Mod name: The Greek Wars
Era: 360BC – 338BC
Brief description: The Greek Wars is a mod based on the group story of the same name in the .com’s Fan Fiction section. The map is restricted to southern Greece and there are 11 factions – Athens, Thebes, Megara, Corinth, Argos, Sparta, Messenia, Elis, Arcadia, Achaea and Sicyon.
I would like to start right off by saying that this is not, strictly speaking, a historical mod. For, although the borders, nations, troop types, dynamics, are meant to represent reality in 360BC, to the extent that our means allowed it, The Greek Wars is still based on the homonymous work of group fiction in the .com Fan Fiction section, of which most of us were co-writers. Therefore you will find a king in Argos and another in Corinth, and Iphicrates will be missing from the Athenian family tree. But apart from that, we have strived to keep things historical. You will find no mythical units or super-Spartans (in fact, Spartans don’t even have the best hoplites in this game…). There are 11 factions on a small map, and their differences in units are, in most cases, slight. That serves two purposes. First, there were few actual differences in unit types within such a small area in such a small period of time, and second, we had hoped to somehow emulate the conditions that made, and still make, Shogun Total War so appealing. Thebans get better cavalry, but not through different units; their cavalry is the same but with experience bonuses. Megarans have better assassins (which is a feature central to the story), and are expected to function more or less like clan Imagawa in STW. There are 40 regions in total, and it is not necessary to conquer all of them to win. The goal is hegemony. There are two classes of settlements: towns and capitals. Capitals are the only places where you can recruit decent troop types, and the best units can only be trained in your own capital. There are no large or huge walls, and therefore the advantage remains with the defender. Assaulting a well-defended capital should be tough, and we won’t be able to call this mod “finished” until that has been accomplished.
Many elements of this game may seem a bit rough. There are various features that we’ve discussed but didn’t have time to implement, because either real life got in the way, or more basic things proved much more time-consuming than we had imagined – or both reasons. Many basic features, like starting armies and unit balancing, are incomplete because of similar time restrictions (due to real life obligations), and we thought it would be better to perfect them after this first (beta) release. Since most Classical Greece mods have a bad history of being stuck in eternal development, we felt that it would be best to release an early, playable version now, and include anything new gradually in the future.
like to thank Dimebagho and the XGM team for letting us use their wonderful
models and skins, as well as various other features; also SignifierOne for his
animation package. Hoplites just wouldn't be hoplites without it; HouseOfHam
for his scripting tutorial on how to implement more than 2 turns per year; and finally PROMETHEUS tm for permission to use his strategic map city models.
download the mod here (v0.97):
If you have v0.95 already, you can download the patch to v0.97 here:
Unzip the mod to your RTW folder, and run it through the TGW.bat file there.
TGW uses its own mod folder so there is no danger to the game's original files, nor is anything overwritten at any point.
Before installing TGW you must have patched RTW to version 1.5.
Ragimund Von Wallat's submod is now offered as an official patch, in two versions:
v0.98a, which is the submod unaltered:
and v0.98b, in which the original training times for all units have been restored (they are all zero in the submod):
TGW 0.98b (8-1-2010)
- Reverted to training times of v0.97 (optional version of patch 0.98a)
TGW 0.98a (18-11-2009)
- All unit and building costs rebalanced
- All unit stats rebalanced
- Formations changed
- Battle movement modifiers decreased
- Implemented zero training time for all units
TGW 0.97 (17-9-2009)
- Fixed spies and assassins for Sparta.
- Fixed victory conditions.
- Fixed some spelling errors and the text for Cretan archers.
- Changed javelinman cost in campaign map and allowed militia hoplites to be recruited by lowest level barracks.
- Fixed erroneous UI info cards for Spartan javelinmen and slingers.
- Fixed misplaced UI info cards for mercenary units.
- Fixed missing text for Argive temples and theatres.
- Increased Achaian campaign survivability and Corinthian population.
- Added Prometheus cities.
- Added "Diolkos" special building to Corinth.
- Fixed 12 turns per year script, by making only one "winter" month per year.
TGW 0.95 (8-3-2009)
- Fixed bug in script that made characters age one year per turn for the first few turns.
- Fixed bug in script that caused it to terminate ten years too early.
- Fixed bug that would cause a CTD when a Megaran settlement was assaulted.
- Fixed some typos in campaign descriptions.
- Fixed Olympian wonder (it did not appear in the game)
- Changed unit stats – generals’ bodyguards have been particularly nerfed, and they are set to act as missile cavalry, out of harm’s way.
- Added local place names as surnames for characters. Changed name structure, as a result.
- Added some missing unit descriptions.
- Added victory and defeat texts, and gave the greek outro to all factions.
- Changed faction AI behaviours.
- Changed starting faction relations.
- Changed some building costs.
- Changed recruitment times.
- Changed starting armies and funds.
TGW 0.9 (28-2-2009)
- First release; beta
The Defenestrated Assembly:
Seleukos of Olympia,
Knight of Cydonia,
and all the rest of the DEF who helped out with their encouragements