Economic reliance on having a pool of infantry to produce resources results in a lack of flexibility
With a preponderence set towards technology, research and resource-gathering, the United States is a faction that requires strong strategic flair to use. The United States shares some units with England and France, but in other areas it also has other units worth noting: a line of medium ranged and melee cavalry; a Marine unit that emerges two ages earlier than other factions'; as well as a slew differing units at differing ages. It is thus somewhat of a challenge using the United States, as one has to keep in mind that American strengths and weaknesses often shift this way and that way - but one can be assured that by the last two eras, the United States is an extremely strong military force.
- Norse factions have Volvas. Seeresses were said to be sorcerors and tis said only females had this power; they would cast the runes for future and served as medics. In-game function could be to heal and extend LOS
- Christian factions have Priests, were brought to battle while the Seers and Volva (Seeress) weren't always. Players of the North have extensive LOS capabilities, and healing. (More information on both in later comments below)
- Norse Generals called Hersirs. Commanders of Norse warbands.
- Most Norse "senate" leaders called the Jarl. Leaders of Norse clans.
- Germanic factions have Seers and Seeresses; Otherwise function the same as Norse Volva. Regenerating health for units with the added bonus of amazing LOS.
- ALL Germanic Major Generals = Reik- Leaders of Germanic armies and an ode to their ancestors'.
- Germanic Minor Generals = Drohtin - Leaders of Germanic warbands.
- Anglo Saxon factions have Huscarls and all field unique longbowmen.
- Anglo-Saxon General units called the Dryhten. Leaders of Anglo-Saxon warbands.
- Anglo-Saxon "senate" leaders called the Earl. Leaders of Anglo-Saxon regions. Wessex' called the King as is what they believed themselves to be for most of our timeline.
- Norse factions should field the best Navy - Frankia (HRE) and Byzantium (ERE) as contenders. Abbasids and Idrisids also field a fine naval force.
- Norse factions have Berserkirs - the Berserkir was a crucial unit for the Vikings, serves as a fast-moving tank.
- Norse factions field Shieldmaidens - female warriors armed with swords or axes and Skaldjberi counterpart.
- Anglo-Saxon Kingoms may call upon their Fyrds - Levies from surrounding Earldoms. If possible, differentation of factions' Fyrds' power based on their own power would work. More info has been added in followup rulesets below.
Kingdom of ScotlandAggressive Faction - Originally composed of Irish settlers and the howling Picts, the lands of Alba in the north became the established "Kingdom of Scotland," a merging of the former groups following the House of Alpin's successes under leaders such as Kenneth MacAlpin. Around the year 900, Donald II - Anglicized form of "Domnall II" - as a successor of Kenneth I was crowned the ri Alban, or "King of Alba." It would also be within his reign that the term Scotia was popularized, and finally "Scotland." Their ancestral legacy leaves them a force to be reckoned with. Leaders- Kenneth I/Cinaed [MacAlpin/mac Ailpin]; Donald II/Domnall [the Madman/Dasachtach]; Constantine II/Causantin [MacAed/mac Aeda]; Duff I/Dub (Either "The Vehement/Black," or "MacMalcolm/mac Mail Coluim") -- Special UnitsWoad Raider - Light infantry. Armed with an axe and shield, and adorning bluish warpaint from the dyes of the "Woad" plant. Has a short training time and very high, berserker-like speed, with a bonus against buildings [and possibly siege units]. Galloglass - Heavy infantry. Norse-Gaelic warriors of Alba that were also used as mercenaries, and were called Gall Gaiels or "Foreign Gaels" by the Irish for their Norse relations. Armed with the powerful Claymore, a two-handed sword they use to beat Light Infantry with a bonus against [Light] Cavalry. *(NOTE: Vassal States will be dealt with, but Strathclyde is currently the primary choice, as they were commonly a controlled state by the Kingdom of Scotland/Alba during the set timeframe. Other choices are currently being researched.] --
Strengths/WeaknessesStrength - Militaristic faction, focused on raiding and invading capabilities. Powerful infantry and siege unit bonuses. Able to train their units relatively quickly compared to others, especially their light infantry units. [Their units may cost less gold than others, possibly including mercenaries.] Weakness - Their archers and cavalry are lacking compared to most other factions. Although their Timber collection speeds are higher, they have a general economy that is around average. Their Fyrd units deal average to lower damage, although there is an attempt to make up for this with higher general speeds.
May 16, 2022
Ubba Ragnarson
Very good job @Æthelflæd . The historical context mixed in with the required details is appreciated for those who do not know of Scotland at this time and the units will all work. What's needed is Strathclyde completed - you need context how I want that done. Strathclyde needs to be reflected with their Irish-Scottish culture in their units or buildings provided, as well as noting the fact they are on a port. They will have to deal with Dyflin - an Irish-Dane kingdom across the way in northeast Ireland. That is why I was going to make them their own faction, but you may be able to at least make this work in such a way as Dyflin were sea raiders. I will assist in this matter as minor factions such as Dyflin, primarily a port city, perfect for the Viking sea Kings (Dyflin and Sudreyar) to raid Strathclyde. Please provide me enough reasoning not to include Strathclyde, a capable and unique kingdom, as a Vassal; this will be Alba's only vassal and one of the strongest vassals in-game. As I said, Dyflin probably will be a vassal and I need a good layout as Strathclyde was a power at this time and I planned to have them as a faction , however you insist they will work as Alba's vassal state. Thank you. Otherwise again, good work.
1
1
Also, I am grouping factions into the game's way of doing things for simplicity. Therefore I would like Alba to be a Balanced faction as I call it. They raided like Vikings but they also had to deal with a massive invasion on their eastern coast. They are a balanced faction not aggressive.
Obviously you know the AI choices being aggressive, defensive, or just the default computer I'm calling balanced for this server.
Players can play however they like however roleplayers will be sucked into the fact that their faction - We'll use Alba - as a computer makes armies and raids but also builds it's defenses up.
1
Æthelflæd
Its up to u if u want them to be balanced, tho I think its fair to say with A. How people expect them to be aside from extreme-historical immersion buffs, and B. Where I took inspiration from in designing them, I think we can put past the fact they "defended themselves" against the Danes (Since legit everybody did in some way or another regardless of culture loll) to define this fast-moving, infantry-based faction as "aggressive"
Like I said tho, it is up to u, Id just consider this beforehand ofc
May 17, 2022
Ubba Ragnarson
Anyone can play as any AI, you can leave as Is..it doesn't particularly matter..it's just that we aren't basing their aggressive/defensive status on units. I'm basing as a whole. The Scots would have defended from Picts who deflected , the Viking incursion on their land however they were known to raid and basically go a-viking. Also please address the more important details and lay out your plans for Strathclyde. Good job either way.
"anyone can play as any AI" meaning I can place them with the defensive "boom" on a quick match. A "conquer the world" campaign I do not believe will be made sadly for this unless when I'm completed @Velvetclaw is intrigued and capable of doing so. So in short - the faction is fine as is, I just need Strathclyde which is so unique and important to be done with soon.
Velvetclaw
Galloglass is already present in Rise of Kings as Galloglaich Infantry
CtW - how extensive do you want CtW to be? in theory CtW is possible, but I am not good with scripting events.
Ubba Ragnarson
In theory, I'd like it to represent all the factions. What kind of scripting would go into it ? How extensive if you can't describe it; I know this isn't total war but if we can play things out somehow , roughly how they went , obv not completely but I'd love a ctw any way you can do it
The factions and the vassal States would and such could all be represented as such if we do a ctw.
Perhaps not all but the most important ones of which are not represented.
Vassals and such, I mean.
Ubba Ragnarson
At this time, especially before the Viking invasions, Scotland may have become united but there lie still Pictish tribes who refused to bend the knee. Lack of a barbarian mechanic forces us to only feature the unified Scots of this time period. Is there any way to implement one? If not, it's fine, we can import them as mercenaries.
May 18, 2022
Ubba Ragnarson
Note: For the sake of the fringe Pict tribes, I'd like to expand upon the WOAD RAIDER. The Picts' were known for woad and I am hoping to see a variety of "Woad ___" units. For example, the Pictlands north of Scotland were ripe for mercenaries. The Woad Raiders of Scotlands' arsenal will represent those who fell in line. Available mercenaries could be Woad Spearmen, Woad Raider Cavalry, and Woad Ranged cavalry. These would be available to Strathclyde, and Northumbria. Even the Danes' could hire them if it works out.. Scotland's mercenaries will come from Strathclyde itself - due to my assertion to feature the ancient kingdom of Strathclyde - proud Britons who consider themselves the last of Roman Britannia's purity. Featuring less costly units from Strathclyde for Alba will allow them to be featured among the Scots without being a vassal of which only supplies units.. Strathclyde will be gone into far greater detail as to their unique qualities within their own faction page.
May 19, 2022
Velvetclaw
Ooooooooooooooooo.
You got 24.
Let's see.
Ubba Ragnarson
okay, so
wait, talk on steam.
Velvetclaw
But Bulgaria is missing...
Ubba Ragnarson
I know.
it will be rectified. chat on steem
Velvetclaw
Make a decision and let me know.
May 23, 2022
Ubba Ragnarson
Kingdom of Scotland Balanced Faction - Originally composed of Irish settlers and the howling Picts, the lands of Alba in the north became the established "Kingdom of Scotland," a merging of the former groups following the House of Alpin's successes under leaders such as Kenneth MacAlpin. Around the year 900, Donald II - Anglicized form of "Domnall II" - as a successor of Kenneth I was crowned the ri Alban, or "King of Alba." It would also be within his reign that the term Scotia was popularized, and finally "Scotland." Their ancestral legacy leaves them a force to be reckoned with. Religion/Culture: Celtic Christianity/Scot-Celt) Leaders- Kenneth I/Cinaed [MacAlpin/mac Ailpin]; Donald II/Domnall [the Madman/Dasachtach]; Constantine II/Causantin [MacAed/mac Aeda]; Duff I/Dub (Either "The Vehement/Black," or "MacMalcolm/mac Mail Coluim") -- Special Units Woad Raider - Light infantry. Armed with an axe and shield, and adorning bluish warpaint from the dyes of the "Woad" plant. Has a short training time and very high, berserker-like speed, with a bonus against buildings [and possibly siege units]. Galloglass - Heavy infantry. Norse-Gaelic warriors of Alba that were also used as mercenaries, and were called Gall Gaiels or "Foreign Gaels" by the Irish for their Norse relations. Armed with the powerful Claymore, a two-handed sword they use to beat Light Infantry with a bonus against [Light] Cavalry. Strengths/Weaknesses Strength - Militaristic faction, focused on raiding and invading capabilities. Powerful infantry and siege unit bonuses. Able to train their units relatively quickly compared to others, especially their light infantry units. [Their units may cost less gold than others, possibly including mercenaries.]
Weakness - Their archers and cavalry are lacking compared to most other factions. Although their Timber collection speeds are higher, they have a general economy that is around average. Their Fyrd units deal average to lower damage, although there is an attempt to make up for this with higher general speeds.
May 30, 2022
Velvetclaw
Woad Raiders......
May 31, 2022
Ubba Ragnarson
I question them as well. @Æthelflæd , I'd like to include them but they are Picts. @Velvetclaw any ideas how we can implement the pictish tribes , i mean they can stay a UU if we assume they are subjugated Pict tribes?
Velvetclaw
I did a quick check,m we have 25 factions, all over again.
I started compiling everything into XLS, here it is. There is no mistake - there's 25 not 24.
You will have to check this XLS file.
Ubba Ragnarson
Damn. Okay. We have to get rid of one then. Yet it is difficult to , because they are perfect as they are. Rough.
Okay, give me just a day or two to sort it out while you said you can keep porting the warbirth etc. for our factions.
Which do you suggest booting?
I REALLY want to include the Alemanni confederation as we can use more archaic structures from your earlier mod for them. However, they are the least finished.
Hmm.
I am sorry if you are getting impatient - I am just vigorously researching for perfection but I will figure it out
Velvetclaw
It's no biggie.
You'll have to make the call. And more than that, you will have to assign vanilla nation slots to them later on.
I can afford to wait.
Ubba Ragnarson
Just give me a little more time my friend.
thank you
What do you think of combining Denmark and Norway into the Great Heathen Army?
It's not something i want to do
at all
but i didnt realize there was 25
Velvetclaw
If you are cool with it I'm cool with it too.
The question is whether you want that or not. In truth, either Cordoba or the Idrisids need to be tossed.
but I also see the merits of what you've mentioned about combining DK and NO
Ubba Ragnarson
Being that when invading, they came as one
however
being a viking mod i need to think this over
i will get back to you
June 1, 2022
@Ubba Ragnarson
I question them as well. @Æthelflæd , I'd like to include them but they are Picts. @Velvetclaw any ideas how we can implement the pictish tribes , i mean they can stay a UU if we assume they are subjugated Pict tribes?
Æthelflæd
It wasnt entirely a choice I gave based on historical accuracy, but rather one optically for the audience. I think we could all agree a Pict warrior for Alba would be enjoyable for the playerbase
(This is a side note, not a major defense for keeping them but rather something to consider, I think the ethnic group ofc had footing in the east toward the onset of the middle ages, IIRC)
Ubba Ragnarson
being that we are booting the Alemanni, which will appear as "allied" tribes / client states of more prominent nations for our mod, the Picts if @Velvetclaw could do it could prominently be featured as mercenaries/vassal tribes.
@Æthelflæd
Æthelflæd
So the Woad Raider would still b included?
Ubba Ragnarson
Woad Raiders and Picts should not be going anywhere.
Æthelflæd
I just cant help but luv the idea of that unit being in here lmao, I mean they really are cool
Theres no denying that a maniac covered in plant dye running at you howling would have you shitting ur britches
Ubba Ragnarson
I concur; Woad raiders could be expanded upon by having Woad Raider Cavalry for example, as well as footmen.
Æthelflæd
Ehhhhh, gonna have to disagree here, not because the idea of more Woad-laden units turns me off at all nah - Its just Idk if you concur, but that might take away from the novelty a bit?
Ubba Ragnarson
Other units such as Pictish Spearmen could make an appearance. It depends upon if he sees it as a priority or un-needed.
Novelty? War-paint colored hordes raiding your cities does not as you say "shitting your britches"
?
Æthelflæd
Ur missing my point entirely
Ubba Ragnarson
I am not saying take the footman out, I am saying they would serve better as raiding cavalry as well as your unit.
Æthelflæd
Having a unit glorified as the user of the plant is the exact reason it was used in AoE; Im just saying it may be best to stick with one unit who is like that, regardless if they're mounted, archers, prefered infantry, etc etc
A "Woad Raider" cavalry unit is a fine idea
Im just proposing we keep it as one unit
Ubba Ragnarson
They did that because they had limited capabilities whereas In Rise of Nations, we have far more capabilities.
@Ubba Ragnarson
They did that because they had limited capabilities whereas In Rise of Nations, we have far more capabilities.
Æthelflæd
I dont have a citation for wht Im said and Im assuming u dont either (Feel free to prove me wrong) but we dont actually know y they chose the Woad Raider; All we do know is that hes badass. I mean sometimes what looks and feels great offers a lil bit of leeway for the developers
I dont care all too much, Im just makin a minor case for keepin them in as a unique unit
@Æthelflæd
I dont have a citation for wht Im said and Im assuming u dont either (Feel free to prove me wrong) but we dont actually know y they chose the Woad Raider; All we do know is that hes badass. I mean sometimes what looks and feels great offers a lil bit of leeway for the developers
Ubba Ragnarson
Well, the Celts used to do that, so the Celts primarily represent Alba in AOE2. That's my take on it. Everyone had one unique unit and the Picts were known to be fierce. one of my favorite units in aoe 2 because of novelty's sake lol
@Æthelflæd
I dont care all too much, Im just makin a minor case for keepin them in as a unique unit
Ubba Ragnarson
They will be a mercenary it makes more sense , along with Pict cavalry. I am unsure if calling them woad raider cavalry rolls off the tongue too much
lol
@Æthelflæd
Æthelflæd
Just call them Woad Raider lmao
Im fine with a mercenary, that works
I just tihnk AoE2 nailed the name down perfectly
June 2, 2022
Ubba Ragnarson
Yes they did. But we aren't going to have multiple units named Woad raider lol
Ubba Ragnarson
@Velvetclaw It is possible for these mercs to be included right? Woad raider mercs, Pictish raiding cavalry, picts in general
well picts will be edited in as vassal tribes under scotland most like. Some of them anyways. Shame there is no barbarian mechanic.
@Ubba Ragnarson
well picts will be edited in as vassal tribes under scotland most like. Some of them anyways. Shame there is no barbarian mechanic.
Velvetclaw
My plan is simple - impose the stock unit systems from Warbirth, Project 666 and RKC into your mod
Afterward I will have to think over what sort of bonuses but generally for Kings & Comnquerors, I gave Celts an armour penalty for early infantry, but gave them attack speed bonuses.
I did not do much for Warbirth, other than shunt some units around, so for instance the Gafaelgi from Rise of Kings / Project 666 got in. Along with the Irish hoplite, the Goidilis, from Kings & Conquerors. As well as stealth javelin cavalry. And a tougher light chariot unit.
Afterward I will have to start combing over your notes, one by one, to decide who gets what mercs or aux units and how are they recruited, ie do they use special buildings (my method, Super7700's method) or if they are trained from vanilla buildings like cities (Used by Ray Tang, and Hong Quan Cand).
Speaking of Woad Raiders.... I do have such units for the Britons in Kings & Conquerors but they are mostly generic units not unique ones.
June 3, 2022
Velvetclaw
Scots in Rise of Kings currently use Inca bonuses. So that means they have a strong mining bonus, and units also carry "life insurance " policies.
If @Æthelflæd is correct, we must not disallow Aztecs, although I have always considered keeping the Aztec bonuses for the most warlike Norse factions that rely hevily on raiding and fast military research, to increase pop cap.
1
Ubba Ragnarson
Thank you for your notes here
Velvetclaw
One possible unit for this faction, and maybe Strathclyde - Sciltron Spearmen
He is practically naked and weak, useful only for fending off enemy cavalry.
The Byzantine equivalent, the Kontaratoi, was this powerful and expensive monster of a unit, armd withthe same sort of weapon
June 4, 2022
Ubba Ragnarson
I can definitely see alba and munster using that type of unit , the sciltron infantry. just translated into their languages
Velvetclaw
You really want the Sciltron, "as is"? won't kettle helms look outta place?
@Ubba Ragnarson
I can definitely see alba and munster using that type of unit , the sciltron infantry. just translated into their languages
Velvetclaw
I SUPPOSE......we will need a new unit.
The Cateran unit can provide a new, pre-1100s skin for the Sciltron Spearman.
And @Æthelflæd can see Picti, "Woad Warriors" taking over the place vacated by the removal of Highland Caterans from your mod.
Thing is....
Yeah
June 5, 2022
Ubba Ragnarson
Yes, I don't see a problem pulling a little from future centuries as long as the unit fits in with the current time period.
And by the picture what are we referencing
The Sciltron Unit, yes the Kettle Helms would probably look out of place in looking deeper at their preview.
And out of the historical armor of the time
Æthelflæd
I guess Im just a lil more liberal here in terms of the historiography (I believe Im using that right??) when it comes to this topic. I rlly feel it would just add to the fun to have more of a range of units; A massive ton of work is going into these factions developments, and I dont feel your @Velvetclaw audience would call u out for including units a bit out of the range (Tho only you can truly speak to that) as well as I dont believe they would care that you're reusing units from other mod projects
When we use the phrase "Its the thought that counts" I think that its heavily relevant to this project, where work towards leader names, proper faction representation, and all of that stuff, is definitely going to impress viewers
But as much as some people are historical purists and may perhaps say somethin along the lines of, "This unit does not belong in this mod historically," I can even more so see a bunch of people saying either, "Oh, I know this unit from real history; That was a good choice" or even "Oh, Ive never heard of this unit; It looks really cool"
Ubba Ragnarson
Yes, the Kingdom of Scotland was the relevant name for this. And this will result in those vassalized Pict tribes that I'll be adding to this faction to make sense.
Along with the rebel tribes, along with the mercenaries, and along with historical basis.
The purpose isn't units: It's the fact that this faction was called the kingdom of scotland
and I dont find it a huge deal friend
@Æthelflæd
I guess Im just a lil more liberal here in terms of the historiography (I believe Im using that right??) when it comes to this topic. I rlly feel it would just add to the fun to have more of a range of units; A massive ton of work is going into these factions developments, and I dont feel your @Velvetclaw audience would call u out for including units a bit out of the range (Tho only you can truly speak to that) as well as I dont believe they would care that you're reusing units from other mod projects
Velvetclaw
For now Sciltrons will have their High Middle Ages appearance from Rise of Kings: Chronicles until we can insert all the units that Ubba mentioned (if EVER). I'll replace their appearance when the time is right, probably using the Caterans from RKC (whose role of stealth rabble) can then be taken over by your Pictish warriors.
Velvetclaw
Speaking of units.....
Alba in RKC got the Longship, an assault ship shared with the Norse, English and Russians. Do you want to keep it in there too?
@Æthelflæd
I guess Im just a lil more liberal here in terms of the historiography (I believe Im using that right??) when it comes to this topic. I rlly feel it would just add to the fun to have more of a range of units; A massive ton of work is going into these factions developments, and I dont feel your @Velvetclaw audience would call u out for including units a bit out of the range (Tho only you can truly speak to that) as well as I dont believe they would care that you're reusing units from other mod projects
Ubba Ragnarson
This mod is not centered on historical accuracy to a tee , at least. Certain things will be out of place (for example, frisia was subjugated by the franks around when our time period begins, saxony was in 770~.)
@Velvetclaw
Alba in RKC got the Longship, an assault ship shared with the Norse, English and Russians. Do you want to keep it in there too?
Ubba Ragnarson
Not for the Anglo-Saxons. The Rus' can use it as that makes sense given their Nordic origins. The Anglo-Saxons could hopefully have unique ships. Ideally everyone would have at least some semblance to represent a unique naval power.
@Æthelflæd
But as much as some people are historical purists and may perhaps say somethin along the lines of, "This unit does not belong in this mod historically," I can even more so see a bunch of people saying either, "Oh, I know this unit from real history; That was a good choice" or even "Oh, Ive never heard of this unit; It looks really cool"
Ubba Ragnarson
The Picts will be featured in this mod , I'd like to see if @Velvetclaw could expand upon the Pictish roster; warbirth units can even be used if they fit. As said, I am debating renaming them to the Kingdom of Scotland, you did create this faction so if you insist it remains Alba, it translates the same anyway ; they just didnt rule all of Scotland is the point.... As for the Picts, such is that they hopefully will be mercenaries for hire - not only that but Pictish tribes subjugated by Alba (I have yet to implement the Scots' vassals/client states.) and there were many of not only Pict clans but others who fought the concept of being bound to a KIngdom.
@Ubba Ragnarson
The Picts will be featured in this mod , I'd like to see if @Velvetclaw could expand upon the Pictish roster; warbirth units can even be used if they fit. As said, I am debating renaming them to the Kingdom of Scotland, you did create this faction so if you insist it remains Alba, it translates the same anyway ; they just didnt rule all of Scotland is the point.... As for the Picts, such is that they hopefully will be mercenaries for hire - not only that but Pictish tribes subjugated by Alba (I have yet to implement the Scots' vassals/client states.) and there were many of not only Pict clans but others who fought the concept of being bound to a KIngdom.
Velvetclaw
All I have are "Picti' ie "Pictish tribesmen", your mod's replacement for Scottish Caterans ._.
The original Caterans will have their skins repurposed and converted into Sciltrons - units armed with pike and buckler.
Ubba Ragnarson
Can we not use your models you found/other models/warbirth units to fill in these barbarians' roster? doesnt have to be extensive, enough to cover the fact there are clans outside of the Kingdom of Scotland.
@Ubba Ragnarson
Can we not use your models you found/other models/warbirth units to fill in these barbarians' roster? doesnt have to be extensive, enough to cover the fact there are clans outside of the Kingdom of Scotland.
Velvetclaw
No. They're as naked as ulfhednar or berserkir and almost nobody used bronze by the time of your mod but it is no big deal to create new models.
AND I have been looking at Byzantine units. My plan is to add Vigla Spear Levy, if @Æthelflæd is alright with it.
July 15, 2022
Ubba Ragnarson
Kingdom of Scotland Alba was originally composed of Irish settlers and the howling Picts, the lands of Alba in the north became the established "Kingdom of Scotland," a merging of the former groups following the House of Alpin's successes under leaders such as Kenneth MacAlpin. Around the year 900, Donald II - Anglicized form of "Domnall II" - as a successor of Kenneth I was crowned the ri Alban, or "King of Alba." It would also be within his reign that the term Scotia was popularized, and finally "Scotland." Their ancestral legacy leaves them a force to be reckoned with. Leaders- King Cináed mac Ailpin; Domnall Dasachtach; ; King Áed mac Cináeda, King Dén the Vehement, King Causantín mac Áeda, Religion/Culture: Christian faith / Gaelic culture -- Unique UnitsWoad Raider - Light Infantry: Pictish brutes armed mace and shield, at times throwing axes. and adorning bluish warpaint from the dyes of the "Woad" plant to strike fear in their enemies. Although a very short training time and high, berserker-like speed, with a bonus against any light infantry and ranged units , their speed will catch up to them and they are utilized for guerilla warfare, to take out siege weapons before the enemy gets their chance to use it. Commonly sent in for an incoming raid, these warriors work to destabilize the enemy's economy by slaughtering civilians and burning crops. Marcshulaidh - Pictish raider cavalry armed with axe or bow. Similar to the Pictish Woad Raiders, they were used for quick and brutal onslaughts. Essentially Woad Raiders, mounted. Faster than the Eachraidh Rìoghail, the Scots' limited cavalry meant they utilized them for this purpose. Eachraidh Rìoghail: A heavy cavalry unit, usually utilized as the Generals' bodyguards. Due to the Scots' weakness with average horsemen, this unit is invaluable armed with a pike and the best armor the Scots' could muster.
Ubba Ragnarson
Strengths/Weaknesses Strengths - Alba focuses on raiding and eventual siege capabilities,. Mid-tier infantry, but given timber production they do receive the possibilities to amass a capable, organized army with siege units many cannot muster. Able to train their units quickly compared to others, however their light infantry take a hit in favor of their pricey warriors. Weaknesses - Alba's cavalry severely lack fortitude and bid a higher price as compared to most other factions. Although their Timber collection speeds are higher, they have a general economy that is average and their archers are lacking. The kingdom will need to modernize its military - raids on Northumbria will only fill their coffers and strike fear in Saxons' hearts for so long until a united army comes forth...or a fleet of Northmen land on Scottish shores. AlliesFortriu (Uerteru in Pictish): Fortriu is an ancient kingdom of the northern Picts which have thrived for many centuries with several tribes under their wing; and took decades to at last make peace. They have come to a peace treaty that Fortriu maintain their independence given they supply Alba with resources, and their fierce warriors as needed. As it is (at start), they rely on the Fortriu for horses, provisions, and their fierce raiders that strike fear in Northumbria. How long will it be however that a more...fearsome peoples come and take what they too believe is theirs? VassalsMoray: Moray is a small kingdom of Pics, just subjugated after the vicious war and eventual treaty with the northern Kingdom of the Picts known as Fortriu. The House of MacCinead now reigns supreme over much Pictish land given this victory. No doubt, there are still those on the northern fringes who refuse to tolerate a king and give up their Gods for the suppose Christ almighty; nonetheless with Moray under control Alba continues to expand north. They levy unique pict units for the Scots and supply their own Pictish infantry.
July 29, 2022
Ubba Ragnarson
Cities wip probably change Scuin Cell Rigmonaid Dun Duim Dun Foither Dun Taruo Dun Averte Dun Onlaigh Art Muirchol Bal Duim Bal Muirchol Cinnbelachoir