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rakovskii

Second Lieutenant
2 Badges
Feb 2, 2023
123
70
  • Crusader Kings II
  • Imperator: Rome
The Invictus Mod adds three possibly Slavic tribes: the Melanchlaenians in Blagoveschenskaya in Russia's Bryansk Region, the Budini in northeast Ukraine, and the Neurians in Belarus and western Ukraine. I played as the Melanchlaenians and achieved "Crusader Kings" style aims: converting to Judaism, then taking over the Holy Land, then converting to Christianity in the first century with the Timeline Extender Mod.

Scholars often associate the Melanchlaenians with the Yukhnovskaya Culture, which includes the archaeological site of Blagoveschenskaya Gora. Historians don't have a solid opinion on whether the Melanchlaenians and Yukhnovskaya Culture were Baltic, Slavic, or Iranian, but Baltic seems to be the most common identification for the Yukhnovskaya Culture because the names of waterways in the Bryansk Region are often Baltic. The three new possible Slavic tribes' leaders have names that sound Baltic for me. One of my noble families was named Waiswilteitis, for instance.

Melanchlaenia begins as a Migratory Tribe in the Mod, which has the advantage of letting you send colonies of settlers around the map. There is a major empty spot with farmland around the area of Serbia that you can settle, and one of the territories there is called Iazygia. There is also a Scythian nation called Iazygia in southeast Russia in the game. This reminds me of the scholarly theory that a Slavic tribe called the White Croats migrated westward into Yugoslavia from Iranian-held lands.

The Mod changes the Baltic "Matrist" religion to the "Wera" religion, Vera being the Russian word for faith. This religion starts with only one shrine - in Sudinoia, and two total relics, one being the Perun thunder god idol and the other being the Spring Idols in Venedicana. However, the latter don't seem to do anything, as there is no shrine in Venedicana. The Melanchlaenians' pantheon in the mod is like the Baltic tribes' pantheon, except for perhaps a few added figures, like Medwidos, a bear figure. Medved in Russian means bear, and comes from the root words of Med (honey) + Ved (leading).

The special territory "Decisions" related to the Slavs are building the historic Amber trade in Rugia, mining in Tantonum in the Carpathians and Cinnabar in Singidunum/Belgrade. Another special Decision for Slavic nations is to "Form Slavia," which you can do if you control a large swathe of land from Ukraine to the Baltics and east Poland. This changes your nation from your starting tribe (like Melanchlaenia) to "Slavia" and gives it a new flag. In 583 AUC, there was also a meteor that landed in Bersovia in Yugoslavia that I later made a Decision to move to my capitol. This created the "Rock of Ages" modifier that gave me a state religion boost in my Overview menu.

When I conquered the area around the Sea of Azov, I had a dilemma as to whether to stay pagan or convert to Judaism, because I acquired Jewish citizens there, and if I stayed pagan, it would slowly pressure them to convert to paganism. So in 545 AUC, I converted my nation to what Invictus renames the "Israelite Religion," using the new Jewish area for a new national capitol. Later, since I'd changed my religion to Israelite and the Egyptians had conquered Judea and razed Samuel's Shrine in Jerusalem, the Mod let me build a new Temple in my capitol, which at that point I had moved back to Blagoveschenskaya.

Once I advanced enough, I chose the Democratic Republic form of government. At first, I personally preferred the Democrat faction, but after playing long enough, I didn't care very much which faction controlled the government's votes, and power seemed to rotate between factions over time. I added the Hebrews to my Noble Cultures list and added the Medians and Scythians to my Citizens list when I conquered Media and Scythia, respectively. I filled out the Baltic Miltiary Traditions, most of the Scythian ones, and the more productive Bactrian and Germanic ones.

The Invictus Mod ends at 1 AD. Although I conquered Rome and northern Italy and became the strongest power on the map, my nation was mostly limited to Central-Eastern Europe, Russia, and Central Asia at that point. Some of my biggest weaknesses were from starting as a Migratory Tribe (the most primitive system) and from spending tons of Influence Points on converting to Judaism. I notice that my screen artwork for the victory screen (below), and the message along with it, is less impressive than when I played as Judea in another playthrough. The artwork looks more shaded and has fewer buildings:

Once I conquered the Levant and parts of Ethiopia, I got messages occasionally mentioning that the populations in those places were converting to Judaism, since the Ethiopians included the "Beta Israel" community. The Egyptians had conquered Palestine, razed Samuel the Prophet's Shrine in Jerusalem, and moved its two relics to their own temples. So after capturing Jerusalem and part of Egypt myself, I made a new shrine to Samuel in Jerusalem and put the two relics back there. Fortunately, the Egyptians hadn't levelled the Second Temple Wonder.

The Invictus Timeline Extender Mod's first event message about Jesus' death shows up in November, 31 AD. I had conquered Palestine and the city of Rome by that time, but controlling these lands didn't affect this event. In contrast, sometimes in the course of normal gameplay, an event happens where an upstart Character like a slave gathers a following and you get a choice as to how to treat them.

Starting in the 1st Century and before converting my nation to Christianity, the Mod repeatedly triggers new group conversions of Christians and asks how to treat them. I always chose to tolerate them. Similarly, in my playthrough, I consistently chose to avoid killing characters, like killing POWs of defeated nations.

The Timeline Extender lets you convert to Christianity starting in 101 AD. It took me to 108 AD to suceed. It was a little tricky because I needed a couple hundred influence points to move my capitol to Antioch, and create a non-Slave Christian majority there, and then choose the Christian Conversion option in the Decisions menu.

The Timeline Extender Mod leaves the Maccabean Revolt Trigger in place, so if you have a Christian nation and control Judea, Judea asks to become a client state and revolts if you click "Everything is fine as it is."

By 200 AD, my nation stretched from England and France to the Indus. In 165 AD, the Antonine Plague hit, and gave major hits to food and happiness in some provinces. As a result, I sold some provinces to my clients before the provinces rebelled. Some other territories rebelled and I turned them into clients. This is why I have some client states in my midst like Western Delta, Talas, and the Seleucid countries in Turkey. The strongest nations that I haven't conquered are Carthage, Shunga (India), the Ptolemies (Sudan), and Rome.

77% of my nation became Christian, thanks in part to the strong 30% conversion power bonus that Christianity has. If you control certain territories that match certain saints' stories and then venerate the saints, the Mod lets you build a second shrine for those saints and gives you a special relic for each. I built shrines for:
  • The Virgin Mary in Sepphoris (where Nazareth is), Cornelius in Stratonos Pyrgos (where he lived),
  • St. Paul of Tarsus in Tarsos,
  • St. Andrew in Patras (where he was martyred) and Byzantion (where he preached),
  • Philip in Tarichaia (where Bethsaida, his hometown would be) and Hieropolis (where he was martyred),
  • Nathanael in Tzur (where Derbend is, and where he might have been martyred), and
  • St. Mark in Cyrenaica (where he was from) and Kanopos (where he might have been martyred).
I made sure that each shrine location had a city and a road to it.
 
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About the Slavic tribes:
In the original game, the only arguably Slavic tribe is the "Venedi" in the Vistula River region. Tacitus wasn't sure whether to count them as Germanic or Sarmatian, which implies that the Venedi were likely neither. Jordanes, a Byzantine writer, considered the Venedi to be the ancestors of the Slavs. Up to today, the Wend (pronounced Vend) are a west Slavic ethnicity in eastern Germany. The game creaters seem to categorize the Venedi as Baltic, which some scholars do instead of Slavic. Scholars consider the Balts to be the closest linguistic group to the Slavs, and that the Slavs and Balts diverged around 1500 BC.

The Invictus Mod puts all the Baltic and Slavic tribes in a broad "Balto-Slavic" category. It gives the Melanchlaenians the territory of Blagoveschenskaya (a real-life Yukhnove culture site) as their capitol. Scholars don't have a solid opinion on whether the Melanchlaenians or Yukhnove Culture were Baltic, Slavic, or Iranian. I chose to play as them because they are in the region of Russia. The Neurians and Budini are more clearly Slavic tribes. The Mod gives Lemeshevichi (a real life town in south Belarus) as the Neurians' capitol, and Boromlya (between the real life cities of Sumy and Kharkhov in Ukraine) as the Budini capitol.

The Mod has a new, special mission tree for the Scythians, who are an Iranian tribe centered in south-central Ukraine. They must have migrated northward or westward to Ukraine from some place around Central Asia.

About Judaism:
In the Invictus Mod, Jerusalem has a "Second Temple" Wonder that is separate from the shrine to the Jewish prophet Samuel. Samuel's shrine has two relics: Jacob's stone and the "Second Temple Menorah." The ancient world had Jewish communities spread farther around the map than the game shows, but limiting them could have been a gameplay decision. For instance, in real life, there was a Jewish community in Carthage, and Josephus asserted that the Carthaginians were from some of the northern Israelite tribes conquered by the Assyrians. In my playthrough, I put cities and roads at all the Israelite religion shrine sites, and also at all the shrines for other religions located in Eastern Europe, as shrines give bonuses to cities.

Whenever I had a Jewish or Christian figure set to my pantheon, I made a shrine for him/her in a place associated with him/her, as shrines add power to their omens.

The Timeline Extender Mod runs to 476 AD when the Western Roman empire fell, but I personally tend to micromanage my nations, and this makes playing to 476 AD tedious. I played to 200 AD, as it was a simple date-block marker for the end of the period of the "Apostolic fathers." The Timeline Extender lets you add 4 archangels to your Pantheon some time after 1000 AUC.
 
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