Hey folks!
I've been brainstorming all week, and I've finally decided I'm going to attack the whole of the Roman Republic in my first major release.
Before I get too far ahead of myself though I wanted to bring the discussion to the forum and see what everyone thinks and hopefully open up some useful discussion, debate, and suggestions.
My starting aims for this mod are going to be simple, yet many.
Ideally, the initial goal is to introduce the most realistic depiction of the Roman Republic I can possibly include within the constraints of the EU:R engine.
This is no simple task, since the Republic was an ever-changing and evolving creature.
One of my major gripes with vanilla and even most mods is that there is relatively no difference between a "Military Republic", a "Civic Republic", or any other variation thereof. In a sense Rome was all of these at one point and time, and the differences were much greater than extra trade income or reduced war exhaustion.
Therefore my intent is to grant the player a much more sweeping ability to change the politics and powers of the Republic (provided the proper conditions are met).
To do this I plan on creating a new government type, the "Roman Republic", available only to Rome. Now here's the catch. I'm not only making one catch-all "Roman Republic". I'm going to make multiple "Roman Republic"s and model them all after different points in the history of Rome and allow the player to decide which will be best suited to his or her interests.
The way to do this is simple, I'll make the multiple entries and name them in the text file by their approximate dates (yet in the game they will all be known as Roman Republic), and allow the player to change government types the same way that is already allowed, but now only for these specific types, and provided that they meet the requirements needed for each.
An example would be this:
In 280BC, the Roman Republic had no clear limit on the amount of time after being elected Consul one had to wait to stand for election again. There are occaisions where Consuls are elected consequetively, and multiple example of 4-6 years wait between being re-elected.
By approximately 150BC laws had been enacted to prevent a Consul from running for re-election until after a period of 10 years passed.
Then about 20 years later around 130BC it has been said that there were laws to prevent a Consul from even being elected a second time all together!
And then of course Marius comes on to the scene in 107BC and does away with this entirely, racking up 7 Consulships in no time flat.
With multiple government types, and the decision-based government switching, all of this can be modeled, and best of all none of it is forced upon the player, but instead up to the player's discretion (again provided the proper pre-reqs are met).
On top of this, I'd like to tackle the Cursus Honorum my own way, and allow offices within the Senate to be influenced in a similar way to the government type, but using laws rather than decisions. As well as make Prominence and possibly Popularity important components of rising up through the ranks of the Senate.
This way, it is possible to pass laws to strengthen or weaken offices within the Senate, or even change the requirements needed to gain access to certain offices.
A good example, though a little late for our time period, would be the opening up of offices to the Plebeians, and even the creation of Plebeian-only offices.
On top of all of these changes I've already adapted my old list of names for mostly Romans and Greeks to VV, so that will be included. And I'm also interested in modifying combat as well, since the stats do not seem very well-balanced, and the units still seem rather bland to me.
Now that you know my intentions, I'd like your opinions and welcome any information that may help. Also, other than purely historical options, is there any interest for options that while not historically accurate were entirely plausible?
I've been brainstorming all week, and I've finally decided I'm going to attack the whole of the Roman Republic in my first major release.
Before I get too far ahead of myself though I wanted to bring the discussion to the forum and see what everyone thinks and hopefully open up some useful discussion, debate, and suggestions.
My starting aims for this mod are going to be simple, yet many.
Ideally, the initial goal is to introduce the most realistic depiction of the Roman Republic I can possibly include within the constraints of the EU:R engine.
This is no simple task, since the Republic was an ever-changing and evolving creature.
One of my major gripes with vanilla and even most mods is that there is relatively no difference between a "Military Republic", a "Civic Republic", or any other variation thereof. In a sense Rome was all of these at one point and time, and the differences were much greater than extra trade income or reduced war exhaustion.
Therefore my intent is to grant the player a much more sweeping ability to change the politics and powers of the Republic (provided the proper conditions are met).
To do this I plan on creating a new government type, the "Roman Republic", available only to Rome. Now here's the catch. I'm not only making one catch-all "Roman Republic". I'm going to make multiple "Roman Republic"s and model them all after different points in the history of Rome and allow the player to decide which will be best suited to his or her interests.
The way to do this is simple, I'll make the multiple entries and name them in the text file by their approximate dates (yet in the game they will all be known as Roman Republic), and allow the player to change government types the same way that is already allowed, but now only for these specific types, and provided that they meet the requirements needed for each.
An example would be this:
In 280BC, the Roman Republic had no clear limit on the amount of time after being elected Consul one had to wait to stand for election again. There are occaisions where Consuls are elected consequetively, and multiple example of 4-6 years wait between being re-elected.
By approximately 150BC laws had been enacted to prevent a Consul from running for re-election until after a period of 10 years passed.
Then about 20 years later around 130BC it has been said that there were laws to prevent a Consul from even being elected a second time all together!
And then of course Marius comes on to the scene in 107BC and does away with this entirely, racking up 7 Consulships in no time flat.
With multiple government types, and the decision-based government switching, all of this can be modeled, and best of all none of it is forced upon the player, but instead up to the player's discretion (again provided the proper pre-reqs are met).
On top of this, I'd like to tackle the Cursus Honorum my own way, and allow offices within the Senate to be influenced in a similar way to the government type, but using laws rather than decisions. As well as make Prominence and possibly Popularity important components of rising up through the ranks of the Senate.
This way, it is possible to pass laws to strengthen or weaken offices within the Senate, or even change the requirements needed to gain access to certain offices.
A good example, though a little late for our time period, would be the opening up of offices to the Plebeians, and even the creation of Plebeian-only offices.
On top of all of these changes I've already adapted my old list of names for mostly Romans and Greeks to VV, so that will be included. And I'm also interested in modifying combat as well, since the stats do not seem very well-balanced, and the units still seem rather bland to me.
Now that you know my intentions, I'd like your opinions and welcome any information that may help. Also, other than purely historical options, is there any interest for options that while not historically accurate were entirely plausible?