Europa Universalis V

Europa Universalis V

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Praecepta Militaria - A Byzantine Army Rework
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2.271 MB
17 nov om 1:16
10 dec om 23:17
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Praecepta Militaria - A Byzantine Army Rework

Omschrijving
Praecepta Militaria is an alt-history rework of the the Byzantine army offering the player the opportunity to reshape its fortunes against the backdrop of chaos and ever-growing threats of the late feudal period and beyond.

This mod aims to address the distinct lack of flavor and meaningful options available to the player with respect to rebuilding the Byzantine military apparatus by introducing new government reforms, buildings, units, and events drawn from both the real history of the Byzantine Empire as well as some speculative historical fiction (i.e. competent 14th century rulers and generals). In some ways this makes the campaign start for Byzantium more grueling, but who doesn't like a challenge?

Note: While the changes and additions are meant to be modest to remain compatible with both vanilla gameplay and other mods, please note that some of the more reaching changes are currently in play-test and may need to be tweaked over time for balance. Most of the effort is focused on early gameplay (Age of Tradition -> Discovery eras), with more planned for later eras as time permits.

The general intent is to encourage the player to build up military infrastructure as a compliment to interacting with the estates to improve both size, quality, and composition of their armies as well as gaining control over the imperial territories. Vanilla gameplay gates a lot of the most meaningful options for later ages, long after its relevant for Byzantium's starting condition. This mod is should give players more to work for early in the game.


Recent Change Log:

12/08/2025:
  • Added Regulars: Age 1 archers, Age 2 crossbowmen, Age 2 footmen, Age 3 long spears (demi pikemen), Age 4 billhooks, and Age 6 Guard units.
  • Split the advances and unlocks for regulars to make some units available to all Greek culture nations (Tagmata and Guard units are still Byzantium-specific.
  • Added appropriate research tree unlocks.
  • Added unique building; "Scholai Stratópedon" or Palatine Barracks.


Core Features:

Events & Mechanics
  • Appoint Generals to Regional Command: Appointing a Strategos now confers important bonuses to your war effort, but beware giving away too much power...
  • Twilight of the Palaiologos: Early game event representing the state of the empire in the wake of the rule of Andronikos III (optional).
  • Replacing most unique reforms require a combination of research advances and military building construction.

Buildings
  • Thema Headquarters (updated) - Now provides mildly useful bonuses to offset the crown power hit. Necessary to kick off the event chain to remove significant maluses from the country rather than something the player simply avoids until amories kick in.
  • Kentrika - Upgrades to the thema HQ, unlocked via advancement (so its available if you take the vanilla thema reform event), pairs well with armories, kastrons, and strateiai to turn rural provinces into military districts.
  • Kastrons - Small forts that straddle the line between castles and bailifs. Offer decent frontier defense, control, and manpower with several penalties (no zone-of-control).
  • Despotates - Large, fortified administrative military administrative complexes. Upgrades the kastron in Age of Discovery.
  • Limes - Minor walls, can only be built in rural locations. Recreate the Limes Danubia!
  • Megasynores - Age 3 upgrade for limes, adds zone of control (like Repaired Great Wall building for Yuan)
  • Strateiai - Soldier estates which can be built in rural areas to encourage population migration (necessary for reform event chains). Offers small attraction and food production bonuses while increasing peasant power.
  • Logotheteion - Admin building for the local administrata, capacity upgrades over the ages.
  • Pandidakterion - Capital-only building, state-supported university in Constantinople which offers decent army bonuses (required for early reform events).
  • Burgi - Rural outposts that improve merchant power and offer minor control and unrest bonuses. Can only be built in locations with roads.
  • Apothēkai - Military warehouses.
  • Vassilika Kommerkia - Age 3 upgrade for apothēkai, imperial customs/warehouses crucial for state trade and revenue collection.
  • Astikoí Stratónes - Urban barracks, manpower and unrest options for urban locations.
  • Scholai Stratópedon - Palatine barracks, unique building that can only be built in the capital or in the provinces immediately adjacent (with road connections). Meant to represent the scholae barracks present near Constantinople.
  • Fortified Cisterns - Population health bonuses and extra defensiveness for urban locations
  • Imperial Arsenal - Fortified naval complex with extra bonuses when built int he capital (approximates the Kontoskalion before the harbor was drained).

Government Reforms & Estate Privileges
  • 12 new reforms
  • 6 estate privileges.
  • 2 updated reforms.
  • Build military infrastructure buildings (and research) to trigger reform event. Make sure your stability and legitimacy don't drop too low...

Units
  • Over 30 unique units & levies.
  • Unlock Greek Flamethrowers!

Laws
  • Six new categories, nearly 40 new laws & legacies.
  • Byzantine Legacy (WIP): Unlocked after completing the "Modern Imperial Army" reform as well as reaching the appropriate level of society value (quantity, quality, land, naval, offensive, defensive).
  • Strategoi Privileges: How generals are deployed in administration, war, and domestic + foreign affairs. Change them to unlock assignable military governors!
  • Officer Privilege: Represents the strata of the military the nation favors to show preference to in its officer corps. Available at start.
  • Internal Security: Offers choices to militarize different aspects of the security apparatus
  • Religious Warfare Laws: Perhaps it is time to reevaluate those monastic vows...
  • Domestikos Laws: Reform the office of commander-in-chief. Prioritize administrative duties or empower the Megas Domestikos?

Advances
  • Over 30 new advances.
  • Want to get even with the beyliks pillaging your lands every war? Enable raiding and wrong-religion enslavement.
  • Found military orders!
  • Alternative starting advances for Age 1
  • Variety of options up to Age 5


Future Plans
  • Improve vanilla Byzantine reforms and advances.
  • Longer event chains around particular regions, such as Anatolian and Balkan troops integrating into the army.
  • encourage the AI to prioritize the new buildings as they are necessary to remove the many maluses introduced by the mod (not like Byzantium survives long anyway).


Compatibility

Metropolis&Megalopolis - Praecepta Militaria Compatch
Basileia Romaion Compatch - Praecepta Militaria Compatch


Not compatible with IRONMAN and ACHIEVEMENTS
*NOT save-game compatible (use at your own risk).

Thanks to 牛奶大魔王 for the Chinese Translation here

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Populaire discussies Alles weergeven (3)
0
9 dec om 20:34
Miscellaneous Events & Trigger Conditions
Aelexander
0
3 dec om 14:37
Twilight of the Palailogos: All Events and Conditions
Aelexander
0
26 nov om 9:02
Full Feature List
Aelexander
302 opmerkingen
Aelexander  [auteur] 59 minuten geleden 
@smirkyshadow: the Stratiotika Ktemata reform also has the Thema HQ unlock, so upgrading to Modern Imperial Army shouldn't cause existing thema HQs to delete (that's in the vanilla definition for the building & reform). At the same time, I don't want the buildings to persist for another country if they take them, as that wouldn't make a lot of sense.

Let me know if there's a condtiion you've found where taking any reform deletes the building.
smirkyshadow 1 uur geleden 
Considering how much you buffed the thema headquarters, it'd be nice if you could keep them after reforming XD
Aelexander  [auteur] 2 uur geleden 
@ZubRush: Not totally sure what's going on as I only periodically test compatibility. If you can access the law but it resets when when it completes that's usually a sign that one of the requirements is being violated after it checks the monthly tick. The only reqs for the law group are monarchy, though most of the laws require the orthodox religion tag. I know BR has introduced a bunch of custom government types so perhaps that's what's breaking?

I'll ask around.
ZubRush 8 uur geleden 
For some reasons the laws dont implement for me. For example: When i research the Religious Warfare Laws, i cant put it in place.. they are in the game, as i can see them when i deactivate all requirements, but as soon as i enable them again, the law option disappears. I´m using it with BR and the compatch.
Aelexander  [auteur] 12 uur geleden 
@Legionary Guard: Epirus should have a Hellenic" content tab visible at game start, along with the newly split off "Nicaean Traditions" starter advance which provides the ability to recruit Akritai and Mourtatoi (Turkish/Greek archers). Make sure you are updated tot he latest.

The other states are not Greek primary culture to start the game. Trebizond is Pontic, for example. The Sicilian, Neapolitan, and Venetian subjects all have their parent nation's primary culture despite being majority Greek population. If you culture flip any of them you should gain access to the correct advance to unlock these units.
Aelexander  [auteur] 13 uur geleden 
@Thug Shaker Central; There should be a province cap of 2 unless sufficient advances are taken, also they should only be buildable in locations with agricultural RGOs. The pop growth modifier was adjusted down 0.05% a while ago. i suspect you are running an outdated compatch that is reverting to a much older version of the building stats (likely megalopolis).
Legionary Guard 15 uur geleden 
@Aelexander
Not seeing any of the units on Greek minors. I unsubbed + resubbed, then made sure I had only this mod active. I looked at Epirus and Trebizond before releasing Thessaly from Byzantium and tagging over there and none of them had anything new.
Thug Shaker Central 16 uur geleden 
@Aelexander, Is it possible to tune the Strateiai building? It has a .25 to migration attraction, but can be spammed nonstop. Now, this could work greatly if one just wants to incentivize large portions of your nation moving into food RGO locations, but in the late game when one's empire is huge and activates automated building construction, the AI will spam it EVERYWHERE. Not only that, the AI will build like 25 in the same location if possible.

I understand that with the building you intended to give players a bonus early on, and I believe that the building itself is a good addition. But for the sake of late game balance, do you think it would be possible to limit it to one per location? I was conquering Egypt (Glory to Rome), focusing on conquering and managing vassals when I checked my pops and saw that they were massively migrating from everywhere to random rural areas. Rural areas which had 300k pops assigned for wheat. All while my cities where being abandoned.
Aelexander  [auteur] 18 uur geleden 
Update; new units, new building, stat tweaks, and some refactoring to allow Greek successors to access the non-guard Byzantine regulars up through Age 4.
Gaming Dealer 9 dec om 11:18 
oh fr? Ill have to try it out them