Dev Diary 82: Raetia, Messapia and Kolchis missions
Salvete!
Today we'll be presenting 3 new mission trees, one for Raetia, one for Messapia and one for the Kolchis.
To start, i'll hand you over to Derekmark for Raetia.
Salve everyone! Derekmark here with a new tree, this time for the northernmost Italic nation of Raetia.
An ancient people, the Raeti were the Pre-Indo-European inhabitants of the central Alps, distantly related to the Etruscans. Once, long ago, their presence extended towards the Padus (the Po river), with the ancient Camuni and Eugani tribes possibly having been related peoples, or even Raetic tribes themselves. Nevertheless, the Rhaetian tribes remained in their mountain home for millenia, mixing with incoming Celtic peoples, such as the Vindelici, before being conquered by a Roman expedition in 15 B.C.E.
Under Roman domination, the Rhaetians would lose their language, becoming assimilated into the empire. However, in-game, things could go very differently.
In Imperator, Raetia finds itself as a uniquely cultured nation nestled within a mostly Celtic mountain range. If Raetia is to become powerful enough to resist titans of the classical world, it must first consolidate a fragmented and diverse region. If the player succeeds in doing so, then you should be just about sufficiently equipped to defend against the threat of more powerful states to the south, providing the player is shrewd enough to outmaneuver strong and numerous enemies.
To achieve this, the tree that Raetia receives will include tasks to push you to expand in multiple directions, as well as develop a population base in your mountain home, taking full advantage of your geography to make it untouchable.
Starting off this tree, Raetia will first have to consolidate the Rhaetian tribes of which the federation already consists of to gather the will of the tribes so that you may both expand and build up your country (though this won’t take long).
Once done, you will be free to consolidate the surrounding area, bringing surrounding valleys, where Rhaetian presence was felt, directly under the control of the tribes. (With the many tribes united together, the Rhaetians will reform into a true Tribal Federation, changing your government)
But the Raeti weren’t alone in their area of the Alps, together with the Rhaetian tribes lived those of the Vindelician Celts. In fact the ample mixing of these two groups lead some writers to view them as indistinguishable from one another. With such fraternization, it would be useful to absorb these tribes into your own Rhaetian realm to increase its power.
With the Vindelician tribesmen held within your borders, you will be able to fully integrate them into your society, giving you a few bonuses to cultural happiness, and a precious boost to Levy size.
Along with the entrance of Celtic individuals into Rhaetian society, there was also the influence of Celtic religion, with the Raeti having practiced magic rituals involving Celtic gods and traditions. If you are to bring at least two Druidic deities into Raetia’s pantheon, you can reflect this religious syncretism, with permanent bonuses to boot.
As well as the integration of the Vindelicians, you must also deal with other surrounding peoples, either through diplomacy or conquest. To your immediate west lies the Lepontii, of which you will have already fought for control of the Rhaetian Alps by this point. If you have not already completely conquered them yet, now will be your chance.
Beyond the Lepontic Alps reside the Helvetian Celts. While these fierce people must be brought into your realm, if you are to have dominance over the region, it is your choice whether to do so through diplomatic means or by the sword.
Meanwhile, you will be expanding Raetic influence east as well, pushing your borders further and further until all of the Alpes Carina is under your control. And once the Alpine Noricans have been conquered, it will be time to push North, into the commercially opportune lands of Norica.
With most of the Alps under your control, you will finally have the opportunity to reorganize your state into a grand confederation of Alpine peoples. An Alpine Confederation.
And with the reform of your federation into a much larger state, a reform of your governance will be necessary too!
But is this the extent of Raetia’s expansionist ambitions? No, for to your south you must deal with the old tribes of the Po Valley.
As I have briefly mentioned, the area of the Padan plain directly below the lands of the Rhaetians were historically inhabited by peoples called the Camuni and the Euganei. The former having left only a few inscriptions, and the latter being a semi-mythical people that once reached across the Western Veneto region. Though we aren't quite sure of the identity of these peoples, there is a possibility of them having been tribes of Lowland Raeti. As such, this will be your justification to enter into these lands, to take control of these areas back from the hands of those who invaded centuries ago.
Once you have managed to completely control the historical regions of the Camuni and Euganei, you may re-establish these long lost tribes as Rhaetian feudatories. Though if you are feeling selfish, you may as well keep these lands for yourself.
On the subject of looking southwards towards the Padan, you may also want to look towards the shores of the Adriatic. The Raeti had little prospect of obtaining precious salt from the Alps, so it would be opportune to do so from Veneto's coast (as they did through trade).
But now, with your limited foothold in this fertile river plain, you must expand quickly to establish a Rhaetian repopulation of the region, failure to do so could result in the endangerment of your subject tribes to local powers.
Finally, with the complete consolidation of the Po Valley, you can encourage further colonization of the region, and claim dominion over the rest of the Cisalpine Gaul region.
In addition to the paths that I have already explained, there are a couple more branching tasks that give Raetia the opportunity to expand into Carina, and even to cross the Alps into southern Gaul. Raetia is not, however, the ‘biggest fish in the pond’ so to speak, especially so close to the ascendent Romans.
As such, we must turn our focus to the left side of the tree, which will focus on defending and building your central lands up, so that you may look to match larger states coming from all sides.
First off, you must gather funds to pay for defenses in your capital province. You are surrounded by many other tribes that may make your capital their principal target for raids or other attacks, so defense here will be your first priority.
Next, you will need to fortify the Reschen Pass to your West. In real life, a Roman army, under the leadership of Drusus, marched through the pass on their way to conquer the Rhaetians, before quickly annexing them. To avoid this fate, you must quickly construct fortifications in the pass.
Of course, with the powerful Cisalpine Gallic tribes to your south, you should also protect the only pass directly into your lands from there as well.
With this focus of fortifying the Raetic lands, Raetia will need to look to the techniques employed by Celts (such as the Vindelicii) in making both walled cities and fortifications, and apply them to mountainous terrain and existing Rhaetian methods.
However this still may not be enough. Raetia must therefore put into practice a prioritization on manning its fortifications (in practice, diverting manpower to garrisons), though this will put a temporary strain on your manpower.
The final step of your defense-oriented reforms will be to attune Raetic warriors and tactics to specialized Alpine warfare. Beware of having a war for at least a year though, as such a shakeup will certainly negatively affect fighting spirit in the short term.
Though these reforms and defenses will certainly aid in your goal in uniting the Alps under Raetia, you will still need a worthy capital to project Rhaetian power from. At the game's start, your capital province starts off as a rural settlement with only a small capacity for holding a sizable population, and you must therefore change this by establishing a city there.
While their population never reached the highest of quantities, the Raeti did reside in houses that were remarkably well adapted to the frigid cold of the Alps. With this in mind, the new Rhaetian capital at Sublavione must make good use of unique local techniques to make a well acclimated, yet grand, city in the middle of the Alpine mountains.
Finally, with all of Raetia’s growth and expansion, into a grand confederation of Alpine peoples, headed by a grand and guarded city, the state formed by Raetia will be ready to dominate their surrounding area. However with the numerical advantage of the Italic states to the south, and perhaps even of the Gauls, Raetia cannot afford to have its homeland breached. Your final task will therefore be to block off all entrances to the Alps, spending extra funds to make every pass as treacherous as possible to any invading enemy so that they may never reach your main population centers in the center.
Will you be able to act quickly as the Raeti, and forge a grand, mountain-based state, or simply fall to more numerical powers or tribes? That will depend on your ability to manage Raetia’s early wars, and take advantage of the area’s unique geography to build defenses quickly, before great empires arrive at your doorstep.
Well I hope you enjoy this tree, and good luck!
Also, for who’s interested, a couple of new flags:
Rhaetia:
Alpine Confederation:
Camunia and Euganeia (mission task feudatories):
Guess who’s back, back again! (It’s me Izn). Today I’m presenting the Messapia tree! This tree was one I worked on with Olivenkranz together. Here’s the look before we get into it.
Now, before the tree even begins, we have a war to fight! Historically, the Messapii tribes were involved in a war against the Lucani and Samnites, on the side of their age old enemy, Tarentum. However, the war ended up being… more or less nothing in terms of land acquisitions. The Spartans arrived, and the Lucani gave up. So this war is handled entirely through event chain, done by Olivenkranz.
The chain has quite a few outcomes and involves several powers in the region. Now then, let’s look at the first parts of the tree.
Your initial tree is all about diplomacy. Whether you are Apulia or Messapia proper, you will be able to peacefully unite with your Iapygian brothers. The task ‘Pyrrhic Plans’ is designed to give you an alliance with Epirus in order to join Pyrrhic War against Rome using the systems of alliance in game rather than adding you to the war directly. You can also net yourself a nice bloodline using this task, or you can choose to ignore it if you’d rather not ally Epirus.
After this initial bit of diplomacy, you will have to take out your spears and go to war! But Messapia’s place in the world is at quite a crossroads. Between three cultures, Italian, Greek, and Illyrian. Between many government systems; the Roman Republic, the Etruscan League, the Itallian tribes, the Illyrian tribes, the mainland Greek republics, the Epirotes and their Diadochi monarchy, the Syracusians and their monarchy, and the many city states of Magna Graecia. Point is, you have a lot of choices to expand, and regardless of where, you’ll be taking on different influences. I think this makes this tree rather replayable.
The right side of the tree is all about those conquests, and while it is interesting, I think I’ll leave most of that side for you to discover. I will point out the Marulum Nostrum end task though, because it is quite cute! It effectively means Mini Sea, and I think it’s quite obvious what that ‘Mini Sea’ represents. But if not, here’s a highlight of the territory you can expect to go for.
Anyways, onto the part of the tree that makes it unique!
This here is all based on who you conquer and which traditions you adopt. As Messapia or Apulia centralize, you will have many options as previously stated.
Once you’ve decided which influences to take on, you will finally be able to centralize into one of nine different government types depending on your choices.
Now, there’s also the faith aspect to this, and I don’t want to say too much, but I will highlight the Illyric path.
I’m very excited about this path in particular because Illyric, in most of my research, revolved around three cults: Sun, Snake, and Thracian Horseman. However, in Italia, the Iapygian/Messapian speaking Illyrians would eventually adopt a cult of wolves. This was a belief unique to the Messapians, particularly the Daunian Iapygians to the north, but the idea of wolf worship is a very Itallian one in nature. Thus, the wolf cult is born in Invictus as a new choice.
On the topic of new Illyric Cults, there is one more cult I decided to add to the other Ilyrian tree.
This cult is a bit more fictional, however, I find it quite logical and a fun easter egg for those who are interested in it. I will also point out that the Monthly Ship Repair at Sea is a very unique modifier as well, one that is all but banned to use due to its powerful nature, so don’t scoff at the 0.01+ modifier! Additionally, the cults have been slightly rebalanced so that they are more equal in value.
Ah, I’ve gotten quite off topic, this is supposed to be about Messapia! I’m pretty close to finishing my teasers on the tree, but I’d be remiss to talk about the ending. After having decided your government, your religion, and having conquered your Mini Mare Nostrum, you will be able to finish the final task and be rewarded with a mission formable.
Annnnd, for those who don’t like the name Magna Illyria, I decided to put in an alternate name being Magna Messapia. It’s purely an aesthetic choice, but if you’re like me, aesthetics matter a lot!
The formable’s aesthetic is meant to mirror that of Magna Graecia. You’ll even notice that the flag is loosely inspired from Magna Graecia’s.
That’s all I have to share today, folks, so I hope you enjoyed it, and I hope that ya’ll will give a try to the newest contenders for Italian domination; the unlikely and unique Illyrians of Italia.
Omega here with yet another update on the Caucasus. I come with good news and bad news.
The bad news: while it was hinted at earlier, Armenia content has been delayed until the next major update so that an Armenian content package can be released with missions for Armenia and a mission for Sophene and Lesser Armenia individually. This news will disappoint some, but the delay is to make sure that the missions for all Armenian tags can be interactive and fully-researched. I have collected many monographs to make sure we design the missions with the most up-to-date information.
The good news: today I’m here to talk about Kolchis and everyone’s favorite Argonautic tale!
The new Caucasian Cultural Setup:
While previous Dev Diaries have discussed and hinted at the new cultural setup in the Caucasus, we now provide you the full picture. While Iberic, Albanian, and Legian remain the same, many small cultures have been added to represent the very diverse nature of the region, and some cultures have been converted into the Caucasian group.
Mentioned by Herodotos and other historians, the Sasperies don’t have an exact location, and appear somewhat migratory, but their culture here represents several smaller groups of peoples in the southern Caucasus who dwelled among the lower Caucasus range and infiltrated much of the Armenian sphere.
To their east are the Caspians, whom I have already covered in Albania’s Dev Diary, and represent the so-called Caspian tribes whose horses were valued as chariot-pullers and cavalry beasts by Cryus and his descendants.
The Colchians, the ruling culture and class of the kingdom of Kolchis, the likely Mingrelian-speakers, still exist all along the domain of the Colchian delta, but are joined by many other groups as well.
The Suani, modern Svan people, have long inhabited the northern Caucasus range, and were famed for their goldsmithing and mining practices. They have been added throughout the mountains, the Colchian heartland, and the ports where they would sell their goods from workshops. The Suani, should you take control as their culture, have a unique formable:
Another new culture added to the Colchian area is the Laz or Lazi people. Fans of Imperial Rome might remember the kingdom of Lazica in the region formerly known as Kolchis. The Lazi once roamed in the northern reaches of the Colchian coast but, by the time of the game-start, they had mostly migrated to the southeastern Pontic coast where modern remains of the Laz language still exists. The Laz culture represents the Lazi themselves as well as the individual tribal groups mentioned in ancient sources such as the Mossynoechi, Macronnes, and others. For those eager enough, Lazica can be reformed by the Lazi.
The last culture added to the Colchian lands is that of the Abasgoi.
Representing the ancient predecessors of the Abkhazians and other tribes in the region, the Abasgoi lived between the Northern Caucasus range and the coast, with nobles in the capital and major cities of Kolchis itself and the Greek cities along the northern Pontic coast. Like the other added cultures, the Abasgoi get a formable.
As part of the upcoming update, and following it, the team will be adding cultural innovations and other unique content to these cultures to make them worth integrating and engaging with beyond assimilation.
The last major cultural change was to flip the Sindian and Maeotian cultures from the steppe cultural group of the Sarmatians into the Caucasian culture group. While the Sindi (especially if you just read the wiki page) seem to take a lot of influence from the Siraci and other steppe groups, they themselves are closely intertwined and were likely just the most dominant faction of the many diverse Maeotian tribes along the lake Maeotis (the Azov Sea). What little archaeology we have from the area in terms of burials and settlement post-holes indicates a lifestyle that was uncharacteristic of steppe populations in the northern Caucasus, and many fort towns, similar to oppida, were located in the region. Materially, the Maeotians/Sindi also shared much artistically and in trade with the Suani and northern Caucasian groups. For this reason, and because many theories still exist regarding a much larger ‘Caucasian’ archaeological/cultural complex stretching down to northern Mesopotamia before and during the early periods of the Bronze Age, I have added them as members of the Caucasian culture group. This change will also help balance the population count of the culture groups, seeing how small the Caucasian group was in the vanilla setup. Of course, as the Maeotians join the Caucasian Culture Group, they earn a formable…
As a bonus, to represent the intense level of Hellenization which occurred in Kolchis between the fall of the Achaemenid Empire and the wars of the Diadochi (and afterwards), Pontic, Bosporan, and other Hellenic pops have been strewn about the lands of Kolchis, especially at cities like the archaeological site of Vani, where a greek archon of the is known from inscriptions and there were many Hellenic temples and public buildings with many Hellenized or Greek-origin names appearing on ostraka.
Now, to the mission everyone has been clamoring for - Kolchis’ pinnacle mission.
While it may appear small, it is quite mighty, and quite flavorful.
Resources consulted in the making of this mission and the cultural setup included but weren’t limited to: Christoph Baumer’s The History of the Caucasus, Strabo’s Geographica, Herodotus' Histories, David Braund’s Georgia in Antiquity, and The Georgian National Museum of History’s Iberia-Colchis: Researches on the Archaeology and History of Georgia in the Classical and Early medieval Period Essay Collection.
Besides the mission itself, flavor in the form of deities (as has already been shown in previous Dev Diaries), unique decisions, and event chains will be added to cultures and countries in this area based off of the above-mentioned resources. As an example, the Iberians were said to have believed in white crystals from the northern Caucasian range having the power to conquer nightmares and end all bad dreams…
For the Kolchis Mission, the narrative involves:
- Developing the land of Kolchis itself
- Engaging with the historical ties between Kolchis and Pharnavaz I’s Iberia
- Negotiating between the many different and relations-tense tribes in the eastern Pontos Euxinos
- Rediscovering and engaging with the legendary history of Kolchis
- Expanding Kolchis’ trade and military domain to eventually cover the entirety of the Black Sea
Dioscurias, modern Sokhumi, was a very cosmopolitan trading hub, renowned for its salt deposits and its centrality when it came to migrants and merchants from the 4 corners of the Caucasus. This mission task sets you about dealing with the politics of this city, its many neighbors (such as the Heniochi tribe to the north), and the trade benefits of the town.
Who could imagine that one lone city could be so…eventful…
Few have not heard the tale of the Golden Fleece and the exploits of Iason and the sailors of the Argo. Yet, few do know the historical realities that may have led to threads of the tale. While Kolchis has always been a region rich in resources—the burials of commoners could be found littered with golden foil and fragments, it was their method of collecting golden flakes in the river Phasis (which flowed from the favorably rich mountains) by dredging sheep’s wool through it that led to the image of golden wool. You have the ability to profit off of the river Phasis’ trade and deal with the many peculiarities of the body of water.
Not so much a political reference as it is a physical obstacle, the swampy nature of the Colchian delta both characterized the cultural development of the place while also hindering its ability to become a more powerful kingdom. The people of Kolchis were forced to settle upon artificial mounds and high places in the topography, while they sailed along a dense network of canals in the delta region—a unique and awesome image, but not efficient for empire-building. Draining this swamp with engineering solutions won’t be easy, but it’s well-worth the price.
What could top all the Kolchis content presented so far better than a new Great Wonder in the game, and having it be the palace of king Aeetes himself. While the myth of the Argonautic tale has no precise geography, and archaeology cannot conclusively determine the existence of an ancient palace or its whereabouts (the region of Kolchis before the time of the Achaemenid empire was most likely a dizzying array of small and medium-sized kingdoms and chiefdoms controlling sections of the delta and mountainous lands), the palace of Aeetes is thought to coincide either with the town/area of Phasis, where the Argonauts entered the kingdom of Kolchis, or up the river at the site of modern Kutaisi (possibly called Aea/Aia in antiquity). For the purpose of the mod, and flavor around the town of Phasis, we have chosen to make the palace a Great Wonder that can be constructed in Phasis, which will later give you the option to move your capital to Phasis and rule from the wealthy coastal port city.
The Georgian Chronicles and other mostly Medieval sources record a long history between Kolchis and Caucasian Iberia under the Kujid and Pharnavazid dynasties. While much of it (especially the story of legendary Pharnavaz I) is drenched in retroactive narrative-creation and influence from Persian epic forms of storytelling, there are few other sources on the individuals living at this time, so we enjoyed running with the stories and allowing you to follow them as they are told or completing diverting towards your own path. As told in the chronicles, Kuji of Kolchis married the sister of Pharnavaz I after he supported Pharnavaz’s overthrow of the supposedly Macedonian puppet king Azo. Here, the player will be able to marry one of Pharnavaz’s sisters (realistic Cacuasian and Median-Persian names have been chosen because his mother was said to have been from Aspadana). However, if you buck the narrative expectations and marry Pharnavaz I’s own mother, you get access to her Acahemenid bloodline trait, taking into account her supposed status as a daughter or relative of Darius III, the last Achaemenid king of kings.
The narrative after this marriage allows you to become an equal of Pharnavaz’s Iberia, a willing puppet, or the a-historical dominant player in a partnership—choose your narrative.
Define your position in the Caucasus with the Caucasian Union task, where the subsequent events will shape the look and play of the Caucasus irreversibly.
Many other secrets and unique moments await you in the Kolchis mission, but the overall conquest goals largely encompass: every coastal territory in the entire Pontos Euxinos, and a majority of the middle Caucasus region encompassing Kolchis, Caucasian Iberia, and Caucasian Albania.
We look forward to seeing what spells you cast and what narratives the fates weave for you.