Europa Barbarorum is a modification of Rome: Total War based on the desire to provide RTW players with a more fun, challenging, realistic, and historically accurate game experience. Europa Barbarorum is a total conversion, though it covers roughly the same time period as the imperial campaign included with RTW. The modification affects all areas of RTW; all vanilla units have been removed, all new models and textures, a new economic system, new traits system, new scripts, and in general new gameplay. No area of RTW is left untouched.
Europa Barbarorum is a total conversion MOD, where very few things have been left as they are. Much has been changed, and more features have been added to the game.
This is the Full Installation of the latest EB build.
1. Ensure that you have a clean installation of RTW 1.5.
EB v0.8/v0.81 does make use of the -mod command, but we still recommend a separate installation for EB.
2. Download the latest build from one the links below, preferably one near to your location.
To help save bandwidth, please consider using BitTorrent, as it can give much better download speeds than the servers.
3. When download is complete, double-click the .exe file and follow the install instructions.
The installer might take some time to install, but this is due to the heavy compression and most imporantly the error checking included.
Factions
New factions:
# The Arverni. A new faction of Gauls to compete with the Aedui, Sweboz, and Romans in western Europe! More units and a more realistic depiction of the interaction between tribes awaits you.
# Play as Baktria, the central asian Hellenic empire with a vast array of Greek, Iranian, and even Indian units!
# You are now able to play a full campaign as Pyrrhos and his Epeirotes. Don't make the same mistake and die in street fighting in Argos, but instead lead your phalangites and cavalry into Makedonia and up the spine of Italy, bringing along your elephants if you dare!
# Be in charge of the cavalry armies of the Saka-Rauka and show why the sedentary Central Asian kingdoms lived in fear of their steppe neighbours.
# Take control of the Sab'Yn or Saba, the southwestern Arab kingdom and expand your influence by trade or by sword, across Arabia and Africa.
Faction changes:
# No more "Mummy Returns" Egyptians. Accurate Ptolemaic unit lists and general's figures/avatars.
# Sauromatae takes over as the regional superpower in ancient Russia, instead of the Scythians whose power was in decline.
# The Gauls split into two factions, with the Aedui & Arverni.
# The Koinon Hellenon represents the Chremonidean League of Athens, Sparta & Rhodes, instead of the Greek Cities which were made up of cities who only shared being called Greeks.
# Spain remade into the Lusotannan or Lusitanians representing perhaps the strongest and most warlike Iberian tribe.
# New families for all factions with members' ages and relationships accurate (as far as modern scholarship is able to reconstruct) to our current knowledge of the year 272BC.
# Diplomatic relationships between factions thoroughly researched and accurately mapped out for the game's start in 272BC, accurately representing the state of diplomacy for our start date.
# Unrealistic "fog-of-war" constraints partially lifted at the game's start to show a more realistic 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. All transliterated from ancient Greek from modern scholarly onomastika and prosopographies.
# Compelling 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 accurately represented, with severe consequences for AI and human players who violate those alliances.
# Rebel forces now have accurate ethnic names and strengths.
# No more fantasy units.
# All existing units have been removed and replaced with units of our own creation.
# Complex and compelling procedures and goals for attaining a Roman triumph for your hardest working and most successful generals.
# Special alerts and graphics representing the major stages of the breakup of the Seleukid empire, if the collapse occurs.
# A new faction-specific and historically based faction victory condition system, with each faction required to achieve goals as diverse as conquering provinces, raiding cities, capturing unique buildings, and destroying other specific factions.
# Nomadic, desert, and steppe cultures much more accurately represented in government types and resource development.
Cartography
# A glorious new map as the base for our campaign mode, with greatly expanded eastern and southern regions, and with Arabia, India, Central Asia, and the Upper Nile all receiving many new territories. The terrain detail, city naming, and city placement has been thoroughly researched and tweaked by a large team of gamers, researchers, and professional historians to provide players with the most accurate geography and road systems as well as the best possible gameplay.
# Faction specific naming practices with accurate unit names and accurate province names in the language of the controlling peoples at the game's start.
# Painstakingly accurate 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.
# Capture and use the most famous ancient trade routes and royal roads, from the Amber Route and Silk Road to the Persian Royal Road and the North Germanic bog road system, all of which are indestructable.
Traits
# A revolutionary 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 greatly increased and faction specific.
# Hellenic trait system based on ancient Greek perceptions of personalities. Some traits are actually civic and religious offices from the Hellenistic Greek world. Many traits more related to personality are based on the "Characters" of Theophrastos (an Athenian philosopher who died just a few years before our game's start date) and Aristotle's conception of virtues and vices centered around the Golden Mean, from his "Nicomachean Ethics". Individual levels of each trait are accompanied by descriptions of ancient examples of the trait.
# Roman trait system partially based on the moral tales of Valerius Maximus. Individual levels of each trait are accompanied by his descriptions of Roman examples, whether postive or negative ones.
# All starting generals' personalities and traits mirror their historical personalities.
# Special Events Traits, like the Olympics where your Hellenic general can compete and even win them gaining a significant Influence boost.
Buildings
# A complex 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.
# The nomadic factions have a different government system to represent the social & administrative differences between them and the settled factions. A chart is available for reference.
# Many 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 and population growth to generals' traits and faction recruitment abilities, bonuses of which many are specifically tailored for and limited to certain factions. All with new constructed images and new icon graphics.
# Temple systems representing the most popular temple types of each of the depicted factions, not just a sampling for variety. New descriptions of the numerous deities.
# No more fantasy bonuses, like equipment upgrades from temples of Vulcan.
# Capes, straits, mountains, and other terrain "unique buildings" provide bonuses to represent their historical importance and have the added benefit of being non-destructable.
# A totally new multifaceted recruitment system where the factors determining unit recruitment are affected by faction, geography, unit ability, and government type, all of which combine to present many compelling recruiting goals for the player.
Non-Unit Graphics
# All new faction specific special graphics for the faction selection menu.
# Attractive new campaign map minimap and faction starting point maps in the campaign selection menu.
# Absolutely stunning and historically appropriate new faction icons, selection buttons, campaign map standards, and battle map banners.
# New campaign map siege, ship, unit, general, watchtower, and resource graphics.
# New culture-specific advisors.
# New faction-defeated graphics for every faction.
Game Mechanics
# A new fleet system with many more new ships and more accurate strengths and weaknesses in battle, more accurately depicted with small fleets on the campaign map.
# New custom & EB 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 better horse archer animations.
Audio
# New soundtrack recorded for EB by Morgan Casey & Nick Wylie.
# All new Classical Latin, Greek & Celtic battle map voice recordings, painstakingly researched and complete with strict ancient pronounciations and accents. More language commands are also being translated and completed by the voicemod team to include languages for other factions in the near future.