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Qantrix

First Lieutenant
68 Badges
Jan 17, 2007
253
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Etruscans! From all sides our lands are under attack: our compatriots in the Po Valley have fallen to Celtic invaders while our brothers in Campeva have found themselves caught between the Samnites and Romans. Now these enemies have started to infringe on the core of our country. Can you bring the squabbling cities of the Etruscan League together to mount a challenge against Rome? Can you redeem our lost lands and drive away the Celts? Can you cement our rule over Italy?

Why the Etruscans?
The Etruscans during this period were one of the most dominant forces in the Italian peninsula and a local rival for Rome. It is an obvious choice for an underdog challenge against Rome. Unfortunately it has also been criminally deprived of content during previous Imperator development: upon defeating Rome there is simply a decision to form Tuscia (ironically the Roman word for Etruria, the endonym being Rasenna) and during a playthrough I was not able to discover other content for Etruscan nations.

What will this mod consist of?
- A number of minor fixes: Etruria will be renamed to the Etruscan League, Tuscia to Rasenna. Around 50% of the POPs in Campania will become Etruscan (specifically in Capua, Saticula, Nola and Nuceria), additional Raetian POPs in northern Italy.
- Extra content for Etruria: decisions, events and unique mission trees. The content simulates the rivalry of the Etruscans with Rome and the Celts and the expansion of Rasenna to become the dominant power in the Italian peninsula.
- Much of this will simply be to provide players playing Etruria with a suggested path of expansion and extra historical flavor within the current game dynamics. It will also slightly nerf Rome and boost Etruria to allow for a more balanced game.
- I will largely be building the content on the basis of the Carthage mission trees. Anything beyond missions, decisions and events I won't be able to do. Upon release any content would be available to re-used in other mods. I am open to suggestions however.

Why this format?
This should provide the most additional content for Etruscan countries with limited experience in coding or modding. I don't wish to touch the game mechanics too much or completely overhaul the set-up.

Proposed mission trees and events

Mission: Forging our Nation
The Etruscan League stand divided as our Roman and Celtic enemies grow stronger. If we wish to stand the test of time and defeat Rome we will need to cooperate, consolidate and centralize.
  • Diplomatic Tree: Step 1: Gather allies in Italy, Step 2: Gather 1 or more major power allies outside of Italy (Carthage or Diadochi).
  • Expansion Tree: Step 1: Consult the Twelve Cities (requires: "Uniting the Twelve Cities"), Step 2: Secure Northern Frontier (Vallis Arni: Friniati and Genuati), Step 3: Secure Eastern Border (Plestia, Icuvium and Sentinum)
  • Political Tree: Step 1: Choosing a Capital, Step 2: Uniting the Twelve Cities, Step 3: Build a political system (Aristocratic Republic, Oligarchic Republic, Kingdom), Step 4: Raise a Legion (requires "Growing the Heartland)
  • Economic Tree: Step 1: Building our Capital (all building slots filled, requires: 'Choosing a Capital"), Gate of Italy, Growing the Heartland.
  • End: Create Rasenna (Positive modifiers, claims on Latium and Roman Tuscia, requires: Raise a Legion, Growing the Heartland, Secure Eastern Border)
After a successful defeat of Rome represented by taking Rome proper, there are two events:

The Future of Rome
- Option 1: Turn Rome into an Etruscan Feudatory, under an Etruscan King (as in base-game, it wouldn't be very loyal)
- Option 2: Control Rome directly (local population quite unhappy)
- Option 3: Let the Romans buy their liberty (Major money bonus for Rasenna, Roman feudatories released as independent, land taken by Rasenna in Latium returned to Rome except for Veii, Cures and Nepete).

The case of Campania
- Option 1: Release an independent Etruscan state called Campeva, including Capua, Saticula, Nola, Venafrum (adds extra Etruscan POPs in these cities)
- Option 2: Acknowledge Samnite dominance over Campania (gives significant opinion bonus from Samnium)
- Option 3: Keep the situation as is (gives significant opinion bonus from Rome)

Mission: Uniting the Etrurians (requires Forging our Nation and triggering of "The Future of Rome")
The Etruscan Cities in Capua and the Po Valley have fallen to Celts, Roman and Greek aggression. Liberate our compatriots from foreign domination and ensure they will be protected from future aggression by bringing them into our sphere of influence.
  • Preparatory Tree: Step 1: Build Training Camps, Step 2: Fund our Campaign, Step 3: Consult the Cities
  • Campanian Tree - requires finished prep tree: Control Campeva (Could be achieved by turning a Campeva released after defeating Rome into a feudatory or can be achieved by conquest. After conquest there is an event to release it as a feudatory.)
  • Po Valley Tree - requires finished prep tree: Step 1: Crush the Boi and Ligones (control Olana and Aemilia), Step 2: Consolidate the Po Valley (control Cenomannia) Step 3: Push the Celts beyond the Mountains (control Insubria and Transpadania): unlocks an event to either control conquered territories directly, release them as an Etruscan Feudatory, or to give parts (Cenomannia and north-western Insubria) to Raetia turning them into a tribal vassal in the process.
  • Return the Refugees (adds Etruscan POPs to old Etruscan cities, requires Po Valley and Campeva), Build a Monument to our Victory (money for positive modifiers)
Mission: The Rashkan Capital (requires Uniting the Etrurians)
With Rome and the Celts defeated and our dominance over the peninsula established, we must build [CAPITAL] into a city befitting of our prestige.
  • Preparatory Tree (Step 1: Consult Economic Elites (adds funds, tax income), Step 2: Attract Architects (adds building slots)
  • Expand Capital Tree - requires finished prep tree (Step 1: Build Urban Infrastructure (Granary, Mill and Aquaduct), Step 2: Build Economic Infrastructure (Tax Office, Market Place and Forum), Step 3: Build a Capital (Grand Theatre, Court of Law) - final reward: boost in tax income, extra POPs in capital, extra pop and building capacity in capital)
  • The Gate of Italy - requires finished prep tree (Step 1: build ports in all coastal cities in Dodecapolis and Tuscia (reward: extra building slots) Step 2: Build a navy larger than 40 ships (reward: reduced ship maintenance), Step 3: Build a Marketplace in all cities in Tuscia and Dodecapolis (reward: extra trade slots in both Tuscia and Dodecapolis), Step 3: Gain +100 relations with Carthage, Egypt and Macedon (boost in commerce income))
  • Develop the Etrurian Hinterlands - requires finished prep tree (Step 1: Expand our Cities (5 cities in both Dodecapolis and Tuscia, Step 2: Develop the Countryside (all possible mines and farming settlements in Tuscia and Dodecapolis built, reward: more stability, more Etruscan POPs)
  • A City the World will Desire (requires completion of all other steps: turn [CAPITAL] into a metropolis, build a great wonder, reward: more commerce income and influence)
 
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Just wanted to give two sneak-peeks while I am working on it. The first mission tree (still working out some of the triggers and modifiers, but the basis is there and the writing is mostly done) and a cleaner version of the Etruscan Chimera based on the WappenWiki style - one of the best EU4 mods. I didn't intend to make it but in the course of doing the research and having previously making adaptions of WappenWiki work for a personal EU4 mod (adding on to the existing WappenWiki flags mod) I couldn't resist. This version also includes the snake and with the (Imperial) purple it would be for a late-game formable.

Just in case there are any people following this thread with a familiarity with Etruscan history or language: Is the information in the Wikipedia article on the Fanum Voltumnae is reliable. I saw some debate about in the comment section. Specifically whether it is indeed generally assumed that it met at Orvieto, whether it indeed functioned as a meeting space for the leaders of the Etruscan League to decide on the foreign policy and whether there is an Etruscan term for the Fanum Voltumnae. Furthermore is the word Kura (from KVRA) a correct word for the Etruscan equivalent of a Senate?

The changes I am considering are to move the starting Etruscan capital to Cleusi changing the name to Velzna, creating a diety of Velzna with as holy-site the same city. During the attached mission tree an event would allow the player to choose a new capital, with different modifiers coming along with the choices based on the city chosen and a corresponding Etruscan diety. This to simulate the importance of religion and superstition in Etruscan society.
 

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Is this abandoned or released? I cant find a link :(
I checked the Steam workshop and got nothing. Its probably abandoned. Very sad but that's probably what's going on.