Germanic Tribes

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Author: Ryan

Last revision: 25 Oct, 2020 at 18:39 UTC (1)

File size: 154.54 MB

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Description:

Germanic Tribes adds unit variety and new units to the Germanic factions, recruit-able by conquering German provinces.
For that it requires its own ESF and with it divides a year into four turns.
Mods that require an ESF, too, might be incompatible.

Version: 2.7.2
Compatibility: Patch ‘Rise of the Republic’
Campaigns: Grand Campaign (Suebi) & Augustus Campaign (Markomanni)

Introduction

Germanic Tribes is a mod-project for TotalWar Rome II mainly for players of my family/friends, but released for everyone and it grew already a little bit because of the feedback.

There are many views on Total War concerning how the game should look like, – and this is just one. So in case you are wondering why the mod is, like it is, the answer is to 99% always – because that is how we like it.

In general the approach tries to balance reality/history with the possibilities given by the game and some reasonable artistic freedom.

The standalone unitpack without the campaign you can get here: Just Tribesmen

A compiled region and building requirement guide (so that you do not have to look at the slideshow) has been done by Russell and you can find it here, otherwise you will find a simple text-version for your desktop here.

For additional information or cinematics etc., please, refer to the discussion-board: Discussion

Translations you will find here: Russian (by GBJ)

What it does and how it works

The basic idea is to have a bigger unit-variety for the Suebi (or Marcomanni) and by conquering German territories to have access to other units that should result into a bigger army variety.
Other tribe-units will be available in German regions and with specific buildings, please refer to the pictures above, for a more detailed look. Some Celtic and Iberian units have made it into the mod, because of requests. They are available for all three regarding factions, by conquering provinces of the related culture.

I messed with the encyclopedia files, but the results were not satisfying, so I hope you can live with it, too.
The slide-show above shows you the units and where to recruit them.
Russell created all info on one picture, you can download it here, for offline play or easier access.

Recruitment shows the region, the moment you have built the required building you should have access to the units. More units are available if the building is upgraded.

Union and Origin are helpers to understand the concept how the tribes were linked together by cultural similarities and hopefully explains the historical perspective behind this mod.

The mod contains Germanic and English unit names. In former versions only Germanic names were available, but I realizied, that some had problems with such and this version seems to be the best middle-ground.

Most units are available in custom-battle and for Germanic or Celtic AI factions.

In general: The German key aspects are stealth, flexibility and strong passive abilities, while armor and discipline are their handicap.

If you only want the units and not the campaign files for a better compatibility with other mods, take the Just Tribesmen version. This works like a custom unit pack.

What it does not

I am no 3D-Designer and depend on CA’s resources, so there are no custom meshes added. Of course I would love to do more concerning the outfits, but there are even some game restrictions concerning variety.

Concerning balancing, removing units from roosters etc.
As a modder I respect or play along game-design decisions (that is why artillery is not removed) and there are other great mods, where you have experts that know how to access such things far better than this mod could do.

Concerning war-dogs, double-axes, berserkers, nighthunters (they resulted through a translation error of the Roman handwriting, where "alii" (the others) became the "Harii" tribe), Valkyrjas and similar: I believe that this is fun, but nothing I want to do.

F.A.Q.

If you are a little bit into history you might have a question upfront, or you were wondering about something, then, please, refer to the F.A.Q. first. It covers design and content related questions that came up already or needed clarification.
If it is not covered, just shoot, but please understand, that Steam is not the right platform for historical essays.

Concerning mod-compatibility you would need help from the community.

And what will be next?

Suggest something, if it goes along with the approach otherwise there will be always minor units added or things improved, if there is time for it.
At the moment the mod contains around 70 custom units (ca. 100 variatons total) for four factions (Rome, Celtic, Briton, Germanic) and a lot of re-done units.

Please, understand that, after-all, the mod is given as it is.
This is a private, free-time project with an open door for suggestions, please, handle it this way and stay polite in the comments or threads. Everyone is a human being.

If you want to have major things changed, because of whatever reason, feel free to do so yourself. 🙂

Thank you, for your time and have fun!

~Ryan

P.S. Thank you, for the nice invites to join friends lists, that I receive once in a while since the mod is up, but please understand that I am not into social networks at all. If there is something to talk about, please refer to the forum section of this mod.

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Revisions:

Old revisions of this mod are available below. Click the link to download.