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Antogonids bugged mission tree: do you not own Magna Graecia? There is a known bug there for the last task.
If the Antigonids form Macedon they get access to more mission trees, I am unsure, but I think you have to splinter via the event, to get those.
I own all DLC's, there was bug with hellenic empire if I remember good (last mission).

You can form Macedon with Antigonids anyway, I formed it without splintering.
 
Last edited:
I just checked the code, and for the additional missions of the Antigonids you need to splinter during the event at Antigonos' death.
 
Wanted to check, though I fear it not to be the case, whether mission formables also get the capital boosts you usually receive from missions.
I am about to form Francia, after more trouble than it was worth, and would of course like to have a lasting benefit, other than the name change.

Sadly, Germania also lacks a Tier 3 formable (though I'd think that in 300BC the concept of Gaul is no less foreign to the Gallic people than the concept of Germania would be the Germanic folk), and the dandiest thing of all, as we have in CK2, would be formables leading to bloodlines.
It seems wholly appropiate.
 
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DD57: Sardinian/Nuragic missions
Dev Diary 57: Sardinian/Nuragic missions

Salvete! Today Zorgoball will be presenting two mission trees for the Sardinians, with the second tree also available to the Gymnaesians of the Balearic islands.
Next week we'll be presenting another mission tree and some QOL changes, but for now i'll hand you over to Zorgoball.

Greetings and salutations! Zorgoball at your service, and I am here to talk about two brand new mission trees that you will be able to play in the upcoming update. As you might recall from Dev Diary 54, we are going to be releasing a new mission tree for the Eastern Mediterranean nation of Gymnaesia, “The Balearides”, that lets you conquer the nearby islands while establishing a new monarchy for yourself - quite an accomplishment for those renowned slingers when all is said and done. However, the Talaiotic tribesmen won’t be the only members of the Occidental culture group to receive their own tree(s) sometime in the future; their distant cousins across the water in Sardinia, the Nuragic branch of their family, will have the aptly-titled “Reclaiming the Nuragic Homeland” mission available to do just that.

qwSUCrVITpyrRt_s-kWAkqevQW01-KK7G-97-5Fgrmhn1APNL_52crENm18TA9HVEMmHJtMBaD52KkjJ-hYSGTvwhsWuT6Vu52KZ_kRfq7dOGnfm66YGjCuMuzGYuTVqJs3XLW8E_bnwcAiy52mJw4jP8vTdRlI3fNj1ajBZDB35L8i7o4Rubbgid9Vi


There are four Nuragic tribes present on the island of Sardinia - Coracensia, Celesitania, Luguidonensia, and Rubrinsia - and this tree is available to all of them. Things have been hard for the tribesmen as of late, and perhaps there is no one better to tell you of their plight than one of their own chieftains, Korbis, the ruler of Coracensia.
DMweWOSd8GayNVpXtKDKBPRyeX4GPE_TbzpdVikyhwJjSs7OGmSGSdpNtCQdXmIVKmAOKJUyNEnyywnmpgq-62-UiQo-icsFihIiBXS9sg2aJr6N0sY4zk5qXRknxNtYohb25oKxioRpLBuxn9CBuOq6EPec1k9B7yKCln5qzOPu_4Esaxoc1tJoZ03B


Realizing that the moment has come to fight for freedom, you will be able to call the other tribes for a meeting, but don’t expect them to be of any help; if you want to reclaim your island for yourself, you will have to go it alone. When the Tribal Council inevitably falls apart due to petty squabbling, you’ll be given claims over your brethren, unifying your people for the gargantuan task of expelling the Carthaginians from your island. The left side of the tree has two special tasks to help in this endeavor, but first, you’ll need to ensure that your army has enough grain to get them through the difficult seasons ahead.
U8Wj-f4OfkrcwPHjLzfzv9z9mXdLw0u7KPuJWjMlFBVgxMz2TWYrn49VTKr0pEs_hw84jIG8_hQOAo8bDDdmrk05mboW-stIw3a_qBsGytJWwr-zcci1ULPhr8tJqOp5wwEI0sRANig3HyJ4Ud4kV0GKLpp8VAjtMMZgtF_9NlsRxgB_ihQb5S-kNwuE

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Having no cities of your own at start, it would be a boon to be able to capture one from the city-building Carthaginians, and considering that Qart ‘Onim is isolated from her sisters in the south, it will become the first city to fall to your forces. You will need to catch up with your enemies as fast as possible when it comes to technology, so rampaging their port cities could lead to many wonderful discoveries, like free innovations…or perhaps even entire navies that were hastily abandoned in the haste to vacate the path of rampaging tribal armies.
.
8eJu7Ae_lWfP_FBrKsnwtiI9n0NxEGCZ9EnPYGStbZImKCA2-Upy7Qt113g4PfCgL8wn5Mze-7PHADMhBGttk9Inp23wDmE2BAtyJpvgG3fq6P8IrtjlMKQE1E6tlJdBT-1xM9quFJYwys1V5VI08jYL0VXZ5b89NjvxFbAl0MPF2_h2Z3jEpjK1DF2h


While you are busy fighting tooth and nail to recover your homeland, you will also have opportunities to build up what you recover. Your ruler will eventually take a personal interest in the fertile farmlands of Karli in the south, where a new city for your people will be planned; this will eventually become the capital of your future unified nation. And once you have a navy of your own, you will be able to reach out to your Talaiotic cousins across the water, the dread Pirates of Mago, Terror of the Fleets traveling the Mare Sardoum, and ask them if they’d like to join forces - the port city of Cornus on your eastern coast would be a perfect location for them to expand their franchising opportunities. And our people will certainly not find these uncouth Pirates to be bad house guests… no, we are positive that all will go swimmingly.
RHWyFzzmu266_JrGOYIh7a5uBBDxWDwyjc8Vr_2WvQyVj3dDL1LOwvy2zipD-zBubFc3zv_0Xv-voWAnzGHaLksjrTPF6QMC4H9XP1sUY6-Q1NesUPBVqJ1adoxNs2ELu7OtqJV8lIuaeDkdwoLp87v4dYtyTgpSo05S3M_h8jyL7j-UKCe1Xy6C5weh
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15 tasks and 15 events await, and once you complete the “Reclaiming the Nuragic Homeland Tree”, you will be able to unlock the second tree, “Return of the Sea Peoples”, which will also be available to Gymnaesia once they finish their “Balearides” tree. Long ago there were stories told of strange, mysterious sea raiders that made life miserable for the civilized peoples of the East, and all signs are pointing to the ascendancy of their descendants and heirs…
8WKmZKWAnGHj5l-5vOi2hbPZefiOrzXKU6br7jj4x5dZWFZkLmS5NPdPFaLGU0rp6atX8Ib05RwEDbes1F1RYj26HRMbS44Ct4eyX_LIJn4DbLX9txpMXEni7aBi7DqalYynayTu4p3vv39aROHmGspG3MuivLdPJbrrnQk7TGmyYLfOTf00cgTToShj


Believing themselves to be the descendents of the “Sherden” of old, the Sea Peoples rumored to have once lived on the island of Sardinia, this tree will allow you to expand eastward, taking the major islands in the Mediterranean for yourself. Let’s take a look;
q1Ep9S15r0oE0fLXhijhgRqYXazG6K1Lf3AyueUyf81iVvJWz9DPsOMA-20EwOnfk8ep5Gz5Dq-wwSho7MGS1r44Nep34IMT9sWlJYRDjBCE07Cteiqx8uZkn0UbYMqYkmBhXe-Y-IKkpDMZYnJ_rRV9qgD43UFQ3JFcjD0FI-msbCeFYdfeOoSiGibB


The ancient Egyptians wrote of the Sea Peoples, lamenting their presence on their coasts and describing their numerous confrontations with the raiders. Some of the nations the Egyptians listed on their stela - the Shekelesh (Sicily), Peleset or Caphtorim (Crete), the Denyen (Cyprus) and a few others - will all be targets that you can eventually acquire, allowing your fleets to occupy the strategic waterways in the Mediterranean. The tree on the right will give special bonuses to your capital city, building up its naval infrastructure and allowing you to project your power farther and farther from your ports. You can continue to grow until you hit a Roman roadblock, but more on that later…
The central tree will guide you along this ambitious road, but before your ships sail too far, you must contend with your two neighboring powers. First and foremost are the Carthaginians, who are in possession of many of the islands that you will need and will soon become your avowed enemy - the struggle between the two of you will be fierce and savage.
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The other great Western Mediterranean power, the Romans, will not watch you idly grow stronger and stronger in their backyard, operating as a base for pirates. As you might imagine, this will eventually lead to some problems, and surprise attacks on their unsuspecting navies might be the best way to keep them from your coasts.
lB4WIRzoXTyxXLOgkekGyAwm812U6XTfq7eYLoh58Voic4fP85F1bNYbp26q_WBG9c0InPDVRm6iunXknHE9RsjFk4gU0QwOdgPrSK93DKUQiFOxdZsfkpzEe0xzis33EYMocvcZxmJfI2Zr0jsCUFtlWBi_dr8c_juA1l0Hsr3yddmiyUr5yDi_v0I28Q


Once you have broken the Carthaginian and Roman resistance to your marauding fleets, you will first move through Sicily, then Crete, but conquering these places will not be enough. The native inhabitants of these places will not be thrilled by their change in circumstance, and it will require time and effort to pacify the locals. .
WuxCxoiWRqxkvIFCxptFglTdbDrd2Rygr_C1Qm3F0S6VxYgWUzCFddwy8s5b7fQAZFXLtZeCLBkBF3ossxPFgZ8z3h1uxMWx3oT77zO2CUg2HWU28B1k4MiW8iJ5xY5avkJtmITF_LA0aWJb8WlE0jn70-M_8iBacDVgw86EXyKgRMmHDIHbk1UaJqtp3Q


The tree on the left is a fun, optional exploration path, one in which you will send your fleets out to travel as far as they can and report back as to what they can find. Some of these tasks will take a while to complete, but it will be worth it to see what happens.
feV9ordRJAqLWyc_IMFeop3xbBz7Gjzwl_w-HprTgNw6StBLPEeCPtaFvoAgRrPx-8yh5H9Kr1l7FXxlHtvXYhCEv66j4A_n32XqzCw4nccYeMIr7D1BsvG0dYxCoYPDQebxoD3cmCN9mhenElBpRxR4vmXjMq0Uoj-1RffZC-Y8ycIPcFVm-0uUQ-fZFA

Rm5F7FuMZE0fRevg-iWR_-Knh6dlN0JrlEmiU3gj26aGuLlE3PulUX4jpy10Ce22U_81wZMqWfJq2JlsCwAwZ_PzyxbOI1nGdxGJb2dDJTTvMgOUCji_Xu1dw22Rgx4JDDZQe6syXV75X0Kik3YAYIBEMoQDLi4dbvtFna9ara-wogPrMmWgW6P0WLw_sg


I could go on, but with 25 tasks and events, we will leave some things for you to find for yourselves. See you next time!
 
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Dev Diary 57: Sardinian/Nuragic missions

Salvete! Today Zorgoball will be presenting two mission trees for the Sardinians, with the second tree also available to the Gymnaesians of the Balearic islands.
Next week we'll be presenting another mission tree and some QOL changes, but for now i'll hand you over to Zorgoball.

Greetings and salutations! Zorgoball at your service, and I am here to talk about two brand new mission trees that you will be able to play in the upcoming update. As you might recall from Dev Diary 54, we are going to be releasing a new mission tree for the Eastern Mediterranean nation of Gymnaesia, “The Balearides”, that lets you conquer the nearby islands while establishing a new monarchy for yourself - quite an accomplishment for those renowned slingers when all is said and done. However, the Talaiotic tribesmen won’t be the only members of the Occidental culture group to receive their own tree(s) sometime in the future; their distant cousins across the water in Sardinia, the Nuragic branch of their family, will have the aptly-titled “Reclaiming the Nuragic Homeland” mission available to do just that.

qwSUCrVITpyrRt_s-kWAkqevQW01-KK7G-97-5Fgrmhn1APNL_52crENm18TA9HVEMmHJtMBaD52KkjJ-hYSGTvwhsWuT6Vu52KZ_kRfq7dOGnfm66YGjCuMuzGYuTVqJs3XLW8E_bnwcAiy52mJw4jP8vTdRlI3fNj1ajBZDB35L8i7o4Rubbgid9Vi


There are four Nuragic tribes present on the island of Sardinia - Coracensia, Celesitania, Luguidonensia, and Rubrinsia - and this tree is available to all of them. Things have been hard for the tribesmen as of late, and perhaps there is no one better to tell you of their plight than one of their own chieftains, Korbis, the ruler of Coracensia.
DMweWOSd8GayNVpXtKDKBPRyeX4GPE_TbzpdVikyhwJjSs7OGmSGSdpNtCQdXmIVKmAOKJUyNEnyywnmpgq-62-UiQo-icsFihIiBXS9sg2aJr6N0sY4zk5qXRknxNtYohb25oKxioRpLBuxn9CBuOq6EPec1k9B7yKCln5qzOPu_4Esaxoc1tJoZ03B


Realizing that the moment has come to fight for freedom, you will be able to call the other tribes for a meeting, but don’t expect them to be of any help; if you want to reclaim your island for yourself, you will have to go it alone. When the Tribal Council inevitably falls apart due to petty squabbling, you’ll be given claims over your brethren, unifying your people for the gargantuan task of expelling the Carthaginians from your island. The left side of the tree has two special tasks to help in this endeavor, but first, you’ll need to ensure that your army has enough grain to get them through the difficult seasons ahead.
U8Wj-f4OfkrcwPHjLzfzv9z9mXdLw0u7KPuJWjMlFBVgxMz2TWYrn49VTKr0pEs_hw84jIG8_hQOAo8bDDdmrk05mboW-stIw3a_qBsGytJWwr-zcci1ULPhr8tJqOp5wwEI0sRANig3HyJ4Ud4kV0GKLpp8VAjtMMZgtF_9NlsRxgB_ihQb5S-kNwuE

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Having no cities of your own at start, it would be a boon to be able to capture one from the city-building Carthaginians, and considering that Qart ‘Onim is isolated from her sisters in the south, it will become the first city to fall to your forces. You will need to catch up with your enemies as fast as possible when it comes to technology, so rampaging their port cities could lead to many wonderful discoveries, like free innovations…or perhaps even entire navies that were hastily abandoned in the haste to vacate the path of rampaging tribal armies.
.
8eJu7Ae_lWfP_FBrKsnwtiI9n0NxEGCZ9EnPYGStbZImKCA2-Upy7Qt113g4PfCgL8wn5Mze-7PHADMhBGttk9Inp23wDmE2BAtyJpvgG3fq6P8IrtjlMKQE1E6tlJdBT-1xM9quFJYwys1V5VI08jYL0VXZ5b89NjvxFbAl0MPF2_h2Z3jEpjK1DF2h


While you are busy fighting tooth and nail to recover your homeland, you will also have opportunities to build up what you recover. Your ruler will eventually take a personal interest in the fertile farmlands of Karli in the south, where a new city for your people will be planned; this will eventually become the capital of your future unified nation. And once you have a navy of your own, you will be able to reach out to your Talaiotic cousins across the water, the dread Pirates of Mago, Terror of the Fleets traveling the Mare Sardoum, and ask them if they’d like to join forces - the port city of Cornus on your eastern coast would be a perfect location for them to expand their franchising opportunities. And our people will certainly not find these uncouth Pirates to be bad house guests… no, we are positive that all will go swimmingly.
RHWyFzzmu266_JrGOYIh7a5uBBDxWDwyjc8Vr_2WvQyVj3dDL1LOwvy2zipD-zBubFc3zv_0Xv-voWAnzGHaLksjrTPF6QMC4H9XP1sUY6-Q1NesUPBVqJ1adoxNs2ELu7OtqJV8lIuaeDkdwoLp87v4dYtyTgpSo05S3M_h8jyL7j-UKCe1Xy6C5weh
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15 tasks and 15 events await, and once you complete the “Reclaiming the Nuragic Homeland Tree”, you will be able to unlock the second tree, “Return of the Sea Peoples”, which will also be available to Gymnaesia once they finish their “Balearides” tree. Long ago there were stories told of strange, mysterious sea raiders that made life miserable for the civilized peoples of the East, and all signs are pointing to the ascendancy of their descendants and heirs…
8WKmZKWAnGHj5l-5vOi2hbPZefiOrzXKU6br7jj4x5dZWFZkLmS5NPdPFaLGU0rp6atX8Ib05RwEDbes1F1RYj26HRMbS44Ct4eyX_LIJn4DbLX9txpMXEni7aBi7DqalYynayTu4p3vv39aROHmGspG3MuivLdPJbrrnQk7TGmyYLfOTf00cgTToShj


Believing themselves to be the descendents of the “Sherden” of old, the Sea Peoples rumored to have once lived on the island of Sardinia, this tree will allow you to expand eastward, taking the major islands in the Mediterranean for yourself. Let’s take a look;
q1Ep9S15r0oE0fLXhijhgRqYXazG6K1Lf3AyueUyf81iVvJWz9DPsOMA-20EwOnfk8ep5Gz5Dq-wwSho7MGS1r44Nep34IMT9sWlJYRDjBCE07Cteiqx8uZkn0UbYMqYkmBhXe-Y-IKkpDMZYnJ_rRV9qgD43UFQ3JFcjD0FI-msbCeFYdfeOoSiGibB


The ancient Egyptians wrote of the Sea Peoples, lamenting their presence on their coasts and describing their numerous confrontations with the raiders. Some of the nations the Egyptians listed on their stela - the Shekelesh (Sicily), Peleset or Caphtorim (Crete), the Denyen (Cyprus) and a few others - will all be targets that you can eventually acquire, allowing your fleets to occupy the strategic waterways in the Mediterranean. The tree on the right will give special bonuses to your capital city, building up its naval infrastructure and allowing you to project your power farther and farther from your ports. You can continue to grow until you hit a Roman roadblock, but more on that later…
The central tree will guide you along this ambitious road, but before your ships sail too far, you must contend with your two neighboring powers. First and foremost are the Carthaginians, who are in possession of many of the islands that you will need and will soon become your avowed enemy - the struggle between the two of you will be fierce and savage.
y8yvMbTHFazG7h_zofe8W2s_NXu4A93-egoCXOol9tbNgP7DhlV_VHmZMwY31Cj9Ah2W-JkfqRyABNIpbazi3_oE-x6PvbGMffdf2bM8w5iqrRRSPBDKQr_SNLdfgEzWIQ8qF3wAPxPE0keqzFeMq-9Z6GxjGzg-73dNNYACNQxEJltgf49dH7eIc2RKsw
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The other great Western Mediterranean power, the Romans, will not watch you idly grow stronger and stronger in their backyard, operating as a base for pirates. As you might imagine, this will eventually lead to some problems, and surprise attacks on their unsuspecting navies might be the best way to keep them from your coasts.
lB4WIRzoXTyxXLOgkekGyAwm812U6XTfq7eYLoh58Voic4fP85F1bNYbp26q_WBG9c0InPDVRm6iunXknHE9RsjFk4gU0QwOdgPrSK93DKUQiFOxdZsfkpzEe0xzis33EYMocvcZxmJfI2Zr0jsCUFtlWBi_dr8c_juA1l0Hsr3yddmiyUr5yDi_v0I28Q


Once you have broken the Carthaginian and Roman resistance to your marauding fleets, you will first move through Sicily, then Crete, but conquering these places will not be enough. The native inhabitants of these places will not be thrilled by their change in circumstance, and it will require time and effort to pacify the locals. .
WuxCxoiWRqxkvIFCxptFglTdbDrd2Rygr_C1Qm3F0S6VxYgWUzCFddwy8s5b7fQAZFXLtZeCLBkBF3ossxPFgZ8z3h1uxMWx3oT77zO2CUg2HWU28B1k4MiW8iJ5xY5avkJtmITF_LA0aWJb8WlE0jn70-M_8iBacDVgw86EXyKgRMmHDIHbk1UaJqtp3Q


The tree on the left is a fun, optional exploration path, one in which you will send your fleets out to travel as far as they can and report back as to what they can find. Some of these tasks will take a while to complete, but it will be worth it to see what happens.
feV9ordRJAqLWyc_IMFeop3xbBz7Gjzwl_w-HprTgNw6StBLPEeCPtaFvoAgRrPx-8yh5H9Kr1l7FXxlHtvXYhCEv66j4A_n32XqzCw4nccYeMIr7D1BsvG0dYxCoYPDQebxoD3cmCN9mhenElBpRxR4vmXjMq0Uoj-1RffZC-Y8ycIPcFVm-0uUQ-fZFA

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I could go on, but with 25 tasks and events, we will leave some things for you to find for yourselves. See you next time!
Very cool, after the upcoming update I will restore the Sharda >:), but when Etruscan/italic missions?
 
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This team is like Santa Claus and its Christmas almost every day. :)
 
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BECOME the Sea Peoples

Oh man, this sounds really awesome and scary (in a fun way). I would love to play the Nuragics now.

Sea Peoples are kinda like the Huns on crack...with ships. With a (debatable, but popular sentiment) history of destroying more than half of the bronze age civilizations in eastern Mediterranean (and indirectly causing the survivors, Egypt and Old Assyria, to collapse too). Especially powerful kingdoms (like the entire proto-Greek world, Troy, Arzawa League, Hittite Empire, Ugarit Plutocracy, Canaanites states etc.) to the point that they almost disappeared from history, leaving hundreds of permanently ruined ghost cities and lost civilization myths.

Would be fun to go on a 'great rampage' almost exactly a thousand years after their ancestors did it, sack and enslave coastal cities, and build a massive pirate kingdom spanning across Mediterranean islands. Thanks for adding this content.
 
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DD58: Crete and Korkyra mission trees
Dev Diary 58: Crete and Korkyra mission trees
Salvete! Today we'll be talking about the upcoming Korkyra and Cretan mission trees. To present both trees, i'll hand you over to Zorgoball.

Hello everyone! It is Zorgoball yet again, and I shall continue to play Admiral for this week’s Dev Diary as we sail eastward into the warm waters of the Mediterranean. We have two smaller trees to present this week to complete the recent islands-focused theme. Our first port of call will be Korkyra, off the coast of Epirus, where you will have 16 missions and events to help you kickstart your further ambitions. Here’s a look at the tree.
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Because Korkyra has such an auspicious location, the island, which is somewhat shaped like the blade of a scythe, has a rich and varied history that stretches back millenia. The dense forests of Korkyra inspired its ancient nickname of “Black”, with various waves of Illyrian and Greek settlers populating the fertile island in the years before game start. There have been famous visitors as well; Odysseus once met a local Phaecian king named Alcinous, who lent the wanderer his speedy ship to help him return back home. Despite its impressive past, the island is in a very weak position nowadays, with powerful neighbors that wouldn’t mind docking their ships in the picturesque city’s strategic harbors, so your first few tasks involve shoring up your defenses and setting yourself on a proper footing.
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Once you complete this initial round of tasks, the game is on in earnest and you will gain access to claims that will allow you to subdue your neighbors. You won’t have a vast naval empire when you are finished, but that’s not what your people want; security and stability, with opportunities to trade and make money, are much more preferable than distant entanglements with angry locals. But as for the regions of Epirus, Aetolia, Illyria Graeca, and even Tarentum across the sea? You will have to wait to strike at an opportune time, but there are plenty of opportunities for those that are paying attention to the ever-shifting political landscape.
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During the game’s time period, there were various invasions of Korkyra by scheming foreigners, so your tree will deal with the ramifications of these events. First came the Macedonians who failed in their attempt to take the island, but the Spartans soon tried their hands as well, resulting in a period of war and uncertainty that has kept our people on edge. In time, Agathocles of Syracuse would eventually occupy the island, but the hearty Korkyrans currently have no plans to submit to anyone, especially after having won some hard-fought battles to expand their borders.
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Before we head towards our next destination, we will take one final look at our maps and see the extent to which the Korkyrans can expand.
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On the forums and in our Discord we have seen some requests for a simple unification tree for Crete, and we are nothing if not crowd pleasers here on the Invictus Dev Team. This tree is a bit smaller than others, but it will still provide some flavorful opportunities for growth and the permanent modifier “Hegemon of Crete” once you are finished; think of the title as a formal introduction as you prepare to expand out into the wider world. Something that both Korkyra and Crete trees have in common is that they both give you access to the “Pan-Hellenic Government” missions once you’ve set up your local neighborhood to your satisfaction, so have fun casting your lot in with the rest of the would-be rulers of Hellas. But what do the Cretans have to look forward to? 10 tasks and events, available to anyone on the island who does not start out as a subject. Petty kings and pettier Republics will all have the chance to prove who is the real Conqueror, worthy of adding their name next to that of the Minoans in the histories of great Cretan powers.
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The tree on the left side will give you the territorial claims that you’ll want and some bonuses for expanding, while the optional tree on the right will give you some special military benefits that come with a catch - you’ll be able to tap into extraordinary resources for your wars of unification, but there will be penalties for each tier. No one said fighting a war against a crowded field of contenders was going to be easy - or cheap!
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Because you will have to make difficult decisions throughout the course of the war, your advisors and political enemies will loudly complain at times, bandying about accusations of tyranny every time you have to make a painful choice. Your people and soldiers will be pushed to their very limits unifying Crete, but the potential glory that awaits you will be worth the communal sacrifices - at least you better hope so, because your political future depends on it…
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If you are able to hang in there, despite the pressures both inside and out, you will eventually have the opportunity to move your capital, establishing a new seat of government for a newly-unified home. If you play as one of the two monarchy tags on Crete, you will satisfy yourself with a fine speech in the moment of triumph, but if you play as one of the many Republics, you might have the chance to seize power for yourself…maybe those rumors about you were true, after all. Thus concludes our adventures for now - see you next time!
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Now finally, a vague teaser for future content (not for next update)
“Rasnar zichune mi ame sar luri.”
 
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Downloading the mod as we speak, what are the top countries to try out?
 
DD59: Sogdia & Zhanzhung Missions
Dev Diary 59: Sogdia & Zhanzhung Missions

Salvete!
Today we'll be talking about mission trees for Sogdia and Zhangzhung as presented by Zorgoball. However first i'd like to announce that the next update which will include everything revealed in DD's so far (and quite a lot more) will release at or around Christmas.
That being said, time to hand you over to Zorgoball.


Well met, traveler! It is I, Zorgoball, your faithful guide and interpreter, here to show you the way forward to the very ends of the earth. When we first embarked on our DD journey together, we set sail from the Balearics and made our way to Crete, but we will be taking the overland route east this week. Our first stop is Sogdia, where a nice chonky mission tree awaits - a tree so massive, in fact, that we should present it in sections for legibility’s sake. We turn our attention to the majority of the tasks;
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The Sogdians have an intriguing story before game start, one with ramifications for the present day; after being conquered by Cyrus the Great in the 540s BCE, both the territories of Bactria and Sogdia were ruled as one satrapy. Eventually, the Sogdians would break free from Achaemenid control, embracing a semi-nomadic lifestyle before being conquered by Alexander and his armies - the fall of the fortress known as the Sogdian Rock, a shameful episode from this period, has become the stuff of legend. Once again, Sogdia found herself reincorporated into an administrative unit with the Bactrians, nominally ruled by a foreign governor in a faraway capital - a fate that they cannot seem to escape. But the terrifying sound of “Ten Thousand Hooves” will echo throughout the mountain valleys as the horse armies of Sogdia charge into the fray and rewrite the history books!
At game start, the Sogdians don’t even own their namesake province of Sogdiana to the south, nor its prized city of Marakanda, but the right side of the tree will aid in evicting the mighty Bactrians from these lands. After your claims have been prepared, there will be a special opportunity for your ruler to smuggle a message down south. As some of you might know, in 324 BCE Alexander famously oversaw a marriage ceremony at Susa where many of his Macedonian generals were wed to Persian royalty, and the Basileus of the Seleukid Empire happened to marry an old friend of yours…

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It’s a race against time if you don’t want to face the combined armies of the Bactrians and the Seleukids; you will have to grow your strength quickly, for if your ruler or Apama dies, that tenuous connection will be lost and you’ll have to duke it out the old fashioned way. Difficult, yet not impossible, and a successful campaign against the Bactrians will allow you to move your capital from the mountains of Barkshan to Marakanda, the future site of the famed Samarkand, where you will be poised to conquer the heartlands of Bactria itself.

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Of course, one of the first priorities will be rebuilding the Sogdian Rock. Alexander and his men took the fortress through trickery and deceit, but you won’t be fooled again so easily a second time. Besides, you can expect that the Bactrians will throw everything they have against you once your truces expire, so building up your fortifications is a prudent idea.
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If you aren’t willing to fight the Bactrians straight away, the left side of the tree will give you opportunities to expand westward, challenging the Sakan tribesmen for control of the plains north of the Karakum Desert. Your initial clashes with the fierce barbarians will soon expand into a larger conflagration, drawing you into further wars with the Massagetae and the Scythians. If you are able to take the lands away from the Sakan horsemen, you will be able to develop the region, taking advantage of its natural wealth.
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The Sogdians will soon find themselves controlling vital trade routes, cementing their reputations as the preeminent traders in the region. During the period after the game’s end, the Sogdians would become known for their roles as merchants and middlemen, helping to facilitate economic connections between the Chinese Han Dynasty and Parthian Empires. If you are able to conquer enough territories, bringing much-needed stability to the trade roads, there is a special reward waiting for you, one that reflects your new status.
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There are so many more things we could discuss about Sogdia, but we still have another location to visit today, so we will quickly peek at some tasks before following the roads into the mountains. A grand 33 tasks and events await the Sogdians!
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Friend, perhaps in your wanderings you have heard of the distant mountain kingdom of Zhangzhung? Not much is known about her or her people - even the true extent of her borders are questioned, and archaeological studies are ongoing in the region - but there are rumors that all of this will change in the 1.5 update of Invictus. Let’s take a look at their 25 tasks and events.

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The state of your eastern borders has remained problematic for some time, and the initial tasks for Zhangzhung will focus on consolidating the lands occupied by the Bon faithful that do not yet acknowledge your authority. Seizing the capital cities of your neighbors will also give you the chance to pillage for slaves, but taking fortified cities built into the mountains themselves will be quite the chore. Luckily for you, an unscrupulous ruler will also have the option to hire local informants that are willing to betray their own cities for money.
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Although the wars of unification fought into the mountains will be arduous, the culmination of this momentous task will result in your seat of government being upgraded into a new city, a true capital for a united people.
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Once Zhangzhung is situated in the Himalayans, you will have a mixture of the usual tasks one could expect for a growing power; you’ll have to build up your capital city while making sure that your borders are secure. In your quest for stability, your territory will slowly expand as you begin to seize the highland passes around you, and new lands will bring new sources of wealth for your people.

The rich oases of the Tarim Basin and the rumored wealth of the Ferghana Valley will send your armies farther than they have ever been before; all of the kingdoms in the mountains will fall before you. Once you have captured the valleys to the west, the gateway to distant countries, a zealous ruler will have the ability to send out explorers to search for the fabled realm of Olmo Lungring.
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There are many rewards for Zhangzhung at the end of the tree, allowing the player the choice to pursue their claims in northern India from a position of strength, for how can the Mauryans hope to stop the raiding armies of the Mountain King? For now, our journeys end - until next time!

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Cant wait for the new update.

One gripe i had with my last game was a seemimgly very low aggression of AI empires. Things between the Diadochi kingdoms seemed to be very quiet with not much war outside of the influence zone of both Rome and me (far less conflicts than historically happened).

Could it be that we need a somewhat increased likelyhood of the AI to attack and conquer or was it just some random thing with my particular game?
 
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Just some ideas about things that could be improved.

-ports available in the caspian and aral seas, would make for cool new tactics in those regions

-removable roads, crazy roads just look really bad aesthetically and it would be nice to be able to clean them up

- water crossing road bug, would be great to get those straight roads fixed.
 
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