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Map Changes:
Implemented all map changes from the India mod, adding 2 provinces to India, 1 to Persia, and making India reachable.
The Indus is now crossable on 3 different points.
Reversed the map changes of the India mod regarding terri incognita (rebel land) in the northern steppes. This massive province was making the Macedon AI braindead again as it would endlessly try to reach an unreachable settlement. It also was negatively impacting the Dahae AI.
Slightly moved the borders of the Arabia/Petra region so it fits better with the extent of the Nabatae kingdom.
Added 4 more provinces under the control of Persia: Thebes as a province for Southern Egypt, Maka/Izki in Arabia (Oman), the previous province of Syria (Levant) got split up into Syria (with Damascus as its city) and Phoenicia (with Tyre as its city), and the procince of Media got split in 2 between Media and Antropatene.
Moved the city of the Terri Incognita rebel province to the middle of the Arabian desert. Surrounded most of Arabia with unseeable unpassable mountains so the settlement will stay in rebel hands forever.
Added a passable spot in North Western Iran to give the player a choice on how to invade the Persian heartland.
Slightly move the border between Macedon and Illyria, giving Illyria sea acces and a port.
Added the rebels as a faction in the unconquerable province in Arabia (and that also controlls the empty Libyan desert). Made the rebels playable on the campaign for AI only reasons. Be careful, clicking on their faction details in the down left corner of the sreen will crash the game due to them missing a faction tree!
Unit placement changes:
Implemented some of the Indian and Persian garisons from the India mod.
Nerfed the full stack of Indians that I spawned in the original version because combined with the new Indian garisons it was stomping the Persian AI.
Fixed a text bug that made it impossible to train 2 elite infantry units as Thrace.
Switched around some of the Persian armies and garisons to get some units into the new provinces. The amount of new units was kept to a minimum to keep the extablished balance of power.
Buffed the army controlled by king Darius. It now has 2 chariots and 2 elephants. Removed a few units from other Persian armies to balance this.
Building changes:
Added roads to 2 new provinces in India so that it is now clear that the Indus can be crossed.
Changed the base game Egyptian temples: 3 temples stayed the same so they can be used by Nabatae. 2 were switched to be only available to India, and the got assigned 2 hindu gods instead of Egyptian ones.
Map Changes:
Fully regenerated the map using the IWTE tool.
Added 2 new provinces: Dacia and Bithynia.
Added land bridges between Thrace and Anatolia, and between Persia and Arabia
Fixed the looks of Crimea and southern Greece.
Expanded Crete and Cyprus, added Rhodes (thought about adding them as provinces but for now decided against it for i feel like it wouldn't add much, it would just be annoying).
Added bridges across the rivers in Scythia and north of the Caspian Sea.
Added some shallow sea in the Aegean sea.
Increased movement points from 80 to 100. Mostly done because it was neccesary for the larger maps campaigns to be playable (sadly i don't think it is possible to set the movement points for individual campaigns). However i guess it is also useful for the base alexander campaign to make it somewhat more possible to create his empire before he dies? Might have to rethink this at a later point, see if it is balanced.
Campaign Changes:
Added new playable factions to the campaign. These are 3 kinds of factions:
1: Tag switched factions. Persia (Persia, was replaced by a newly added Persia tag. Dacia (thrace) was replaced by Thrace on the campaign. Germans (Illyria) was replaced by a newly added Illyria tag with recolored units models and cards. Gauls (Dahae) was replaced by a newly added Dahae tag with recolored units models and cards. Numidia (Nabatae) was replaced by a newly added Nabatae tag with recolored units models and cards. These changes were made so they would feel a bit more unique (with the new colors) and to make future porting of the mod to other maps more easy.
2: Newly added Diadochi factions: Seleucids (the base game faction), Greek cities (base game faction), Phrygia (new tag), and Ptolemaics (new tag). These three factions are emerging factions, more about them in the scripting changes category.
1: Added base game factions: Armenia, Pontus and Dacia. Armenia starts on the map and is an ally of Persia, but does not start at war with Macedon. Pontus is an emerging faction that is forced to spawn after a few turns. Didn; t you just say you removed Dacia? Yes I did. I removed the wanna be Thrace-Dacia and re-added the Imperial Campaign Dacia faction in a new province. Thought it wasn't every realistic that Illyria and Scythia divided Carpatia between the 2 of them.
Minor map changes: added a river crossing between the 2 scythian provinces and between the eastern Scythian province and the western province of Dahae. Gave Dacia a fort in the Carpatians and slightly moved the fort owned by Illyria. Removed some impassable terrain on the southeastern Caspian coast.
Added a bunch of historical characters to Macedon: Alexanders slighty mentally challenged brother and real life heir to the empire Arrhidaeus. He is the faction heir and general in the game now... this will have consequenses..... Also added Alexanders father Philip as a dead person in the family tree. Also added his mother Olympias, and his (half) sisters Cynane and Cleopatra. Could not add his youngest sister because they limmit on children per character in game :( Also added their Dynasty name, Argead.
Added and changed a bunch of characters for Persia. Apart from Darius the family tree of the base game is pure fiction. Added the family of Darius III: his wife Stateira and his children Barsine, Drypetis and Ochus.
Also added the previous Persian emperor Arsames (dead), and his wife Sisygambis (alive) to the family tree. This is because i also added the brother of Darius, Oxathres as a general.
The son of Oxathres, Darius nephew Bessus is the person who killed Darius in real life, and then claimed to be his succesor. He is also added to the game as the faction heir... this might have consequenses....
Also changed the fictional family members of Darius from the base game to be renamed to acurate Persian govenors of the provinces they life in.
Nabatae uses the base game Egyptian names. Removed the few Greek names from that names list.
Added some Greek names for the Greek Cities that link with the Spartan rulers during alexander's life. Mostly done for the other maps, but i guess this means you could get lucky and get a Greek Cities spawn with the acurate ruler name, although it is randomised, so it should still be somewhat rare.
Completely changed the namelist for India. All Egyptian names removed. Now mostly added names that refer to the Shaishunaga, Nanda and Maurya dynasties. No changes to portraits though, so those are still Egyptian. I know i suck at painting/graphical stuff so i am not even gonna try. If anyone happens to know where to find good Indian TW portraits, let me know!
Changed the starting money for some factions.
Diplomacy changes:
Added the ability to train diplomats, spies merchants, and assassins for all factions (as agents, you will understand why i specified this later :P). Why is this not in the vanilla Alexander campaign?
Armenia starts allied to persia, at war with Scythia, and neutral to everyone else.
Pontus starts allied to Macedon, at war with Persia, and neutral to everyone else.
Dacia starts at war with Scythia and neutral to everyone else.
Changed Nabatae to be neutral instead of at war with Persia at game start to give them some time. They always died right away. Might have to rethink this later because they are still dying.
Phrygia, the Seleucids, Ptolemaics and Macedon are all at war with each other when the 3 new tags spawn. Basically a diadochi war later in the game (see scripting changes).
The Greek Cities start at war with Macedon, Illyria and Thrace, and are neutral to everyone else if/when they spawn.
Graphical changes:
Changed (map) color of the new factions / replacement factions.
Fixed a bunch of previously broken or wrongly depicted flags (both in campaign map and in battles). Flags for unoccupied settlements were a big pain to fix. They should all work now. My message log still complains they are broken for the new factions but they look fine on the campaign map for me.
Unit changes:
No true additions, but an insane amount of reskins. Recolored the entire roster for Dahae, Illyria, Phrygia, Ptolemaics and Nabatae.
Changed some recruitments around (which buildings you need for certain units, i found some mistakes in my previous version)
Added 4 meme units for custom battles for Phrygia and Ptolemaics: you can now choose to fight with merchants, diplomats, spies and assassins :P Apparantly the textures for these campaign units also work in battles so i added them as a little easter egg. Please look at the unit descriptions!
Added Camel cataphracts to Nabatae. These were already planned to be in the game back in the first version, but there was a bug with them that i could't figure out how to fix forever. Now it's fixed!
Slightly nerfed the starting armies of India again because they some times even made it to Mesopotamia around turn 40. Now they usually only capture some eastern provnces of Persia in that timeframe.
Moved an army of Persia from India to Mesopotamia because Persia was destroying Dahae and India on a regular basis after some previous changes. Also moved an army of Dahae further east.
Added the 4 Roman factions and Carthage to be available in custom battle (was mainly done because these factions are present on another campaign in the mod).
Had to replace the vanilla alexander Macedonian flag bearer (greek_standard). For some stupid reason the original game uses different soldiers for the alexander and imperial campaign greek_standard units. This resulted in a problem were either macedonia or all other greek factions would have a bugged out greek_standard unit with missing textures because the texture does not fit with the selected soldier. So recolored the imperial campaign macedonian greek_standard in replaced the base game alexander unit with that one. Now no more bugs. Truely uselessly complex...
Changed the way mercenaries work: in vanilla Alexander mecenaries are locked to specific factions. I find this to be too restrictive from a gameplay perspective, so i removed the faction restriction. mercenaries now work like they do in the imperial campaign.
Scripting changes: (man this is really gonna be a lot!)
Added events that pop up the next turn after a major event in the Macedon campaign of the conquest of Ionia, Anatolia, Egypt and Mesopotamia.
Added game start flavor events for Macedon and Persia.
Added a script that spawns Pontus: They spawn in Paphlagonia if Macedon holds Bithynia, Lydia and Phrygia. They can also spawn if the Alexander dying script fires (They will spawn in Bithynia in that case).
Added a script to kill Darius and massively destabilize Persia is Macedon is able to push as far as Persepolis (while also owning Egypt). This is to represent the fact he was killed after Gaugamela and the fact some Satraps joined Alexander after Darius Died.
Added a script to kill Alexander at turn 40/41 (around 314 BC) Wanted to make it the historical date, but with 2 turns per year that is just way too early in the campaign. If anyone gets 4 turns per year working, let me know! I will gladly implement it in the mod later on!
Added a scipt to make Alexander's empire explode after the dead of Alexander. This is to represent the disagreement and infighting about his succesion. There are 2 scripts in place for 2 scenario's:
Scenario 1: the player plays Macedon (or any other normal faction if the AI somehow manages to be a real life Alexander, spoiler, they won't, although i have seen them conquer Babylon once or twice). After Alexander dies the following turns the game will check if you own certain provinces or not. Depending on the answer, certain diadochi factions (Seleucids, Phrygia, Ptolemaics and the Greek Cities) might spawn to present the player with a mid/late game challenge.
Scenario 2: the player plays one of the 4 diadochi factions. After Alexander's death Persia will forcefully be completely removed from the map. Macedon will be given some procinces around Mesopotamia. the Greek Cities will get Sparta/Greece (not Macedonia). Nabatae will spawn in Petra if they have been killed. The Ptolemaics will receive all of Egypt (unless by some miracle AI Nabatae captures Libya and Thebes (have never seen it happen. Phrygia can get all of Anatolia but if Pontus or Armenia control the provinces, they will not get them. The Seleucids get all the Persian lands east of Mesopotamia, unless some eastern or norhern provinces are controlled by Dahae or India. So for Phrygia and the Seleucids the spawn is slightly random for the player. Starting armies are of course also random.
Added a flavor event for the death of Alexander and the partitions that followed for Macedon and the diadochi.
Added a few scripts to spawn units for Nabatae if the enemies of Persia capture certain settlements. Was made to give AI Nabatae a fighting chance, but it does not seem to be enough.
Building changes:
Added the possibility for eastern factions to build sewers, baths and paved roads. Grand eastern empires should know something about city planning i feel like. Also to deal with the rediculous squalor and corruption in some persian provinces.
Added sewers and baths to some Persian cities.
Added some public order boosts for certain buildings that were added for the remaster settings in the imperial campaign, but was for unknown reasons not implemented for the Alexander campaign in Vanilla.
For some reason you are always able to build all temples available for your faction at the same time in every settlement. No clue why, it is a bug. But a welcome bug. Public order is a massive problem, especially on the 2 other maps due to distance to capital penalties, so it is better if all factions have more public order buildings.
Bug fixes:
Fixed Bactrian horsemen missing textures.
Fixed missing textures for some Dahae cavalry units
Fixed Samnite Mercenaries crashing the game if used in manual battles because the game dislikes their etnicity for some unknown reason.
Fixed militia hoplites not being recruitable on higher tier barracks for some factions.
Fixed hidden resources not working for unknown reasons.
Script Changes:
Changed how the Alexander Kill Script works if the player plays macedon (for both Alexander maps). The player can now Choose if you want Alexander to die or not, and afterwards, you can choose if you want the empire to explode if you previously choose to kill Alexander.
Added an extra condition to some of the diadochi spawn scripts as an extra prevention against multiple-time spawnings. Theses nations should only pop up once per campaign!
Made sure diadochi can not spawn after 5 turns of Alexander dying. Prevents random spawns (first and only spawns) years after alexander is already dead.
Gave Persepolis to the Seleucids instead of Macedon with the spawn scripts if you play one of the diadochi factions. It just doesn't make a lot of sense that a colapsing Macedonian rump state in Babylon would be able to retain control of teritory so far east.
Added events for when the seleucids, phrygia or the ptolemaics capture all of mesopotamia (babylon, hatra and Damascus).
Added an event for Nabatae conquering Egypt (no tag change but it is a nice little flavor event for a new "dynasty" being proclaimed in Egypt).
Created scripts to spawn Parthia (change dahae into Parthia) if Dahae conquers all of the Persian heartland. Technically the AI can do it. If the player conquers the correct provinces, it fires an event to let the player choose if they want to form Parthia or not. You will keep all your units if you do form them.
Added a script that gives persia & Macedon a 30% chance of declaring war on each other every turn if both factions are AI and they are not at war at the moment (prevents AI from just sitting around doing nothing forever after they make peace)
Unit changes:
Added Samnite Mercenaries as available units for the Samnites in custom battles.
Kardakes (Persian infantry unit) are now available to the Seleucids and Dahae in certain Persian provinces if you have a tier 2 barracks or higher.
hyrcanian cavalry (Persian cavalry unit) are now available to the Seleucids and Dahae in certain Persian provinces if you have a tier 2 stable or higher.
Syrian cavalry (Persian cavalry unit) are now available to the Seleucids and Armenia in certain Persian provinces in the middle east if you have a tier 3 stable or higher.
Egyptian Nile Infantry are now available to the ptolemaics and nabatae in egypt. This is to simulate both factions integrating some of the local population into their armies (tier 3 and higher). Was also for balance reasons. Nabatae unit rooster is pretty trash.
Some Persian troops (Hyrcanian Cavalry, Immortals, Kardakes, Mardian Archers, Persian Scythed Chariots and Persian Slingers) are now recruitable for Armenia in provinces of the Persian heartland (uses hidden_resources, check the building tree in a settlement to see if they are recuitable or not). Did this because Armenia was a Persian Satrapy and so had quite some Persian influence. If they were to kind of "restore Persian power" when the Achaemids fall, they should be able to recruit most of their troops.
Fixed the experience tiers for armenian Eastern infantry (will now properly give 1 extra experience per barracks level).
Removed the "Carthaginian Archer" unit from Carthage. Who thought it was a good idea to call a unit "Carthaginian" but not make it part of the Carthage unit rooster???
Fixed problems with the Carthaginian unit rooster because the ethnicity mechanic is not propperly implemented in Alexander (trying to copy units with lines about ethnicity will sometimes make the game crash if you fight battles with those units, so it had to be removed).
Made Phrygian Mercenaries (normally recruitable unit for Greek factions and Persia) locked to only be recruitable in Anatolia.
Added Greek Mercenary Infantry to be recruitable normally for Persia in Greek speaking parts of Anatolia and Cyprus.
Decreased the Persian general's bodyguard upkeep cost from 330 down to 200 (more in line with other general bodyguard units. Keeping generals alive was literally tanking the Persian economy....
Building changes:
Made the Persian temple building line have 1 higher level of public order per tier (so it starts at +2 instead of +1) because Persia struggles with public order so much. I did make the buildings slightly more expensive to balance this. The higher public order might also work as a way to make public order a bit better for the diadochi factions (+1 extra public order might make the culture penalty slightly more bearable).
Added a law bonus for the 2 highest settlement buildings (only works in some persian territory, used to make Persia and the Seleucids a bit more stable).
Campaign changes:
Changed Persian AI behavior to be "religious" so it is more likely to build temples, and hopefully less likely to explode due to rebellions.
Added the local_persia hidden resource to some more regions in "eastern" persia. (used for some building and unit requirements and modifiers)
Changed the color of India slightly to look more like the color of the flag (and also make it slightly easier to see what is India and what is the Ptolemaic Kingdom because they have quite the simular color.
Made Parthia playable as a formable nation if you play Dahae first (popup event if you own the correct settlements).
Added a port building to 3 Persian settlements on the Persian Gulf