Rule Britannia! Guide the descendents of the legendary Brutus as they try to build an empire that rivals that which was founded by his grandfather Aeneas. Do you have what it takes to unify the Celts, beat back the barbarians, and make Albion the center of ancient world?
What is this?
Rule Britannia! is a mod designed to give a player the chance to recreate Albion, the mythic country occupying what is today the British Isles, whose story is told by Geoffrey of Monmouth in the Historia Regum Britanniae. While Geoffrey’s story is of vast literary importance (the plot of King Lear has its roots in the history, for example), it is not a real historical record. It is more of a myth that tells of the origins of Britain.
As such, this mod is not intended to be in any way historical. The intention is to create a mod that gives the player a challenging time as a Celtic power in the British isles during the period.
What does this mod include?
This mod includes a new country, Albion, and its rebel faction, the Albion Rebels. Albion is a Civic Tribe let by High Elder (King) Gerennus, whose descendents are, according to legend, the ones to face off against Julius Caesar during his invasion of Britain. Albion is a one province faction, whose capitol is Trinovantes. She has around 30 POPs, and her civilization is 50%, meaning you have just enough civilization to colonize.
Albion ‘s culture is Insular Celtic, a new culture within the Celtic group. This is to make Albion culturally somewhat similar to the other Celtic nations, while making the conquest of her Celtic neighbors only about as profitable as Macedonia annexing the Greek minors (i.e. reduced tax and manpower, but not nearly as bad as if the wrong culture group). This also prevents barbarians in Britain from being exploited for a never ending supply of Freemen (all the barbarians in the area are Celtic, so if you were Celtic and let them settle, you would have nothing to fear from culture change).
Albion’s religion is Druidism. I considered making it Greek, or an offshoot of Greek, to simulate Albion’s Trojan origins; however, Greek is already such a strong religion, adding another country that will colonize the north with Greek will only speed up the rate at which Greek becomes the dominate religion. On the other hand, making a unique Hellenistic religion, while tempting, condemns Albion to the same religious weakness of Judiasm, without monotheism’s late game technological benefits. In the end, I decided that having Druidism as a faith would make it easier for Albion to work diplomacy with her neighbors.
This mod also includes a modification to the research rate, essentially making this mod research twice as fast as an unmodded 1.1 game of Rome.
What does this mod not include?
A lot of stuff, actually. It has no original artwork, as I “borrowed” the flags for Albion and its rebels from B22 and B23. While I don’t think the barbarians will mind, it does mean that there is a remote possibility that you might end up with duplicate flags if you create barbarian client states.
This mod also does not include any events or modifications to events.
Any hints on strategy?
Yes.
Do not let the barbarians sack your capitol or that will put an end to colonization.
Also, you have to decide fairly soon whether or not you want to upgrade your tribal government or not. You already meet the requirements to change from Civic Tribe to Democratic Republic. Civic Tribe only has one national idea, but if you take a civic idea, you get a bonus to research speed. On the other hand, democratic republics get two ideas, but a lousy 0.01 boost to popularity. Choose wisely.
Once you colonize all the provinces surrounding your capitol, you will have access to iron, wood, and plenty of grain. You will also border the Gallic minors via the straits between continental Europe and Britain. Building a small navy might be useful, in case you want to march into Gaul. You can also use a navy to blockade the straits between Ireland and yourself, denying barbarians the chance to invade until you are ready for them.
Anything else I should know?
This mod is specifically designed for a 474 start and assumes you are playing Albion. I DO NOT recommend using this mod for a regular Rome game, nor do I recommend setting the date at any other time besides January 1st, 474. Do so at your own risk.
How do I install?
Just unzip the file into your mod subdirectoy in the Rome folder. You should have a folder named albionmod and a file called albionmod.mod now sitting inside the mod folder. Just start up the game, and in the drop down box for Rome that is labeled "Select Mod", you should be able to click it and see the Mythic Albion Mod.
You're all set and ready to play.
What is this?
Rule Britannia! is a mod designed to give a player the chance to recreate Albion, the mythic country occupying what is today the British Isles, whose story is told by Geoffrey of Monmouth in the Historia Regum Britanniae. While Geoffrey’s story is of vast literary importance (the plot of King Lear has its roots in the history, for example), it is not a real historical record. It is more of a myth that tells of the origins of Britain.
As such, this mod is not intended to be in any way historical. The intention is to create a mod that gives the player a challenging time as a Celtic power in the British isles during the period.
What does this mod include?
This mod includes a new country, Albion, and its rebel faction, the Albion Rebels. Albion is a Civic Tribe let by High Elder (King) Gerennus, whose descendents are, according to legend, the ones to face off against Julius Caesar during his invasion of Britain. Albion is a one province faction, whose capitol is Trinovantes. She has around 30 POPs, and her civilization is 50%, meaning you have just enough civilization to colonize.
Albion ‘s culture is Insular Celtic, a new culture within the Celtic group. This is to make Albion culturally somewhat similar to the other Celtic nations, while making the conquest of her Celtic neighbors only about as profitable as Macedonia annexing the Greek minors (i.e. reduced tax and manpower, but not nearly as bad as if the wrong culture group). This also prevents barbarians in Britain from being exploited for a never ending supply of Freemen (all the barbarians in the area are Celtic, so if you were Celtic and let them settle, you would have nothing to fear from culture change).
Albion’s religion is Druidism. I considered making it Greek, or an offshoot of Greek, to simulate Albion’s Trojan origins; however, Greek is already such a strong religion, adding another country that will colonize the north with Greek will only speed up the rate at which Greek becomes the dominate religion. On the other hand, making a unique Hellenistic religion, while tempting, condemns Albion to the same religious weakness of Judiasm, without monotheism’s late game technological benefits. In the end, I decided that having Druidism as a faith would make it easier for Albion to work diplomacy with her neighbors.
This mod also includes a modification to the research rate, essentially making this mod research twice as fast as an unmodded 1.1 game of Rome.
What does this mod not include?
A lot of stuff, actually. It has no original artwork, as I “borrowed” the flags for Albion and its rebels from B22 and B23. While I don’t think the barbarians will mind, it does mean that there is a remote possibility that you might end up with duplicate flags if you create barbarian client states.
This mod also does not include any events or modifications to events.
Any hints on strategy?
Yes.
Do not let the barbarians sack your capitol or that will put an end to colonization.
Also, you have to decide fairly soon whether or not you want to upgrade your tribal government or not. You already meet the requirements to change from Civic Tribe to Democratic Republic. Civic Tribe only has one national idea, but if you take a civic idea, you get a bonus to research speed. On the other hand, democratic republics get two ideas, but a lousy 0.01 boost to popularity. Choose wisely.
Once you colonize all the provinces surrounding your capitol, you will have access to iron, wood, and plenty of grain. You will also border the Gallic minors via the straits between continental Europe and Britain. Building a small navy might be useful, in case you want to march into Gaul. You can also use a navy to blockade the straits between Ireland and yourself, denying barbarians the chance to invade until you are ready for them.
Anything else I should know?
This mod is specifically designed for a 474 start and assumes you are playing Albion. I DO NOT recommend using this mod for a regular Rome game, nor do I recommend setting the date at any other time besides January 1st, 474. Do so at your own risk.
How do I install?
Just unzip the file into your mod subdirectoy in the Rome folder. You should have a folder named albionmod and a file called albionmod.mod now sitting inside the mod folder. Just start up the game, and in the drop down box for Rome that is labeled "Select Mod", you should be able to click it and see the Mythic Albion Mod.
You're all set and ready to play.