Iweriu Roster Overview

The Iweriu

Iweriu is the proto-Indo-European name from which Éire in modern Irish derives and is believed to have been a Gaelic matron goddess of the island’s sovereignty. One theory states that Her name is tied to fertility and Iweriu could mean “abundant land.” The island was shrouded in mystery for the earliest classical writers, some making sensationalist claims about wild barbarian practices such as ritual cannibalism and incest; or, that while growing grain is hard due to the harsh climate, “grass grows so richly that cattle burst if unrestrained from eating it.”

Iweriu tribes such as the Eblani, Iverni, and Coriondi were prolific ringfort builders, famed metalworkers and traded extensively with continental Europe and the British mainland. This trade continued and flourished during the Roman conquest of Britannia. While evidence suggests Rome briefly considered invading Hibernia also, the island remained free and sovereign until Roman decline and exodus from the Isles many centuries later.

As a faction lacking in heavy armor and cavalry, their focus is primarily about skirmishing and raiding with excellent javelin units who can make a good account of themselves in melee as well. They also possess decent options for shock infantry and many units adept at using terrain to their advantage to catch their enemies off guard.

Divide et Impera 1.3 Released!

Divide et Impera 1.3 Overview

After half a year of work and testing, we are happy to announce our latest update to the mod! Many of you have probably already seen some of the previews posted here and we are all very proud of the team’s work over the autumn and winter. This update includes an overhauled Grand Campaign with many new features, an expansive Barbarian overhaul for many factions, reorganization and rebalancing of the character skills and traits systems, battle updates and much, much more! Thanks to everyone who helped to test and give feedback over these months, we all appreciate it!

You can head over to our Download Page to get the latest update. Steam will update automatically. It is save compatible. We will be working on submods as we can, please be aware some Steam submods have moved to new locations. 

Patch Notes

New Grand Campaign Overhaul
– Completely redone grand campaign from the bottom up!
– New Building Slots – Every region now has either 4 or 6 slots available.
– New Starting Buildings – Updated and added various new starting buildings, all factions now start with a barracks for better AI recruitment.
– New Wonder Buildings that represent the various regional world wonders.
– Return of the Roman Families – Rome’s political parties are now the families again!
– New Culture – Numidian – Found in Western Africa.
– New Starting Characters/Family Trees – New royal families and historical characters.
– New Starting Diplomacy/Situations – Lots of new situations for starting factions.
– Extra Moddability – The startpos kit files are available in our TWC submod forum for submodders and going forward we have a lot more options for the main mod as well!

Barbarian Overhaul from Q_Sertorius and CEMN
– Massive overhaul of most barbarian rosters that focuses each faction on specific advantages and disadvantages, updates all the visuals, trims various rosters and redoes the barbarian factions into more coherent options.
– Updated unit cards (thanks Summary!), visuals, stats, descriptions, names, reforms, etc. Too much to detail in these notes!
– Overhauled factions include Arverni, Galatia, Boii, Scordisci, Iceni, Caledones, Iweriu, Suebi, Lugii, Ardiaei and Cimbri.
– Odryssia has also been added to this overhaul from KAM.
– Huge thanks to Q and CEMN for the tireless efforts for many months doing all the tough work and testing on this massive endeavor!

Skills, Traditions, Ancillaries & Traits Overhaul
– Incorporated the great work of Q_Sertorius with re-organizing the structure and effects for the character skill trees to add trade offs and better options. Most skills have either been redone or been moved in the trees.
– Reworked various tradition and ancillary effects to be more balanced and add more specific choice for the player.
– Character traits have been heavily redone. Most traits have had their effects trimmed down by a large margin to get rid of the effect spam. Personality and background traits now have trade offs and matter a lot more.
– Faction Leader effects now apply even when the leader is not in the capital. New effects have been added to better go with the various trait types.

Battle Changes
– Added new “Reform the Line!” ability for infantry with special formations
– Tweaks to morale thresholds for specific status like confident/wavering/broken
– Adjustments to phalanx units
– Fixed stats of Marian and Imperial cavalry
– Fixed cavalry stats when dismounted
– Lowered iphicratean javelin damage
– Fixed numerous disciplined attributes on units
– Changed minimum ranks for infantry from 7 to 6
– Slightly adjusted spotting distance in open terrain
– Minor tweaks to ranged/melee damage

Loyalty Changes & New Government Technology effects
– Lowered loyalty bonus from empire government type.
– Loyalty negatives from imperium begin earlier and are slightly worse.
– Lower loyalty from early political ranks.
– Added positive and negative loyalty effects based on tax level in a province.
– Various philosophy and economy technologies now have effects based on certain government types for specific cultures.
– Barbarian cultures have a tech that reduces upkeep when they are a tribal confederation.
– Ptolemies, Seleucids, Baktria, Pontus and Eastern factions have a late tech that adds recruitment slots when they are a kingdom.
– Greek factions, Rome and Carthage have military techs that lower loyalty as a Republic but a philosophy tech that increases it as a Republic.
– All factions have late technologies that improve happiness and slave unrest as Empires.

Major Changes
– Campaign performance should be improved due to script changes that have reduced some turn and load times.
– New Graphical overlay map for the campaign to better represent province, city and road locations thanks to Summary!
– Added new Pirate factions for Arabia, Illyria, Britannia, Germania, Cicilia, Thrace, Pontus and Carthage. Added new pirate spawns thanks to Q for use of his submod!
– Fixed a battle crash when fighting the Carnute faction
– Updated General appearances for over 60 emergent factions.
– Changed Faction leader effect to always be on rather than be dependent on faction leader being in capital. Changed effect types from generic good/bad to more specific ones.
– Reduced resource production from main city building lines.
– Grain resource buildings now produce supplies.
– Enabled dignitaries for the AI only on hard+ difficulties.
– Made the “Brawler” Trait easier to increase. Made Triumphs and Triumph trait progression from the Education/background trait slightly easier to achieve
– All factions can now achieve victory conditions of region ownership if area is controlled by a client or vassal. Excluded spice from victory condition requirements.
– Increased base foreign pop settlers and slightly lowered negative from culture.
– New culture icons and updated faction flags from Jake.
– Added levy tier designation in unit strength/weakness details panel to help distinguish which units benefit from levy only effects.
– Overhauled visuals for most late Seleucid units and Bronze shield units.
– Rebalanced major city variants to offer more variation and choice between the three options and lower overall income modification from higher tiers.

Other Fixes/Changes
– Fixed Rhodes campaign select faction trait text
– Fixed Pontus unique library having 2 tech requirements
– Fixed Colony factions missing access to Athens special port.
– Moved Chalybes AOR unit to Caucasia.
– Changed some incorrect effects for slave forum building chains.
– Reduced effect of Befriend Gallic Chieftains tech in CiG campaign.
– Changed some effects for Bosporan tier 5 unique buildings to better match their chains.
– Fixed HaTG and CiG Massalia missing resource buildings.
– Immigrant chain buildings now use slightly less food but produce slightly more foreign culture.
– Increased speed for Cimbri Wolf Warriors
– Fixed Geometer ancillary not always working.
– Fixed Saba levy unit missing from recruitment for campaign
– Fixed one loading screen, added 2 others
– Changed naval recruitment points effect to be visible.
– Changed shield value for Meroe pikemen
– Fixed tier 2 Armenian temple having wrong upkeep value
– Fixed wrong unit requirement for chapter 7 ardiaei chapter mission
– Fixed Carthage mercenary barracks having wrong t4 effect, added silver required text.
– Changed Massalia special port to be named Lacydon.
– Fixed Carthage/egypt tower ships missing towers
– Fixed 2 Cimbri shield wall units having expert charge defense
– Changed Arabian camel spearmen to 3rd class.
– Fixed Dart throwers being wrong AOR class for greek factions.
– Fixed some Ardiaei reform units not being properly hidden
– Fixed tier 2 colony barracks having wrong tech requirements
– Fixed fire arrows for longbows having wrong damage
– Fixed Levy hoplites recruitment missing from some minor town building types.
– Changed Pontos to greek supply units to fix recruitment issues.
– Slightly bumped up some region growth rates for historically fertile areas.
– Changed Alalia to have more industiral potential from its region effect.
– Fixed Assault Tetreres ships missing from tier 3 large military ports.
– Fixed barbarian olive town having wrong sanitation effects.
– Fixed some Roman spear auxiliaries missing from roman unit sets (effects were not being applied to them properly)
– Increased Belgian AI recruitment priorites for cavalry.
– Changed Boii faction trait to be morale against Germans rather than Romans
– Fixed Scythian morale trait not properly working
– Fixed tier 4 Athens port missing squalor effect and supply effects
– Fixed bugged animation entry for Marcomanni unit.
– Higher tier Carthage and Alexandria ports provide extra naval recruitment slots.
– Moved Indian veteran spear unit to tier 2 barracks
– Moved Custom Battle Dart Slingers from Syracuse to Macedon roster
– Fixed incorrect name for Commercial Massalia when occupied by Romans.
– Removed Qunquireme from Sparta custom battle roster.
– Moved champion unlock earlier for Pontus in the tech tree.
– Reduced tax negatives for Raetia et Noricum region effects a bit, previously they would stack to cause 0 income.
– Fixed barbarian tier 4 tribal city building missing squalor effect
– Fixed some agent and barbarian background traits not being applied to characters.
– Changed some chapter mission settings for Arverni, Macedon and Seleucid
– Changed political party names for Lugii to match new barb roster revisions (thanks Q!)
– Fixed IA Petra having wrong city culture type (new campaign only)
– Changed Barbarian great hall to have negative food rather than squalor. Slightly reduced PO negative.
– Added cultural conversion to tier 2 Melqart Carthage temple.
– Added AOR Tarantine cav unit to Epirus custom battle roster.
– Fixed Bosporan Lancers missing shoes.
– Changed Hispania Arse region to have positive industrial region effect
– Changed RoR Veneti to have celtic culture (new campaign only)
– Renamed “Carthage in Syracuse” event
– Fixed “Rome Secures Magana Graecia” message sometimes firing after Rome is destroyed.
– Removed Indian elephants from normal Hellenic barracks.
– Fixed bugged vanilla effect text for marriage loyalty
– Fixed Lugii missing chapter 8 mission description
– Added 3/4 class pop growth to Carthage mercenary barracks.
– Removed snipe/stalk from all non-Numidian cavalry
– Fixed bugged civil wars for various custom playables in DLC campaigns.
– Changed throwing axe graphical impact size.
– Added Greek biremes and triremes to Thracian rosters.
– Fixed Greek colony factions missing permissions for Athens special port.
– New standards for Armenia, thanks skillfultree!
– Fixed merc iberian champ shield entry
– Changed Arabian Levy spear to 300 men
– Switched bow entries for Arabian archer spearmen and Sabaean archers.
– Added seasonal requirements for floods & fires.
– Added factional mercenary for Suebi
– Fixed cappadocian cavalry appearance
– Fixed wrong armour entry on Xystophoroi
– Fixed speed entry of Parthian axemen
– Updated color scheme of Parthian faction
– Fixed vanilla bug with Armenian technologies
– Fixed bugged food consumption effects for various horse building chains

Credits
– Q_Sertorius for all the crazy hard work for months on large portions of this update. Attention to detail and work ethic second to none!
– CEMN for tirelessly working on all the great visual updates and continually addressing all the little issues that pop up there!
– KAM for all his work at all times
– Jake for the great icon and flag work yet again
– Summary for the amazing unit card work and the map, top notch!
– Skillfultree for use of the Armenian flags!
– TheCzarsHussar for lots of model editing work, thanks a ton!

 

1.3 Iceni Roster Preview

The Iceni

The Iceni were a British tribal group who lived in East Anglia, occupying areas of Norfolk, northeast Cambridgeshire, and the northern parts of Suffolk. They may be the same as Caesar’s Cenimagni who were interpreted as the Iceni Magni, or “great Iceni,” one of five “tribes” that submitted to Caesar after the Trinovantes came under his protection. In DeI, the Iceni are the representative type of the great British tribes inhabiting southeastern England.

The Iceni appear to have been a wealthy people interested in metalware and horses since archaeological finds of horse-related objects are common in their former territory. Like their neighbors, the Trinovantes and Catuvellauni, they were closely related to and heavily influenced by Belgic immigrants from across the English Channel. Throughout this era, there was a constant exchange of goods and people across the Channel, as seen by numerous items of Continental metalware found throughout this part of England. Additionally, burial practices common throughout eastern France and Belgium are also found in southeastern England, alongside native traditions. In DBG, Caesar reported that some of the British tribes supported the Belgae in their resistance to his invasion. Numerous Belgic and Gallic chieftains would later flee to Britain following Caesar’s conquest of Gaul. The impacts of this cultural exchange are seen throughout the Iceni and Nervii rosters.

In terms of gameplay, the Iceni are the most typically Celtic of the Britannic factions, with the best spears, swords and cavalry of the Isles, supplemented by chariots and slinger-spearmen. In return, they lack good shield wall units, armor penetration and other ranged options.

1.3 Public Beta Release!

The 1.3 Public Beta for Divide et Impera has finally arrived. We hope this will be a successful and short beta that will soon lead to a full mod update. Over the past 6 months we have been testing many beta submods separately and other features that are now combined into this one beta pack. It is save compatible and will be save compatible with the future mod update. I also want to give a big shout out to Q_Sertorius and CEMN who put in a ton of work on this over the past months with a lot of modding and testing to get to where we are today!

Download Links

Standalone (Mirror) — Steam

Installation
  1. If you download the standalone pack, place it in your data folder. Make sure it loads above the main mod in the mod manager.
  2. If you subscribe to the Steam pack, also make sure it load above the main mod in the mod manager.
  3. Note: If you used the previous beta submods, you can switch to this instead. Other submods like TPY, AFP and other mods will not currently work with this beta. These will be updated as we get closer to launch.

Patch Notes

New Grand Campaign Overhaul
– Completely redone grand campaign from the bottom up!
– New Building Slots – Every region now has either 4 or 6 slots available.
– New Starting Buildings – Updated and added various new starting buildings, all factions now start with a barracks for better AI recruitment.
– New Wonder Buildings that represent the various regional world wonders.
– Return of the Roman Families – Rome’s political parties are now the families again!
– New Culture – Numidian – Found in Western Africa.
– New Starting Characters/Family Trees – New royal families and historical characters.
– New Starting Diplomacy/Situations – Lots of new situations for starting factions.
– Extra Moddability – The startpos kit files are available in our TWC submod forum for submodders and going forward we have a lot more options for the main mod as well!

Barbarian Overhaul from Q_Sertorius and CEMN
– Massive overhaul of most barbarian rosters that focuses each faction on specific advantages and disadvantages, updates all the visuals, trims various rosters and redoes the barbarian factions into more coherent options.
– Updated unit cards (thanks Summary!), visuals, stats, descriptions, names, reforms, etc. Too much to detail in these notes!
– Overhauled factions include Arverni, Galatia, Boii, Scordisci, Iceni, Caledones, Iweriu, Suebi, Lugii, Ardiaei and Cimbri.
– Odryssia has also been added to this overhaul from KAM.
– Huge thanks to Q and CEMN for the tireless efforts for many months doing all the tough work and testing on this massive endeavor!

Skills, Traditions, Ancillaries & Traits Overhaul
– Incorporated the great work of Q_Sertorius with re-organizing the structure and effects for the character skill trees to add trade offs and better options. Most skills have either been redone or been moved in the trees.
– Reworked various tradition and ancillary effects to be more balanced and add more specific choice for the player.
– Character traits have been heavily redone. Most traits have had their effects trimmed down by a large margin to get rid of the effect spam. Personality and background traits now have trade offs and matter a lot more.

Battle Changes
– Tweaks to morale thresholds for specific status like confident/wavering/broken etc
– Adjustments to phalanx units
– Fixed stats of Marian and Imperial cavalry
– Fixed cavalry stats when dismounted
– Lowered iphicratean javelin damage
– Fixed numerous disciplined attributes on units (still a lot more to fix in future)
– Changed minimum ranks for infantry from 7 to 6
– Slightly adjusted spotting distance in open terrain
– Minor tweaks to ranged/melee damage

Loyalty Changes & New Government Technology effects
– Lowered loyalty bonus from empire government type.
– Loyalty negatives from imperium begin earlier and are slightly worse.
– Lower loyalty from early political ranks.
– Added positive and negative loyalty effects based on tax level in a province.
– Various philosophy and economy technologies now have effects based on certain government types for specific cultures.
– Barbarian cultures have a tech that reduces upkeep when they are a tribal confederation.
– Ptolemies, Seleucids, Baktria, Pontus and Eastern factions have a late tech that adds recruitment slots when they are a kingdom.
– Greek factions, Rome and Carthage have military techs that lower loyalty as a Republic but a philosophy tech that increases it as a Republic.
– All factions have late technologies that improve happiness and slave unrest as Empires.

Major Changes
– Campaign performance should be improved due to script changes that have reduced some turn and load times.
– New Graphical overlay map for the campaign to better represent province, city and road locations thanks to Summary!
– Added new Pirate factions for Arabia, Illyria, Britannia, Germania, Cicilia, Thrace, Pontus and Carthage. Added new pirate spawns thanks to Q for use of his submod!
– Fixed a battle crash when fighting the Carnute faction
– Updated General appearances for over 60 emergent factions.
– Changed Faction leader effect to always be on rather than be dependent on faction leader being in capital. Changed effect types from generic good/bad to more specific ones.
– Reduced resource production from main city building lines.
– Grain resource buildings now produce supplies.
– Enabled dignitaries for the AI only on hard+ difficulties.
– Made the “Brawler” Trait easier to increase. Made Triumphs and Triumph trait progression from the Education/background trait slightly easier to achieve
– All factions can now achieve victory conditions of region ownership if area is controlled by a client or vassal. Excluded spice from victory condition requirements.
– Increased base foreign pop settlers and slightly lowered negative from culture.
– New culture icons and updated faction flags from Jake.

Other Fixes/Changes
– Fixed Rhodes campaign select faction trait text
– Fixed Pontus unique library having 2 tech requirements
– Fixed Colony factions missing access to Athens special port.
– Moved Chalybes AOR unit to Caucasia.
– Changed some incorrect effects for slave forum building chains.
– Reduced effect of Befriend Gallic Chieftains tech in CiG campaign.
– Changed some effects for Bosporan tier 5 unique buildings to better match their chains.
– Fixed HaTG and CiG Massalia missing resource buildings.
– Immigrant chain buildings now use slightly less food but produce slightly more foreign culture.
– Increased speed for Cimbri Wolf Warriors
– Fixed Geometer ancillary not always working.
– Fixed Saba levy unit missing from recruitment for campaign
– Fixed one loading screen, added 2 others
– Changed naval recruitment points effect to be visible.
– Changed shield value for Meroe pikemen
– Fixed tier 2 Armenian temple having wrong upkeep value
– Fixed wrong unit requirement for chapter 7 ardiaei chapter mission
– Fixed Carthage mercenary barracks having wrong t4 effect, added silver required text.
– Changed Massalia special port to be named Lacydon.
– Fixed Carthage/egypt tower ships missing towers
– Fixed 2 Cimbri shield wall units having expert charge defense
– Changed Arabian camel spearmen to 3rd class.
– Fixed Dart throwers being wrong AOR class for greek factions.
– Fixed some Ardiaei reform units not being properly hidden
– Fixed tier 2 colony barracks having wrong tech requirements
– Fixed fire arrows for longbows having wrong damage
– Fixed Levy hoplites recruitment missing from some minor town building types.
– Changed Pontos to greek supply units to fix recruitment issues.
– Slightly bumped up some region growth rates for historically fertile areas.
– Changed Alalia to have more industiral potential from its region effect.
– Fixed Assault Tetreres ships missing from tier 3 large military ports.
– Fixed barbarian olive town having wrong sanitation effects.
– Fixed some Roman spear auxiliaries missing from roman unit sets (effects were not being applied to them properly)
– Increased Belgian AI recruitment priorites for cavalry.
– Changed Boii faction trait to be morale against Germans rather than Romans
– Fixed Scythian morale trait not properly working
– Fixed tier 4 Athens port missing squalor effect and supply effects
– Fixed bugged animation entry for Marcomanni unit.
– Higher tier Carthage and Alexandria ports provide extra naval recruitment slots.
– Moved Indian veteran spear unit to tier 2 barracks
– Moved Custom Battle Dart Slingers from Syracuse to Macedon roster
– Fixed incorrect name for Commercial Massalia when occupied by Romans.
– Removed Qunquireme from Sparta custom battle roster.
– Moved champion unlock earlier for Pontus in the tech tree.
– Reduced tax negatives for Raetia et Noricum region effects a bit, previously they would stack to cause 0 income.
– Fixed barbarian tier 4 tribal city building missing squalor effect
– Fixed some agent and barbarian background traits not being applied to characters.
– Changed some chapter mission settings for Arverni, Macedon and Seleucid
– Changed political party names for Lugii to match new barb roster revisions (thanks Q!)
– Fixed IA Petra having wrong city culture type (new campaign only)
– Changed Barbarian great hall to have negative food rather than squalor. Slightly reduced PO negative.
– Added cultural conversion to tier 2 Melqart Carthage temple.
– Added AOR Tarantine cav unit to Epirus custom battle roster.
– Fixed Bosporan Lancers missing shoes.
– Changed Hispania Arse region to have positive industrial region effect
– Changed RoR Veneti to have celtic culture (new campaign only)
– Renamed “Carthage in Syracuse” event
– Fixed “Rome Secures Magana Graecia” message sometimes firing after Rome is destroyed.
– Removed Indian elephants from normal Hellenic barracks.
– Fixed bugged vanilla effect text for marriage loyalty
– Fixed Lugii missing chapter 8 mission description
– Added 3/4 class pop growth to Carthage mercenary barracks.
– Removed snipe/stalk from all non-Numidian cavalry
– Fixed bugged civil wars for various custom playables in DLC campaigns.
– Changed throwing axe graphical impact size.
– Added Greek biremes and triremes to Thracian rosters.
– Fixed Greek colony factions missing permissions for Athens special port.
– New standards for Armenia, thanks skillfultree!
– Fixed merc iberian champ shield entry
– Changed Arabian Levy spear to 300 men
– Switched bow entries for Arabian archer spearmen and Sabaean archers.
– Added seasonal requirements for floods & fires.
– Added factional mercenary for Suebi
– Fixed cappadocian cavalry appearance
– Fixed wrong armour entry on Xystophoroi
– Fixed speed entry of Parthian axemen
– Updated color scheme of Parthian faction

Credits
– Q_Sertorius for all the crazy hard work for months on large portions of this update. Attention to detail and work ethic second to none!
– CEMN for tirelessly working on all the great visual updates and continually addressing all the little issues that pop up there!
– KAM for all his work at all times
– Jake for the great icon and flag work yet again
– Summary for the amazing unit card work and the map, top notch!
– Skillfultree for use of the Armenian flags!
– TheCzarsHussar for lots of model editing work, thanks a ton!

1.3 Caledonian Roster Preview!

The Caledones

One theory states that the name Caledones comes from the Proto-Celtic roots kal- (“hard”) and φēdo- (“foot”), alluding to steadfastness and endurance. Whether true or not, the name seems fitting for the remote Celtic tribe of farmers and hillfort builders at the cold, harsh far northern end of the known world who famously resisted several Roman invasion attempts. Eventually, this prompted the construction of great walls to contain instead of conquer the northern tribes. The Antonine Wall and Hadrian’s Wall stretched from coast to coast across narrow necks of northern Britannia and were manned by Roman garrisons, but they failed to stop the northern tribes from retaking territory several times, likely augmented by tribes from southern parts of Britannia fleeing Roman conquest. Cassius Dio for instance records that the Caledonians inflicted 50,000 Roman casualties due to attrition and unconventional tactics such as guerrilla warfare against a military expedition personally led by emperor Septimus Severus. After emperor Severus died to illness in Eboracum a few years later, the Romans were pushed back south of Hadrian’s Wall and no further Roman attempts at conquering Caledonia were ever made.

Sources such as Tacitus and Jordanes describes Caledonians as large, athletic, pale and red haired. The former author speculates that they were related to Germans and while there’s no evidence of that, some aesthetic inspiration has been from the similarly remote, rugged and inhospitable Germania. These visuals emphasize the otherness of Caledonians compared to other Celts and indeed, fellow Britons. For instance, unlike most Celtic nobles who went clean-shaven at the time, the Caledones sport full beards and rely on heavy pelts and leather from their agriculturally based economy and simpler to produce scale, rather than mail armors to a higher degree than other Celts.

The Caledones are designed to be a slow but strong defensive faction, featuring excellent spear units using Defensive Formation or Shieldwall, complemented by decent melee infantry and archers, but weak cavalry due to the difficulty to raise horses in such harsh lands.

1.3 Barbarian Overhaul – Scordisci Roster Preview!

We hope you enjoy another Divide et Impera 1.3 preview from Q_Sertorius and CEMN, this time featuring the Scordisci! We also will have some news in the near future about a combined public beta for everyone to try out. Currently, you can find various sections of the beta available for testing on our Discord.

The Scordisci

The Scordisci were a Celtic tribe formed after the Gallic invasion of the Balkans that mixed with the local Thracians and Illyrians. Their tribal name may be connected to the Scordus, the Šar mountain. Extensive La Tène type finds of local production are noted in Pannonia as well as northern Moesia Superior, which attest to the concentration of Celtic settlements and cultural contacts. They controlled the various Pannonian tribes in the region, extracting tribute and enjoying the status of the most powerful tribe in the central Balkans. Their power was centered on Singidunum. They subjugated a number of tribes in Moesia, including the Dardani, several west Thracian tribes, and the Paeonians. From 141 BC, the Scordisci were constantly involved in battles against Roman-held Macedonia. Between 56 and 50 BC, the Dacians defeated the Scordisci, and became subject to the powerful Dacian ruler, Burebista. In 15 BC, Tiberius crushed the Scordisci. They became Roman subjects, providing valuable support for later campaigns against the Pannonians and Breuci. They started receiving Roman citizenship during Trajan’s rule (98–117 AD). With their Romanization, they ceased to exist as an independent ethno-political unit.

Visually, the Scordisci cross-cultural mix runs throughout the roster, from the lowest levy spearman to the noble Cordinau Orca, elite nobles wielding unique curved longswords. However, the Thracians stand out particularly in the Scordisci javelin units, and the Illyrians have a heavy presence in the Scordisci navies.

Check back soon for more beta news!

1.3 Barbarian Roster Overhaul – Nervii Roster Preview!

We are back again with another preview from Q_Sertorius and CEMN featuring the Nervii! These changes will be implemented in our upcoming mod update and can already be experienced in our current submod betas available on our Discord.

The Nervii

Caesar reported that the Belgae were the bravest of all the Gauls. Among the Belgae, the Nervii were particularly noteworthy in this category. For this reason, DeI uses them to represent the various Belgic tribes. The Nervii were reportedly very strong in infantry and this is reflected in their roster. The Nervii have solid and respectable infantry in each major category, possessing capable spear, axe, sword, phalanx, and missile units. Additionally, thanks to their fellow Belgae tribes, the Remi and Treveri, they also have very powerful cavalry (although not on the same widespread scale as the Arverni). On the whole, while the Nervii do not particularly excel in any given area, they have solid options across a broader range than most Celtic factions. The Nervii are probably the most well-rounded of any Celtic tribe in this overhaul.

Geographically, the Belgae lived in Northern France and Belgium. From this area, they spread across into southeastern England. Throughout the DeI time period, cultural influences followed trade routes back and forth. This is described not only in the historical sources, but can also be seen in the archaeological record. This cultural exchange is heavily reflected in the Nervii aesthetic. Additionally, the Belgae were also greatly influenced by their contact with Germanic tribes across the Rhine. These cultural connections are reflected throughout the faction in the appearance, equipment and way of fighting. For instance, some men grow long beards as a sign of manliness like the Germans, or lyme it to appear taller and frightening like the Britons, and use woad to paint their bodies in elaborate patterns to showcase their bravery and devotion to the gods.

More previews to come soon!

1.3 Barbarian Overhaul – Galatian Roster Preview!

The Galatians

Greetings everyone, we have another treat today from Q_Sertorius and CEMN – a Galatian preview. These units and roster revisions will be featured in our upcoming 1.3 mod update and can also be tried ahead of time in our current Barbarian submod beta pack. Check out our discord for details!

The Galatians were a Celtic people from Central Europe who invaded the Balkans during the 270’s BC, before eventually crossing to Asia Minor and settling in the Anatolian high lands. Having carved out a territory for themselves, the Galatians remained a player in Anatolian politics for nearly three centuries. They were originally composed of three tribes: the Tectosages, the Trocmii, and the Tolistobogii (a fourth tribe, the Aigosages, later joined them). They were closely related to the Scordisci and Boii, but their tribal connections extended even to southern Gaul, where a branch of the Tectosages lived (Roman authors reported finding loot from the Celtic invasion of Greece in temples belonging to the Volcae Tectosages). Due to their central location in the heart of the Hellenistic world and their constant interactions with the rival Hellenistic powers, the Galatians absorbed a great deal of Hellenic cultural influence, despite remaining culturally Celtic for much of their history.

In terms of their roster, the Galatians are strongest in melee infantry. They are brawlers par excellence, being the only playable Celtic faction which can recruit large units of Third Class swords. The Galatians are also one of two Celtic factions to get access to chariots (these are based upon Lucian, an ancient source of suspect reliability, but a source none-the-less). If nothing else, this gives them a way for their warriors to die in style. But, bold players will note that chariots can be utterly devastating against lightly-armed levies, which form substantial parts of early eastern armies. The Galatians are respectable in several other key areas, but players may quickly notice a relative weakness in long-ranged missiles and heavy cavalry, particularly in comparison with their eastern neighbors. These weaknesses are, however, easily addressed by careful augmentation with mercenary and Area of Recruitment troops (AOR) from nearby areas. A player who chooses not to rely heavily on AOR units is likely to experience quite a challenge.

The Galatians benefit a great deal from other cultural reforms as well – gaining access to experienced soldiers who have served in other Hellenistic armies at the Thureos and Thorax reforms. Thus, the Galatian roster presents the interesting historical reality of Celtic soldiers fighting for Hellenistic rulers, learning new skills and gaining new equipment, then returning to fight for their own faction. Due to their historically-attested Roman influences, the Galatians also gain access to very capable legionary units.

Galatia draws many aesthetic influences from the Hellenic world, which is reflected in unit equipment obtained through raid, trade, or even service in Hellenic armies as they often were historically. But, there are also hints of other influences having migrated through the Balkans, Thrace and settling in diverse Asia Minor. Finally, due to the warm climate of Asia Minor, many Galatians choose to go shortsleeved or even without wearing pants – perhaps inspired by their new neighbors…

1.3 Celtic Overhaul – Boii Roster Preview!

The Boii

We are back with another DeI preview, once again brought to you by Q_Sertorius and CEMN! This preview features their Boii roster revision for the upcoming 1.3 update.

The Boii were a Celtic people from Central Europe, who, like many other Celtic people, migrated widely across Europe. Starting from their homeland near what is now Prague (modern Bohemia takes its name from them), they spread down into Slovenia and across the Alps into Italy. Like many other Italian Celts, they sided with Hannibal in the Second Punic War. At one point, they successfully ambushed and massacred an entire Roman army! In the 190’s BC, however, the Romans decisively defeated them and forced them out of Italy. They settled in northern Pannonia. However, in the mid-First Century BC, the Dacians forced them to migrate again. They joined the Helvetii in their attempt to migrate through the Roman Province, were defeated, and leave the historical record as clients of the Aedui. They fought alongside Vercingetorix in his great uprising against Caesar.

In terms of their roster, the Boii are designed to focus on melee troops, with strong archers in support. Although they are relatively weak in phalanx units and cavalry, which may make popular hammer-and-anvil army compositions less powerful, the diversity and quality of their melee troops more than makes up for these weaknesses. The Boii are designed to be able to form a melee unit mainline throughout the game. At the outset, they have surprisingly powerful and cost-effective clubmen. As they progress they also gain strong line-breaking units, due partly to having the strongest axe units among the Celtic factions, but also due to their unique Sword Masters. The Boii have the distinction of having the only two-handed sword unit in the Celtic playable factions. These units are based upon some interesting archaeological discoveries in the Czech Republic, where several swords of above average size have been uncovered. While speculative, this forms the basis for a unique and powerful unit. The Boii roster also includes excellent naked champions and other sword units.

Excellent two-handed sword units and naked champions, are, however, very vulnerable to missiles. Consequently, the Boii roster includes the best archers in the Celtic world as a means of quickly and efficiently countering enemy missile units. In keeping with the Boii focus on melee combat, the Boii Night Warriors are both excellent archers and solid in melee.

Aesthetically, the Boii are inspired by their historical migrations around and across the Alps, from Gaul to northern Italy and their in-game starting location in Germanic borderlands. Their units are inspired by these different sources and they are generally warmer clothed than most other Celts. The Freeman and Warrior classes primarily draw from their Germanic neighbors due to intermingling and trade between the two peoples, whereas the Nobles primarily draw from the Alpine and northern Italic regions, from which many have acquired equipment and fashions through raid and trade.

1.3 Celtic Overhaul – Arverni Roster Preview!

Overview

As the DeI team gears up for another update coming this winter, we have targeted some upcoming changes for new beta submods that are already available to try out! One of those submods is the Celtic Overhaul from Q_Sertorius and CEMN. The main goal of this specific new beta is to revise most of the Celtic faction rosters in order to streamline and improve them both mechanically and aesthetically. We will have previews for these various roster changes, starting with the Arverni!

Celtic Overhaul by Q_Sertorius and CEMN

For the overall revision of the Celtic rosters, we wanted to provide a justification to hire each unit, at least at some point in the game. We also wanted to give each Celtic faction unique strengths and weaknesses, rooted in what historical and archaeological records we have, in a way which promoted good gameplay for each faction. In terms of unit power, we wanted to make the appearance match the stats, rather than the stats match the appearance. To that end, we took a close look at every unit’s stats to ensure that there were logical progressions. We removed a couple of units in order to reduce the bloat and repurposed others to give them more interesting roles.

Arverni Roster

In terms of roster design, we did not want to fundamentally change the Arverni roster. They were, and still are, a faction with relatively strong spear/phalanx and cavalry units. They were, and still are, relatively weak in melee infantry units. This does not mean that all their cavalry is the best in the game, nor does it mean that their melee infantry is terrible. Rather, they get great cavalry from Second Class population. They get good melee infantry from First Class population. This is the way the DeI team originally designed the Arverni and we saw no reason to change this approach. In terms of historical justification, this is driven by the fact that while swords may be the iconic Celtic weapons, spears are far more common in the archaeological record.

The boldest roster change was the decision to add actual short pike units to the Arverni late game roster. This built on their factional strength in phalanx units. While we know from Caesar that the Gauls employed Shield Walls, which were fundamentally similar to Mediterranean phalanx units, there is no direct evidence for these short pike units. It is justified by the discovery of a large number of rather large spearheads in First Century BC contexts. While this may seem to be relatively weak justification for such units, it is similar in evidentiary strength to the Boian two-handed sword units. There is some evidence to justify what makes for good gameplay. They are a logical extrapolation from the limited records we have. The result is a faction which, throughout the game, can maintain a strong mainline of phalanx units, protected on the flanks by great spear units, with slingers as their primary missile weapons, and widely-available cavalry to provide the hammer blow.

Aesthetically, besides an improved variety and visual quality of assets, one of the main goals has been to make sure unit visuals properly represent the stats and the class of the unit. For example, an armor value of 20 represents a helmet plus a leather cuirass, which will be the most common setup for that unit. But for variety, some warriors might want to showcase their bravery by not wearing a helmet or lighter armor, while another yet might wear reinforced leather or scale. But, the unit average will even out.

As for class, bright colors typically represent wealth as dyes could be expensive. Therefore, the Freeman class typically wear less colorful clothing and very basic armor and are generally shaggier and more unkempt than the Warrior class, who are a clear step up in terms of displayed wealth and equipment quality. Naturally, the Nobility carry the very best in arms and armor and flaunt their wealth with fine colorful textiles, silver and gold jewelry and eye-catching helmet decorations. Finally, Gallic art from around DeI’s timeframe depicts clean shaven men, something also mentioned by Caesar. Therefore, most Arverni nobles and a few of the warrior class won’t have any facial hair.

The Arverni reforms now lead to increased uniformity due to a powerful, centralized Celtic polity that could mass-produce simple equipment or mandate the wearing of helmets. But, all of that goes for Celts across the board. The Arverni particularly stand out as extra extravagant, with their cavalry being the fanciest of all.

We will have more previews to come as we approach 1.3 this winter. Make sure to check out this and our other beta submods on our Discord!