I was going to ask why Trebizond was removed from Byzantium but a quick Wikipedia search tells me we can blame this guy: Constantine Gabras
I was going to ask why Trebizond was removed from Byzantium but a quick Wikipedia search tells me we can blame this guy: Constantine Gabras
FREE THE NIPPLE!!!
Georgios,
a further request: if you could write at some point a description for the aqueduct - both for the Greek culture (Byzantines, Serbs, Georgians), but also for the others (may be different for different cultures, but may the the same for all others (NE, EE, ME, SE).
{aqueduct_of_valens}Agōgós tou hýdatos{aqueduct_of_valens_desc}The great aqueduct of Constantinople was founded by Emperor Valens in the 4th century. It takes water from the distance of over 100 km. It provides the City with a constant supply of fresh water thus enabling sustaining a huge population numbers, higher than any other city in the High Middle ages.
{aqueduct_of_valens_desc_short}The Aqueduct of Valence provides clean water to the Polis.
So, schools.
I can't remember how many schools there are in the building tree of the SSHIP- is it two, or three? I seem to remember it's two. So, I'd suggest they be retitled...
1. Didaskaleion- for the small school.
2. Pandidakterion- for the University.
If it's a three building chain, my suggestion would be...
1. Ekpaideutērion for the small school.
2. Didaskaleion ton Nomon (school of law) for the second school.
3. Pandikaterion for the University.
For the school description, I lift it largely from this article.
Spoiler Alert, click show to read:
And for the University description...
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
A quick few thoughts on the 1132 starting position of the Byzantines based on this extract of Treadgold's "A History of the Byzantine State and Society".
Ioannes II Komnenos had subjected the Serbs in 1127, so perhaps they should start off as allied to Byzantium, but with otherwise poor relations, and keen to revolt to regain their autonomy?
Meanwhile, in Asia Minor, Sinope should probably be in the hands of a rebel army with a mixture of Byzantine and Turkish troops. Perhaps Ioannes can be located in that province with a large army ready to put down the rebellion, as he did in autumn of that year?
There was a limited Byzantine presence in western Cilicia in the 1130s, though the area was yet to be properly brought back under control. Perhaps this could be represented by a small stack in the province?
Finally, the rebel Isaakios Komnenos could perhaps be portrayed as a Byzantine general with very low (0?) loyalty somewhere in Asia Minor on the borders with the Turks?
There're two chains:
- School, University, Great University.
- Library, Great Library.
I'm planning to fuse them into one chain so we'd have:
School, School with Library, University, Great University
so for the Greeks it would be:
Didaskaleion - Didaskaleion ton Nomon - Pandikaterion - ?
A further thought on this.
Treadgold makes the point, and I've seen it made elsewhere, that the roving bands of Turkomans in Anatolia didn't really settle down until the peninsula was fully consolidated by the Ottomans. I wonder therefore is it possible to script a situation for the Byzantines and Turks that until one faction controls all settlements in Anatolia (perhaps excepting Nikaia and Trapezounta), large rebel stacks of Turkish horse archers will regularly spawn in both Byzantine and Turkish territory? I think something similar exists for Pergamon vis a vis the Galatians in EBII.
Last edited by Giorgios; March 14, 2021 at 10:39 AM.
Possible, to be considered. For the moment, there's a new support script for the Rum:
Code:;====================================================================================================== ;------- Turcoman Help for Rum ----------------------------------------------------------------------- ;====================================================================================================== ; by JoC 2020 ;====================================================================================================== Turcoman Help for Rum ; the goal is to make the life of Byzantium more difficult early game (when it matters) ; script is a replica of William Wallace script ; it does not have a time limit - it may ; script simplyfied january 2021, commented lines can be removed if no problem arise. --- Belovèse ; declare_counter turcoman_rum_uprising_spawned ; set_counter turcoman_rum_uprising_spawned 0 ; monitor_event FactionTurnStart FactionType rum ; and I_NumberOfSettlements rum < 2 ; and I_NumberOfSettlements rum > 0 ; and I_CompareCounter turcoman_rum_uprising_spawned = 0 ; set_counter turcoman_rum_uprising_spawned 1 ; log_counter turcoman_rum_uprising_spawned ; terminate_monitor ; end_monitor monitor_event PreFactionTurnStart FactionType rum and I_NumberOfSettlements rum < 2 ; and I_NumberOfSettlements rum > 0 ; and I_CompareCounter turcoman_rum_uprising_spawned = 1 log --- Script start : Turcoman help for Rum if RandomPercent > 80 log ------ spawn Orhan Arslan spawn_army faction rum character Orhan Arslan, named character, age 35, x 307, y 123, family traits LoyaltyStarter 1 , MilitaryInclination 1 , Military_Edu 3 , GoodCommander 2 , ReligionStarter 1 , Royal_Blood_Rum_Turkish 1 , BiologicalSon 1 , Handsome 6 , Intelligent 8 unit ME Bodyguard exp 3 armour 1 weapon_lvl 0 unit Turkomans exp 7 armour 1 weapon_lvl 0 unit Turkomans exp 7 armour 1 weapon_lvl 0 unit Turkomans exp 4 armour 1 weapon_lvl 0 unit Turkomans exp 4 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 0 armour 0 weapon_lvl 0 unit Turkomans exp 0 armour 0 weapon_lvl 0 unit Turkomans exp 0 armour 0 weapon_lvl 0 unit Turkish Horse Archers exp 7 armour 0 weapon_lvl 0 unit Turkish Horse Archers exp 4 armour 0 weapon_lvl 0 unit Turkish Horse Archers exp 1 armour 0 weapon_lvl 0 unit Turkish Horse Archers exp 0 armour 0 weapon_lvl 0 unit Turkish Horse Archers exp 0 armour 0 weapon_lvl 0 end end_if if RandomPercent > 60 log ------ spawn Ahmed Arslan spawn_army faction rum character Ahmed Arslan, named character, age 25, x 306, y 123, family traits LoyaltyStarter 1 , MilitaryInclination 1 , Military_Edu 2 , GoodCommander 1 , ReligionStarter 1 , Royal_Blood_Rum_Turkish 1 , BiologicalSon 1 , Handsome 4 , Intelligent 6 unit ME Bodyguard exp 3 armour 1 weapon_lvl 0 unit Turkomans exp 7 armour 1 weapon_lvl 0 unit Turkomans exp 4 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 0 armour 1 weapon_lvl 0 unit Turkomans exp 0 armour 0 weapon_lvl 0 unit Turkish Horse Archers exp 1 armour 0 weapon_lvl 0 unit Turkish Horse Archers exp 0 armour 0 weapon_lvl 0 unit Fari Horse Archers exp 4 armour 0 weapon_lvl 0 unit Dismounted Fari Archers exp 4 armour 0 weapon_lvl 0 unit Dismounted Fari Archers exp 1 armour 0 weapon_lvl 0 unit Turkish Archers exp 0 armour 0 weapon_lvl 0 unit Turkish Archers exp 0 armour 0 weapon_lvl 0 end end_if if RandomPercent > 40 log ------ spawn Fakih Arslan spawn_army faction rum character Fakih Arslan, named character, age 20, x 306, y 124, family traits LoyaltyStarter 1 , MilitaryInclination 1 , Military_Edu 1 , Austere 1 , ReligionStarter 1 , Royal_Blood_Rum_Turkish 1 , BiologicalSon 1 , Handsome 4 , Intelligent 6 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 4 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 0 armour 0 weapon_lvl 0 unit Turkomans exp 0 armour 0 weapon_lvl 0 unit Turkish Horse Archers exp 1 armour 0 weapon_lvl 0 unit Turkish Horse Archers exp 0 armour 0 weapon_lvl 0 unit Fari Horse Archers exp 7 armour 0 weapon_lvl 0 unit Fari Horse Archers exp 4 armour 0 weapon_lvl 0 unit Fari Horse Archers exp 1 armour 0 weapon_lvl 0 unit Dismounted Fari Archers exp 7 armour 0 weapon_lvl 0 unit Dismounted Fari Archers exp 4 armour 0 weapon_lvl 0 unit Dismounted Fari Archers exp 1 armour 0 weapon_lvl 0 unit Turkish Archers exp 0 armour 0 weapon_lvl 0 unit Turkish Archers exp 0 armour 0 weapon_lvl 0 end end_if historic_event TURCOMAN_HELP_FOR_RUM log ------ set diplomatic stances if I_SettlementOwner Konya = byzantium console_command diplomatic_stance rum byzantium war end_if if I_SettlementOwner Konya = zengid console_command diplomatic_stance rum zengid war end_if if I_SettlementOwner Konya = jerusalem console_command diplomatic_stance rum jerusalem war end_if if I_SettlementOwner Konya = georgia console_command diplomatic_stance rum georgia war end_if if I_SettlementOwner Konya = abbasid console_command diplomatic_stance rum abbasid war end_if if I_SettlementOwner Konya = mongols console_command diplomatic_stance rum mongols war end_if if I_SettlementOwner Konya = turks console_command diplomatic_stance rum turks war end_if if I_SettlementOwner Konya = kievan_rus console_command diplomatic_stance rum kievan_rus war end_if if I_SettlementOwner Konya = cumans console_command diplomatic_stance rum cumans war end_if if I_SettlementOwner Konya = serbia console_command diplomatic_stance rum serbia war end_if log ------ Script end terminate_monitor end_monitor
Last edited by Jurand of Cracow; May 01, 2021 at 04:50 PM.
Interesting article about the symbol of late Byzantium.
" in spite of the common belief that the two-headed eagle was used as the official flag of the Byzantine Empire, there is absolutely no shred of evidence to support that! The single- and double-headed eagles both appear from around the middle 12th century onward in the decoration of buildings built by members of the imperial family of the Komnenoi, such as the single-headed eagle from the Theotokos Kosmosoteira at Pherrai, western Thrace, commissioned by the sebastokrator Isaakios Komnenos in 1152"
I wonder to what extend the EBII names for the Koinon Hellonon would be pertinent also in the Middle Ages?
However, in another test, Manuel CoAed as "Ugly"
Last edited by Jurand of Cracow; May 03, 2021 at 03:28 AM.
Some historicals images about my favorite medieval faction in sship and medieval 2, byzantines or Eastern Roman Empire.
It is my personal collection about medieval armies and here there are a lot of images about my favourite unit, the kathafractoi or cataphracts.
Now i think that Nikkosaiz units are pretty accurate and historical for s. XII-XIV and i wish see them in the upcoming new release...
Enjoy with this romans pictures!
Last edited by j.a.luna; May 10, 2021 at 07:09 PM.
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
Nikossaiz's units are already very good, but as I said, I would like to improve this faction later with horses on the "marka" model.
And then there are differences in upgrades that are not visible which are damage, especially for the Contaratoi. I could probably do something ...
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
Love these new units and can't wait to use them in future versions of SSHIP, random question, I've noticed in versions of SSHIP, the Scholarii, despite being an elite, rare heavy cavalry unit, seem have been nerfed quite a bit since 0.92 and 0.96, in the past they were my best hope to field heavy cav against the western factions into the late era, but now they seem weaker than (for example) Gendarmes. I've noticed in the latest EDU that they AP mace attack is now only a 4, vs values of 6-7 for similar cavalry such as Mamaluk/Ghulam units. Any explanation for these changes? Thanks all for this amazing submod and community!
I did not touch the statistics. I just know that for version 097 there was a lot of balancing work on Jurand of Cracow's part.
I haven't touched any fighiting stats of units either for 097 or 098. The thing that's been changed in a few dozens of units were only 1. prices, 2. names, 3. descriptions.
What's been changed is that parameter for efficiency of charges for any unit: hit-melee-ratio lowered to 1.75.
Sship team, about "byzantines", Is there some ideas for their peculiar mode of government, its constant civil wars and betrayals and palace intrigues that did so much damage to the Empire, some way to reflect it in the game and make it even more special and different from a simple feudal kingdom.
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
Thanks! I just had noticed in unit tests that the Boyars/Heavy Boyars and Gendarmes defeat the Scholarii now, which was not the case in previous versions, they also have lower morale and secondary weapon attack than similar units now, just was curious if it was a deliberate choice to move the Romans away from heavy cavalry orientation!
i am on the opinion that some ( especially low tier ) units shouldnt have the ability to upgrade, otherwise would loose their historical mass role. For instanse, i dont believe any soldier on the contaratoi role had something more than a leather lorikion, a helmet and at best a kite shield through all the medieval period. ( remember, we allready have scoutatoi for their professional part ) other than that, pehaps the ability for the player to change units roles and make them hevier whith a "what if" scenarios would enchased the sanbox feeling. or to make them more usufull later on the campaign. anyway keep it up! As for the byzantine state , the main administrative differnece from the other kingdoms was that was more a "state" than a "feoudal kingdom" perce.And then there are differences in upgrades that are not visible which are damage, especially for the Contaratoi. I could probably do something ...
Hi guys, I have here some suggestions regarding the Byzantine unit roster that I have been seeing in the beta version of August 0.98.
There are some inconsistencies regarding the unit roster proposed by nikkosaiz and some replaces of units that I think should be recruited in other more unique places as well as in different times of the game. Here are my proposals for these days playing with the Eastern Roman Empire:
THE ROMAN UNIT ROSTER FROM NIKKOSAIZ: https://www.twcenter.net/forums/show...homaion)/page2
NIKKOSAIZ TEXT: " yes they must be balanced and asigned accordigly to the proper building for recruitment. most units sub a similar tier unit so hopefully not revolutionary changes will have to be made. i made a list with the units that went out of the roster and are quite a lot. archontopoula / latin handgunners / proniarioi and others i cant remember will be all free slots to be used for whatever unit and whatever faction we like. also alan cavalry and turkopoloi must become part of the basic ere roster."
1.Symachika_tagmata should be recruitable as mercenaries in hetairiae recruitment (composed of Bulgarians, Serbs, Armenians ...), they replace kastrophilakae.
"symachika ( or auxilliary ) tagmata were units formed from men of various nations that were obligated to romans or were allies to them. usually the term in history books refered to their cavalry counterparts that included the turkopols or the alans. The infantry tagmata were included mostly men from serbia, bulgaria, georgia and armenia. Just like the various ethnicities that fought for the romans in the komnenian period they used primary their one equipment with some roman elements over time of service."
2. Varangian guard should be recruitable only in Constantinople (imperial palace) at the beginning of the game.
"The Varangian Guard (Greek: Τάγμα των βαράγγων, Tagma ton Varangon) was an elite unit of the Byzantine Army from the tenth to the fourteenth century. They are known for their win over the pechenegs during the komnenian era, as well as their last stand during the fall of constantinople to the latins on 1204. The members served as personal bodyguards to the Byzantine Emperors. The Varangian Guard was known for being primarily composed of recruits from northern Europe, including Norsemen from Scandinavia and Anglo-Saxons from England. The recruitment of distant foreigners from outside Byzantium to serve as the emperor's personal guard was pursued as a deliberate policy, as they lacked local political loyalties and could be counted upon to suppress revolts by disloyal Byzantine factions."
3.Saxon huskarl should be called anglosaxon huskarl and they would be replaced by the varangian guard, perhaps they could be recruited as mercenaries.
4.Archontoupoulai i supposse that they would no longer be part of the Byzantine roster, according to nikkosaiz. +1 FREE SLOT
5.Acontistae should be called Psiloi Acontistae
6.Acontistae could be a available also in cities as militia (contaratoi, acontistae and psiloi toxotae) MILITIA MEN
7.Scoutotai spearmen and scoutotai swordmen should have both SHIELD WALL ability and good morale, good stamina (same unit, late professional), this would mean their professionalism and Roman tactics, like the "fulcum" used by the Byzantines.
8.Tagmata katapraktoi should be recruitable only in Constantinople, not in mercenary barracks, maybe in IMPERIAL PALACE, also this would make Constantinople a very important city to maintain due to the availability of elite TAGMATA troops (katapraktoi, varangian guard and siphonatores) , make again imperial/tagma barracks as a last level of barracks for byzantines only in Constantinople??
9.Siphonatores should be recruitable only in Constantinople (alchemist lab) and SECRET GREEK FIRE, only this secret greek fire was kept as a treasure in Constantinople, maybe the same thing for recruit greek fire dromon,
maybe make a unique alchemist lab last evel in contantinople for hire siphonatores and greek fire???
10.Trapezuntine Horse archers should be recruitable only in Trebizond, Pontus and Asia Minor (regional units)
11.Remove completely peasant infantry (appear in custom battles)
12.Add turkopoles, dismounted turkopoles and alan cavalry (aldari druzhina and alani units) as mercenaries for byzantines in the building of mercenary barraks( hetaraiea recruitment), (nikkosaiz proposal).
13.Menaulatoi pikemen should add in barracks for cities and castles, at the beginning of the game or maybe in 1200 for tomake up for his mighty army a little, byzantine army had menaulatoi(pikemen) on vanguard formation, skoutatoi and behind toxotai and peltastes.
14.Vestiaritai guard palace only recruitable in Constantinople (imperial palace)
15.Gasmouli crossbowmen could be available for Byzantines after the 4 crusade (1204), recuitable in archerys and also in city barracks. For italian mercenaries with little poleaxes and halberds maybe in 1300/1350..
16.Exist 2 types of pronoiarii models in custom battles (early and late), remove one model and another FREE SLOT
17.Pronoiarii should be called stratiotes pronoiarii (nikossaiz roster)
18.Remove mounted acritae, according to nikkosaiz acritae units no longer existed at that time. Acritae javelinmen now is removed (mounted version still NO, now existing in the game as ancient unit roster in castles)
19.Review of stats, pictures and abilities for the Byzantine roster (there are mixed units from the previous unit roster)
I hope I am not too demanding with all these proposals but I think they are appropriate for the game and historical, I hope you can give me your opinions on this topic.
Many thanks to the sship team for their effort on the mod.
Last edited by j.a.luna; October 23, 2021 at 05:59 PM. Reason: Byzantine proposal
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW