodok from the city can afford bigger armies, which compensate their smaller numbers. those from the mountains use more archers than those from the coasts, who are very light armoured but still extremely dangerous warriors.
the chief of Veluca, currently under Calradian control, knows that he has to unite the Rhodok peoples if they wish to make a stand to the Calradians. first he has to forge a nation, by force or diplomacy. or he can be trampled under one of the other tribes that aspire supremacy in the mountains. they are based on the Germanic tribes of the Goths, Franks and Bourgondians. they also have a touch of Gaul over them; in terms of warfare and some architectures. their castles are sometimes stone, but on the border regions made of wood.

SILVER HORDE
these riders from the east have been an unstoppable force westwards ever since the tribes got united by their leader: Mundzhuk Khan. they are the driving force of the current disturbances in Calradia- their conquest unbalances entire peoples, and causes them to flee for the seemingly untouchable conquerors.
their only objective should be conquest. unregarding if it is manageable or not. they are based on the hun invaders, and a lot less than the original Khergit than the other factions are as their late medieval counterparts. in terms of armour and clothes, that is. they still ride horses, and only use bows and onehanded weapons. they do not own any fortifications, only having a base camp named Ichamur.

THE SUCCESSOR KINGDOMS
Once Calradia falls apart, several kingdoms will appear, depending on what areas are conquered or not.
Swadia
the swadians are a proud people from the flatlands of western calradia. as Emperor Basiliskus is from this region (veidar, 413) the national colours and banner are similar to the Calradian colours.
Emerin
Emerin is a major city in the highlands of Calradia, and practically the credit card of the nation. this is one of the more powerful nation, but the morale of it's troops is not high.
Northern peninsula
this quiet part of calradia havs always been of little importance to the council, and so the people are glad to have their own nation. they finally have a country, but have to defend it from the vaegir and nords.
Reyvadin Tribe
this is one of the Vaegir tribes which grabbed the chance of finally returning to the vaegir Tribal federation. this faction will be very strong because of Vaegir support.
Halmar-Durquba joint Republic
the Halmar-Durqubans restore an ancient union, one of the first governmental peoples in Calradia. it's troops are sarranid-like infantry with calradian weaponry.
Kelredan
this kingdom stretches out from Uxkhal to the Jyenn river split, where the Rhodok borders lies. the troops are rhodok-like, with calradian weapons.
Suno
Suno is a freecity, only owning suno and ryibelet, and the direct surrounding villages. they fight with the swadians over control of central calradia.
background stories of the monarchs
Basiliskus IV
Basiliskus was born in the Calradian imperial family, in 413, and went through his pampered years without any real troubles. he was educated in languages, likes to hunt, and became quite arrogant. he never really showed any interest in economical and social studies, which are crucial to the ability to reign a nation. but, he never really counted on becoming Emperor anyway. but then, tragedy struck. his brother, Draco, was killed in an assassination attempt. Basiliskus became emperor against his will, and it soon became clear he was not good at it. under his rule the slight recovery of the economical crisis, which started under the rule of his grandfather, was crushed by his brief introduction of a new financial system called "capitalism". basically the rich got richer and the poor got poorer, despite his good intentions. he had to cope with several rebellions, but regained his popularity by fending of several Rhodok invasions, despite them being quite insignificant.
he has an empire on the verge of falling apart, huge national debths, and several nations preying on Calradian grounds...

Caliph Iznogoudh
Caliph iznogoud is a special story. he was elected caliph without even being a candidate, but by support of the people and the royal guards, the government installed him as caliph anyway. little they knew that he would rule the land with more succes than any leader ever had before, and even gaining the support of the other desert peoples which were not even in the Sarranid Caliphate! despite being a strong pacifist, he had readministred the Sarranid forces, who are poised for conquest of new grounds, with ultimately Shariz as goal.

Chief Kjartan
Chief Kjartan was one of the sons of king Gjaflaug who did not get a feoff from his father, but got the task to conquer some of his own. little does he know that the king does not want his son to prove himself in conquest, but to get rid of him. not because he is not a worthy son, but because he is a danger because of his leadership and cunning. so, to keep him busy, the king sent him away to calradia. Kjartan found that the places he landed were sparsely populated- there were locals with some possessions. they didn't complain about any once their lungs were on the outside of their backs.
the nord were having the time of their lives, when they were attacked by a gathered Vaegir force, and were forced to retreat. Kjartan found out that his troops were held prisoner in a city named Rivacheg, and sailed home for an actual army to conquer Rivacheg.
This was highly unorthodox: nord raid, they don't settle for conquest. But Kjartan got his way, and the Nord sailed for Rivacheg, to stay. Kjartan took the city, freed his men, and gave the local Vaegir the choice to join their cause or die.
Kjartan was now Lord and Master of Sølverland.

King Zalmoxis
The king of Malatium is one of the richest men in all of the Calradian peninsulae. but also one of the most powerful. Zalmoxis has had done his fair share of treachery to reach the top of the ladder- only vaguely related to the Malatium Royal family, he renounced his seat in the senate once he had secretly modified the right documents. in this surprising retirement, king Decebalus and his son, Zoltes, were tragically killed while on a hunt. and surprisingly, due to ancient Calradian laws of succession, Zalmoxis was astounded to be the next in line!
but soon it became clear that he could not have chosen a worse time to become king. in the east, the trade routes with the oriental empire were lost, and from the survivors of caravans and expeditions it became clear that there were massive wars going on on the steppes. A certain warlord named Mundzuk was rounding up more and more tribes with promises of gold or just brute force. Should this Mundzuk get any funny ideas about conquest, the Malatium better be ready for war, Zalmoxis reasoned. thus, the relatively small forces of Malatium were completely modernized, equipping them with state-of-the-art mobile Ballistae and scale armours. if there is going to be war, at least king Zalmoxis is ready for it.

Korol Jarisleif
The Vaegir realised about the end of the 3rd century that they needed to work together if they were going to be a match to the expanding calradians. they put together a ministery of Boyars to settle quarrels about tribute and military expeditions, and soon a war ensued about who should be their leader in battle. from this war they learned that elections were their way to go, and so they elected the first Korol. this way they were a military major player, but still in their own tribal idendities.
Korol Jarisleif is the 11th Korol of the Vaegir federation, but not very popular. he was chosen to rule a kingdom of which a major city was only recently conquered by brutal norsemen, and his attempts at regaining the city have been fruitless. the Vaegir can only hope for Jarisleif to prove himself worthy by capturing Rivacheg; no other of the boyars was up to the task. hence, the reason he was elected.

Mundzhuk Khan
Mundzhuk is a warlord from the eastern steppes, far beyond the sarranid caliphate or the Medvediggrad taiga capitol. seeing the skills, bravery, and ferocity of the riders of his homeland, he recognized their potential for conquest. he saw what had to be done to bring the stepperiders to Calradian conquest. in 435 he became leader of his own tribe, the Khergit, and through his big ambitions he allied with 3 more tribes, forming the silver horde. this tribal alliance was highly unusual in the steppes- but extremely succesful. in 449 all of the steppe tribes were united as one unified people, and pointed their arrows there where it would hurt the most- westward. they rode for Calradia, with Mundzhuk, Khan of all the riders, as their king.

Chieftain Ingelger
Chieftain Ingelger is the leader of the Jelkala tribe, a netherrhodok nation with big aspirations for a larger kingdom. but the mountains are not uncontested- it could be as well one of the other tribes that  will ultimately reign supreme. the greatest first victory would be to reconquer Veluca- also this would almost guarantee their cooperation in the forging of the Rhodok nation.
-finishing up later-

The big factional quests!
CALRADIA
-their main pro quest would be, of course, to restore the ancient empire. a territorial goal, so to speak.  you'd have to join the senate of legati, and perhaps even success emperor basiliskus.
-the contra quest would be to join the house of legati, but to ultimately seperate your patch of land to start your own kingdom. this would only be possible in special situations. this would require getting together with a few other lords, and promising more than they already have. or being promised more than you have.

SARRANID
-pro objective here is to complete the desert kingdom, and to conquer the land all the way to shariza. for this, you need to get the support of the people. all of the sarranid armies are made up of hired soldiers, but the player here needs to set up a levied army big enough to conquer all the way to the sea in the west. this because he does not really get support from the caliph to attack Calradia.

-contra: conquer shariza as an independent nation, and then conquer the rest of the sarranid lands to create your own Sharizarian nation. this requires becoming caliph instead of the caliph.
(:mrgreen:)

SOLVERLAND
-pro quest: keep kjartan safe from the vaegir, and also rival nordic usurpers. this is quite a task, as kjartan is pretty much a complete ass. he will seem to want to get himself killed, captured or lost. this is a bit of a tedious quest. "resque kjartan from the mountains" for example. this will improve your relation with kingdom of nords, giving you more shipments and thus more soldiers.
-contra: get a real leader on the throne. perhaps the player, or someone else, is up to the player. a lot more satisfying, and more laidback. but also... HARDER! :grin:

MALATIUM
-pro quest: get a better leader on the throne, and get rid of "evil" zalmoxis and his followers. he has a nephew somewhere in the northwest territories, who is the rightful heir of the throne... get him safely from there, back into the council to have the members make him king.
-contra quest: become the evil minion of king zalmoxis, to become king in his place eventually. doing filthy errands for him, commanding armies to do atrocious genocidal things in name of the nation.

RHODOK TRIBES
-pro: unite all leaders of the rhodoks, either in prison or in the field council. elect or get elected as the leader of all the rhodok people.
-contra: once this quest is taken, at some point the rhodok WILL be united, and you have to infiltrate the council of meyers either in the field meeting, or in prison. (imagine the meetings a bit like this:
GermaanseRaadsvergadering.jpg
)
multiple ways to do this- become a bodyguard, prison guard, or even a Meyer.

SILVER HORDE
-pro: loot ALL of Calradia.
-contra: since the silver horde is based on unity of the Khergit people, it is vital to them to work together. so, form your own base camp, and try to overtake the silver horde with your own forces. people tend to be a vengeful after you destroy your city; use their anger to your advantage by recruiting those who everything has been taken from by the silver horde.


SUCCESSOR STATES: since these nations are very small, their quests are also not too hard. maintaining their position in calradia will already be the hardest part, so the quest itself isn't very advanced. they do not have contra quests.
-pro SWADIA: rule the Swadian peninsula, have the calradians have another flag than the swadian.
-pro EMERIN: amass a grand total 100.000 denari, and upgrade everything in the Kingdom to the maximum extent.
-pro NORTHERN PENINSULA: rule over the northern peninsula, and make peace with bordering nations.
-pro REYVADIN TRIBE: Free Reyvadin, conquer all (remaining) Vaegir factions.
-pro HAMLAR-DURQUBA JOINT REPUBLIC: Have your nation recognized by the 3 greatest nations of calradia at that moment.
-pro KELREDAN: Have all Rhodok tribes as protectorates.
-pro SUNO: defeat both the Swadians and the Emerinians by looting their capitals.


to be continued... if you have an idea, SAY IT  :grin:


KEY ELEMENTS:
- for every faction a big "pro" and "contra" quest. you can choose only one of these, regularly.
- Migration. the threatened population can set their supplies on fire, and leave their homes to form a giant warband consisting of civilians, looking for a new home.
- destructable cities. a city can be raised to the ground, in which refugees can survive in the ruins in small numbers.
- entirely reworked cities and sieges
- advanced diplomacy, similar to what the system works like in the diplomacy mod.
- tribal factions the rhodok people are still divided by their tribes, and so are the vaegir.
- overall crappy equipment. the strong plated armours are going leaving in this mod, just like the chargers and closed helmets :mrgreen:
- factions are more radically different from one another.
- the sarranids are the only faction with the same amount of castles as there were in native. most of the other castles are now wooden fortresses, hillforts, or citadels.
- the nord cannot recruit their troops anymore, but must get them by shipments. this means once a nord sets up camp at a location close to the coast, he can call in for 2 or 3 drakars filled with nordic warriors.

stuffs i need:
some retexturing for sarranid items, simple stuff. also, they need persian shields.
some new wooden castle models (fortresses) should be able to create without adding new content.
adding some roman items for the calradians, not much though. oval shields and spatha's  for example.
a diplomatic system similar to the diplomacy mod.
more low-end armours, like the raw fur coat and the coloured shirts.


Poll results, of which i wait for 30 votes to start a new one  :mrgreen:

first poll - all cities will be destructable, and spawn refugees

second poll - villagers will settle in villages and ruins alike, and the player can use his soldiers to help with more efficient rebuilding. providing men and money, this is costly, but forges a very strong bond with the city.

third poll - the vaegir have now medium infantry with bows, some of which riding a horse,

fourth poll- the malatian units will be elitair south-eastern infanterists, mainly.



tell me what you think :mrgreen:
And if you want to help this modding newb, you are also very welcome. 90% of the time i have no idea what i'm doing.

PROGRESS EDIT:
since this is my first warband mod EVAH, i'm going to start off with simple stuff:
-first, I edit the abilities and items of the troops to what they should be. with the troop editor.
-find out how to add factions.
-change the names of all lords, kings and unit types. DONE :grin:
-add only a few new items, to reinforce the feeling of the dark ages. put some dirt on the shirts, and also remove things like plate armour and crossbows.
-Add new factions.
-find out how to add gameplay elements such as sacking a city and having refugee parties of enormous size.
if you like the idea, and wish to show me how much you love me, please put this banner in you signature. that keeps me going, kinda :mrgreen:
http://i33.tinypic.com/2h7gb4k.jpg
 
Well, I think this is in the wrong section.

Anyway, I think this is a pretty kewl idea, there has been many Calradian rennaisance mods, so why not a dark ages? But you should rename it to something like ''Dark Ages of Calradia''. Also, I guess that most countries are alot poorer? And well, ambitious project, would be interesting to see if that migration system works well. I will certainly follow this.

And how exactly will you make the empire not so overpowered? Maybe make some kind of events that make lords switch nations or maybe form new ones?
 
Nodscouter said:
Well, I think this is in the wrong section.

Anyway, I think this is a pretty kewl idea, there has been many Calradian rennaisance mods, so why not a dark ages? But you should rename it to something like ''Dark Ages of Calradia''. Also, I guess that most countries are alot poorer? And well, ambitious project, would be interesting to see if that migration system works well. I will certainly follow this.

thanks! i was just working on how to keep militairy balance. the smaller a nation starts of, the higher its units specs are. for example, when a calradian army clashes with a malayurgian, then the calradian unit specifications will be a bit lower, to ensure that the malayurgians will not necessarily win the battle, but live to fight another day, having less villages to recruit troops from.
 
Good idea so far, but the companions say that the Rhodocks separated from the swadians, and why is there not a Vere country? That idea has been around forever.
 
Mrr.Phil said:
Good idea so far, but the companions say that the Rhodocks separated from the swadians, and why is there not a Vere country? That idea has been around forever.

i figured that the country forged of the rhodok tribes by the player would later be conquered by the swadians, who took over the last remnant of the Calradian empire. also, the swadians do not exist yet in this era (who says so? I says so :mrgreen:)
 
Captain_Octavius said:
Looks cool, will definitely follow this.

For military balance, I suggest writing code that it's everyone vs. Calradia most of the time.
exactly. also, because it is the Calradian empire that's threatened the poverty should be reflected in its troops: calradian troops are poor armed and armoured. imagine their equipment being mass produced, while outfits of for example a vaegir tribe is forged with personal care, and quality.
 
ThenCalradia will have to have a number of more Lords and HUGE ammounts of forces since i figure they are just peasants with weapons.

Recruiter: YOU There!!

Peasant: who me?

Recruiter: ye you! You ae hereby Recruited!! Here's some weapons and armour now go out there and fight!

Peasant: ummmm ok *dies affter 5 minutes*

back to Recruiter line 1.
 
Actually it should be the opposite: Barbarian tribes with many poorly equipped units; Calradians generally have better equipped units, but with crappy morale due to spotty payment and the constant civil wars.

Calradia should also have alot more in-fighting than the other factions. But it should be possible for this to improve.

Is there anyway to cause a 'pretender', like Isabelle of Suno, to appear and start a civil war, without the player?

 
I think you should give the Calradic Empire all the issues of imperial overstretch. And yes, one of these is the fact that armies become too big to be disciplined, badly trained because of the massive wars and need to replace the many casualties, and that the borders are too long to defend properly.

I say the Calradic Empire should have many well-equipped, but badly trained units. Low levels with low stats, but good equipment.
 
The Dominator said:
ThenCalradia will have to have a number of more Lords and HUGE ammounts of forces since i figure they are just peasants with weapons.

Recruiter: YOU There!!

Peasant: who me?

Recruiter: ye you! You ae hereby Recruited!! Here's some weapons and armour now go out there and fight!

Peasant: ummmm ok *dies affter 5 minutes*

back to Recruiter line 1.
precisely! if you ever played the Age of Kings map editor, you will remember how much fun it is to unleash armies of peasants unto each other.
 
Maybe the Calradian units would have poor training/equipment until the very last tier, where they'd be better trained and equipped, much like how many early Medieval armies consisted of a great number of levied troops, with a core of huscarls or knights or what have you.

And then the barbarian tribes could start with (maybe) poor equipment but good stats, to show they live lives of hardship and constant strife.  And then the top tier soldiers would be very skilled with good equipment, but just not the best equipment like the Calradians would have.

Just a suggestion.

Calradia = lots of low skill/equipment, a few high skill/equipment
Barbarians = lots of middle skill/equipment, a few good skill/equipment
 
Captain_Octavius said:
I think you should give the Calradic Empire all the issues of imperial overstretch. And yes, one of these is the fact that armies become too big to be disciplined, badly trained because of the massive wars and need to replace the many casualties, and that the borders are too long to defend properly.

I say the Calradic Empire should have many well-equipped, but badly trained units. Low levels with low stats, but good equipment.
I'd say standard late era West-Roman equipment.
Roman_soldier_175_aC_in_northern_province.jpg

the rhodoks will still be infantry based, but a lot more crude than their medieval counterparts. more like mountain bandits, but more sophisticated and tribalistic. not per se the oldfashioned "barbarian" in animal skins, but more like this:
IMG_0018.JPG
but then a lot dirtier. these two look fresh from the dishwasher. also, they must have wild and imposing facial hair; big beards and mustaches, in contrast to their "civilized" calradian enemies.

as for the sarranids, they will be a lot more persianbased instead of their medieval arabic origins. away with the mamelukes, and in with the slightly less armoured cataphract. also more classic phalanx-like infantry, like the Parthian Atanatoi, to give them an effective counter against the kerghit.(immortals)
Persian_warriors_from_Berlin_Museum.jpg

now the vaegir and the kerghit are a bit special in this mod. lots of the vaegir "style" like their fur cloathes and excellent archers will be kerghit now, or Silver Horde. this because the kerghit from this age are also tundra people, while the vaegir are more like Dacian and Illyrian peoples.
huns.jpg
a hun (silver horde) rider.
imagine rather this for the Malayurg and Vaegir factions:
dacians-warriors.jpg

the nord are practically the same, except for their outfits that are just a bit more "germanic" than "viking" per se, as their non-armour outfits should be more decorated instead of the simple fur coat.
Tunikafertigsmall.jpg

generally speaking, the units must be more classical age like, rather than less advanced in comparison to their medieval descendants.
 
samoht said:
Maybe the Calradian units would have poor training/equipment until the very last tier, where they'd be better trained and equipped, much like how many early Medieval armies consisted of a great number of levied troops, with a core of huscarls or knights or what have you.

And then the barbarian tribes could start with (maybe) poor equipment but good stats, to show they live lives of hardship and constant strife.  And then the top tier soldiers would be very skilled with good equipment, but just not the best equipment like the Calradians would have.

Just a suggestion.

Calradia = lots of low skill/equipment, a few high skill/equipment
Barbarians = lots of middle skill/equipment, a few good skill/equipment

i was thinking to give the calradians mercenary based warfare, mixed with classical roman: all working towards one big war machine. no time for heroic actions like breaking out of line to show off bravery and skill. in contrast, the barbarian tribes should have armies based on freedom fighters and "heroes",  the big examples of how a warrior should live and die, in battle. the heroes should also have unbreakable morale, and project this onto their soldiers. as the calradian mercenaries will run away very fast, as they value their life more than the nation they fight for- the only affilation they have with calradia is money.

so calradia - low morale, low skill. they fight in line, in number, with their commanders with following as elite troops. standard equipment, as it is mass produced to keep in line with the army.
barbarian armies - very high morale, high skill, and always try to get the most kills from all the troops in the army. personally forged weaponry and armour, of very high quality.
 
Puritan said:
Actually it should be the opposite: Barbarian tribes with many poorly equipped units; Calradians generally have better equipped units, but with crappy morale due to spotty payment and the constant civil wars.

Calradia should also have alot more in-fighting than the other factions. But it should be possible for this to improve.

Is there anyway to cause a 'pretender', like Isabelle of Suno, to appear and start a civil war, without the player?

i think so, but don't be under the impression that in the real world "barbarians" were relatively underequipped. the traditional roman helmet with cheek and neck guard is a gallian (or gaulish, not sure what it is in english) design.

as for the civil wars, of course there must be a way to rip calradia up in smaller nations. this should be done by exploiting differing interests; for example, budgetting. if there is a lot of money being put into the suno-praven trade route while dhirim threatened by the silver horde, they will rebel and do what they think is best with their own money, or even appoint their own rogue general-king.
 
Why isn't this posted in The Pioneer's Guild?

I mean, it's certainly interesting to discuss these things, but there are seperate sections for a reason. If your aim is to have as many players as possible discuss your ideas (which is a legitimate aim), the way to go would be to get people from this board to visit the Pioneer's Guild, and not to put content that would belong there, here.
 
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