Europa Barbarorum

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Europa Barbarorum (or EB) is a modification of the computer game Rome: Total War (RTW) based on the desire to provide RTW players with a more historically accurate game experience. Europa Barbarorum is a total conversion—replacing all unit and building stats, for instance, and all unit models—though it covers roughly the same time period as the campaign included with RTW.

EB battle action
EB battle action

Contents

[edit] History and goal

Aedui General
Aedui General

EB was originally founded in January 2004, eight months before RTW's release, when the Europa Barbarorum team who were following the game's development became concerned that "barbaric" factions such as the Gauls and Germanic tribes were being portrayed as stereotypical hordes of unwashed savages. The EB team felt that such representations conformed more to a sensationalist Hollywood stereotype than historical fact, maintaining (as many modern historians do) that the ancient "barbarian" cultures are often viewed through the paradigm of Greco-Roman bias. The true nature of these civilizations, says EB, is better revealed through archaeological evidence and what remains of their own ancient texts.

Despite the name, the changes in EB are not limited to "barbarian" factions. The developers of EB tried to convince the Creative Assembly (CA / developer) to alter their depiction of the period to make the whole game more historically accurate. Whilst some suggestions were taken on board and adopted in the final release of RTW, most were disregarded by CA due to publisher pressures / financial expediency. Some EB members continued to offer their services as historical advisers but due to inherent concerns over intellectual property rights, CA declined the offer.

Having exhausted this avenue for change, the EB members then resolved to modify the game themselves upon its release. To these ends they began what ended up being several thousands of hours of research and preliminary work.

Once released, EB immediately began work on the modification, recruiting a large team of volunteer skinners, modelers, coders, and historians to make the game better reflect historical reality. EB’s vision of edutainment was endorsed by CA, who offered limited help when able.

Slightly over a year after its release, the EB team finally made their initial open beta public on December 27, 2005. Almost 50,000 tracked downloads have been recorded since then. The mod has also been included with demos and mods on PC Format, a computer magazine published in the United Kingdom and South Africa.

Even though EB gives the players the opportunity to experience the same age and (roughly) place as original RTW, this mod is a total conversion, which offers a very different gaming experience to Rome Total War. All units, buildings, map features and other modable parameters of the game have been reworked from scratch and have had new features added.

[edit] Features

[edit] Factions

  • All existing units have been removed and replaced
  • Unit recruitment has been changed to a new system based on governments and assimilation, set up at region-by-region basis
Hellenic Standards
Hellenic Standards
Indian Archers
Indian Archers
Elite Epeiros Phalanx
Elite Epeiros Phalanx

[edit] New factions

  • The Arverni, a new faction of Gauls
  • Baktria, the central asian Hellenic empire.
  • Pyrrhus of Epirus and his Epeirotes are now playable.
  • Saka-Rauka, a heavily cavalry-based faction based in central Asia.
  • Saba, the pre-Islam kingdom in Arabia.

[edit] Faction changes

  • The Egyptian army has been changed to correspond to the Ptolemaic period in history.
  • Sauromatae (Sarmatians) takes over as the regional superpower in ancient Russia, instead of the Scythians.
  • The Gauls are split into two factions, the Aedui and the Arverni.
  • The Koinon Hellenon represents the Chremonidean League of Athens, Sparta and Rhodes, instead of the Greek Cities.
  • New families for all factions with members' ages and relationships that attempt to be as accurate as modern scholarship is able to reconstruct according to knowledge of the year 272 BC.
  • Diplomatic relationships between factions are mapped out for the game's start in 272BC, to represent the state of diplomacy for the start date.
  • "fog of war" constraints partially lifted at the game's start to show a more precise understanding of political geography specialized for each individual faction's point of view.
  • More than 4,900 new names for generals and family members of Hellenic factions, transliterated from ancient Greek.
  • Faction-specific alerts and messages for the capture of the most important unique buildings for those peoples.
  • Diplomatic relationships of rebel cities with existing factions represented, with severe consequences for AI and human players who violate those alliances.
  • Rebel forces have ethnic names and strengths.
  • Absence of "fantasy" units such as Arcani.
  • Special alerts and graphics representing the major stages of the breakup of the Seleukid empire, if the collapse occurs
  • A new faction-specific victory condition system, with each faction required to achieve variable goals.
  • Nomadic, desert, and steppe cultures changed to represent in government types and resource development

[edit] Cartography

EB Map
EB Map
  • A new map as the base for the campaign mode, with expanded eastern and southern regions, and with Arabia, India, Central Asia, and the Upper Nile all receiving new territories.
  • Faction specific naming practices with accurate unit names and accurate province names in the language of the controlling peoples at the game's start
  • Terrain reconstructions, snow boundaries, vegetation types, and coastlines
  • The Nile-Red Sea canal linking the Indian Ocean and Mediterranean Sea
  • Province boundaries carefully reconstructed to represent the political geography of 272BC
  • New campaign map vegetation models include palms and denser forests.
  • Ancient trade routes (such as the Amber and Silk Roads) which can be captured and used

[edit] Traits

  • A new trait system based on and including a complex interaction of genetics, aging, family members, and health, affecting trait acquisition and development over the life of your characters. The number of new traits themselves is increased and more faction specific than Rome: Total War.
  • Hellenic trait system based on ancient Greek perceptions of personalities.
  • Roman trait system partially based on the moral tales of Valerius Maximus.
  • All starting generals' personalities and traits mirror their historical personalities.
  • Special Events Traits, like the Olympics where a Hellenic general can compete and even win them gaining a significant Influence boost.

[edit] Buildings

  • A new government system to more accurately reflect the choices of government types available within factions for the provinces they begin with and conquer. For example, Sparta's government is much different from Athens at the game's start, providing different benefits and unit recruitment capabilities, as well as different disadvantages.
  • New faction specific buildings, including colonies, shrines, clinics, granaries, new barbarian governmental structures, new theater trees, stupas, and many, many more.
  • Over 50 new unique buildings or "wonders" for the map, present at the game's start, and affecting everything from trade to game lag and population growth to generals' traits and faction recruitment abilities, bonuses of which many are specifically tailored for and limited to certain factions.
  • Temple systems representing the most popular temple types of each of the depicted factions. New descriptions of the numerous deities are also included in the mod.
  • No fantasy bonuses, like equipment upgrades from temples of Vulcan.
  • Capes, straits, mountains, and other terrain "unique buildings" provide bonuses to represent their historical importance

[edit] Non-Unit Graphics

  • New faction specific special graphics for the faction selection menu
  • New campaign map minimap and faction starting point maps in the campaign selection menu
  • New faction icons, selection buttons, campaign map standards, and battle map banners
  • A new campaign map siege, ship, unit, general, watchtower, and resource graphics
  • Culture-specific advisors.
  • New faction-defeated graphics for every faction.

[edit] Game Mechanics

  • A fleet system with many more new ships and new strengths and weaknesses in battle
  • Custom designed formations give the AI greater flexibility and incentive to perform actual battlefield maneuvers
  • Four turns per year gameplay, with the winter months limited to one of the four seasons.
  • New animations created, like two-handed lancers and different horse archer animations than in Rome: Total War.

[edit] Music

[edit] Current Version

Europa Barbarorum v.0.81a: released Mar. 5, 2007.

[edit] Awards and reviews

Europa Barbarorum has won numerous community awards, including Total War Center Best Mod 2006, Best Modding Team 2006, Best Gameplay 2006 and Best Map 2006, and Total War Org Most Promising Mod 2005, Favorite RTW Modification 2006, Most Accomplished RTW Modification 2006, Best RTW Classical Period Mod 2006, and Best Original Audio 2006.

Europa Barbarorum was featured and reviewed in the April 2005 edition of the Italian PC Gaming magazine Giochi per Il Mio Computer, the French PC Gaming magazine Canard PC in 2005, the Romanian PC Gaming magazine LeveL in 2006, and PC Gamer (UK), March 2005.

[edit] External links