Europa Barbarorum

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Europa Barbarorum
Developer(s)Europa Barbarorum Development Team
EngineEuropa Barbarorum:
Rome: Total War engine
Europa Barbarorum II:
Medieval II: Total War: Kingdoms engine
Platform(s)Windows, Mac
ReleaseEuropa Barbarorum:
27 December 2005 (2005-12-27)[1]
Europa Barbarorum II:
In development
Genre(s)Real-time tactics, Turn-based strategy
Mode(s)Single player, Multiplayer

Europa Barbarorum (Latin: Europe of the Barbarians), or EB, is a modification of the PC game Rome: Total War (RTW) based on the desire to provide Rome: Total War players with a more historically accurate game experience.[3][4]

The basic gameplay mechanics of the original game remain the same. The player controls an empire with the goal of conquering as much territory as possible and eliminating rival factions, which are controlled by the computer, or AI. The main campaign is split between two gameplay modes: a turn-based strategy map for moving whole armies and managing the empire, and a real-time battle map for fighting battles on the ground between two or more armies. The two game modes are linked, with success or failure in one game mode influencing the chances of success or failure in the other.

Although set in a similar historical period and geographical area to the unmodified game (covering a timespan of 272 BC to 14 AD, compared to the original game's 273 BC to 14 AD),[5] Europa Barbarorum is a total conversion modification as it replaces all the aspects of the original Rome: Total War game that can be replaced, such as unit models, statistics and the musical score.[6][7] The modification has received favourable reviews in a number of computer gaming magazines.[6] PC Gamer magazine ranks Europa Barbarorum as the best mod for any of the seven Total War games currently released for the PC.[8]

Gameplay

In the original Rome: Total War the player took control of an empire, or "faction",[9] of classical Europe, North Africa or the Middle East, with the aim of expanding their faction's territory and eliminating rival empires through military conquest and city-building.[10] Europa Barbarorum retains this basic gameplay mechanic and sets itself in a similar time period and geographical area to the original game. However, as a total conversion the mod replaces the particular factions, military units, buildings, and other elements present in the original game,[11] and adds a new soundtrack and several brand-new gameplay mechanics not present in the original, such as the installation of puppet rulers.[12] The modification's development team's stated aim in making the changes that they have to Rome: Total War is to make the player's experience of the ancient world more historically accurate.[3] For this reason, numerous parameters of the game at the start of the campaign in 272 BC, such as generals' names, the diplomatic relations between factions, and the particular understanding of the outside world that each faction has, have been set to correspond to the actual political situation in that year.[6][11][13]

Also for reasons of historical verisimilitude, factions, provinces on the campaign map and factions' family members[11] have been given vernacular names in Europa Barbarorum,[14] rather than having Latinised or Anglicised ones, as in Rome: Total War. So, for instance, the original game's Armenia faction is known as Hayasdan in Europa Barbarorum, and Germania as the Sweboz.[15][14] Instead of having to play one's first campaign as a Roman faction and only subsequently unlock playable campaigns as non-Romans by defeating them in the Roman campaign,[16] all twenty of Europa Barbarorum's playable factions can be accessed by the player from the start. Furthermore, the one unplayable and three playable Roman factions of the original have been combined into a single playable faction in Europa Barbarorum, the Romani.[17] Dissatisfied with the homogeneity of the factions of the original Rome: Total War,[18] the Europa Barbarorum development team have sought to differentiate the playing experiences of the game's different factions. So, for example, Rome: Total War's trait-acquisition system, where the player's faction's family members acquire certain characteristics and talents which make them more or less adept at certain tasks such as city management or military leadership, has been made more faction-specific in Europa Barbarorum, with Hellenic characters' traits, for instance, being based on Theophrastos' Characters and Aristotle's teachings on the Golden Mean, and Romans' traits being partially based on the moral tales of Valerius Maximus.[11][19] The acquisition of certain traits requires aspirant family members not only to be of a certain faction, but also to be in a particular place at a particular time, as with traits relating to participation or victory in the four Panhellenic Games, which occur on biennial or quadrennial cycles and take place in particular cities; the bestowal of a Roman triumph at Rome to celebrate a Roman General's victory against a specific faction;[11] or completion of the Spartan Agoge for a Hellenic family member, which will earn them one of a number of traits depending on how well the character fared during training.[20]

Campaign

The Europa Barbarorum world map, correct for version 1.1

As in the original Rome: Total War, Europa Barbarorum's strategic campaign sees the player take control of a particular faction and then compete for territory and resources against all the other factions, which are controlled by the game's artificial intelligence. The player is presented with a map of Europe, North Africa and the Near East in which territory is divided into 200 provinces, each of which contains a province capital, which will at any given point be controlled either by the player's faction, a rival playable faction, or the non-playable Eleutheroi faction, which represents the world's minor kingdoms, regional powers and rebel states.[21] If a faction should at any point find itself not in control of any provinces, it is eliminated from the game. The factions take turns to move (where the end of a turn represented the passage of six months on the campaign map in Rome: Total War, but only represents three months in Europa Barbarorum),[11] with the player managing their faction during their turn, before ending the turn and allowing the artificial intelligence to make all the other factions' moves. A key game mechanic of the campaign map is the annexation of territory, which is done province-by-province, either by successfully besieging the province capital, or by acquiring it from another faction through diplomacy. Once a faction has acquired a province, they may construct buildings in the province capital which either enable the recruitment of certain military units or grant various bonuses to the city such as greater resilience during a siege or a decreased likelihood of the province rebelling. Provided the city contains the appropriate buildings, the player may recruit military units in the city at the same time as undertaking construction projects. The aim of the game is to acquire a specified number of provinces and/or eliminate specified rival factions (in Europa Barbarorum particular victory conditions differ for each faction),[11] whilst avoiding being eliminated by the other factions.

The campaign map itself in Europa Barbarorum has been altered compared with that of Rome: Total War in several ways. Its eastern and southern regions have been greatly expanded, with Arabia, India, Central Asia, and the Upper Nile region receiving new territories.[11] Relief, province boundaries, snow boundaries, vegetation types, coastlines and areas prone to natural disaster[13] in 272 BC have all been researched and implemented into the campaign map.[22] The Nile-Red Sea canal linking the Indian Ocean and Mediterranean Sea has been added to the map, as have the great trade routes of the ancient world, such as the Amber and Silk Roads, which can be captured and exploited by the player and the artificial intelligence.[11]

The selection of factions present in the original Rome: Total War has been overhauled in Europa Barbarorum. The original game's Gaul faction has been replaced with two new factions, the Aedui and the Arverni. The Scythia faction has been replaced by the Sauromatae, and the Greek Cities faction (which included various city-states) has been replaced by the Koinon Hellenon (Ancient Greek: League of the Greeks), a faction which represents the Chremonidean League of Athens, Sparta and Rhodes. Entirely new factions include Baktria, a Central Asian Hellenic empire, and Epeiros, a western Greek faction famous for producing Pyrrhos of Epiros. On the other hand, the Numidia faction of Rome: Total War was removed entirely.

A diagram of the possible development of the governments of nomadic factions in Europa Barbarorum

The way in which factions enhance the provinces they own through the construction of new buildings in their province capitals has changed in Europa Barbarorum. The process of assimilating a newly conquered province into one's empire has become more differentiated in the modification than it was in the original game through the introduction of so-called "government buildings"[23] and military–industrial complexes. Government buildings represent different degrees of central State intervention in a province, with the four different types available ranging from a homeland government, which can only be built in a faction's traditional ethnic homeland and represents the highest possible degree of central State control, to an allied state government, which makes the province in question semi-autonomous and installs a puppet ruler to govern it on the controlling faction's behalf.[23] The choice of government building in a province affects what other buildings can be constructed there: the greater the degree of autonomy granted to a province, the greater the shift in the make-up of the pool of buildings available for construction from the controlling faction's own buildings to native buildings; that is, buildings which are more closely associated with the faction that would make its traditional home in the province in question, rather than the one currently occupying it.[12] Nomadic, desert- and steppe-dwelling factions have their own government buildings,[24][25] which some say has helped differentiate between Europa Barbarorum's factions and make the differences between Europa Barbarorum and the original Rome: Total War more than just cosmetic.[6] These government buildings also affect unit recruitment options in a province, through the mod's introduction of military–industrial complex ("MIC") buildings. The original Rome: Total War's system of constructing and subsequently upgrading different types of building in order to recruit different types of soldier (stables for horses, ranges for archers, and so on) has been replaced in Europa Barbarorum by the "factional MIC", which enables the recruitment of all the province-controlling faction's units, and the "regional MIC", which enables the recruitment of native types of soldier.[23][26] How far the two types of complexes can be upgraded depends on the government of the province: the greater the autonomy of the province, the more the native MIC may be upgraded, and the less the factional MIC may be upgraded; and vice versa.[27][12]

Europa Barbarorum also introduces a number of unique buildings representing both man-made objects of wonder and features of the landscape. The former can be destroyed by the player for a monetary pay-off, but then cannot be rebuilt and the province in which they stood loses the bonuses they provided;[28] the latter type of unique building is indestructible.[11]

Warfare

If, during their turn on the campaign map, the player should engage one of their armies in combat with another faction's army, or if their troops should be engaged by another faction during the AI's turn, the player then has the option of fighting a real-time battle or siege. In this gameplay mode, the player directs the troops they had brought with them on the campaign map to the engagement, ordering them to manoeuvre and attack the enemy's troops on a three-dimensional battlefield. Troops can either be killed outright on the battlefield or made to rout and flee the field if their morale falls below a certain threshold. Reviewers have noted of Rome: Total War that during a battle troop numbers do not outweigh all other consideration; other factors such as individual unit types' strengths and soldiers' morale and fatigue at the point of fighting are also taken into account.[16] A battle is won when one side kills or routs the entire enemy army; a siege may be won by the attacking side through either dispatching the opposing forces or gaining control of the besieged city's central plaza for a certain number of minutes, and by the defending side either by killing the attackers or by destroying their siege equipment before they have managed to breach the city's defences.

Screenshots of battles from Rome: Total War (top) and Europa Barbarorum (bottom)

The make-up of the game's units is of the areas in which the greatest amount of change can be seen going from the original game to the mod. Reviewers have commented that the differences between Europa Barbarorum and its parent game are "immediate" and "striking" and that the modification is different to its parent game "in look and in play".[6] The same review also noted that all the units that were present in Rome: Total War have been removed and replaced in Europa Barbarorum.[6] Specific examples include the removal of several units that the Europa Barbarorum team considered to be historically doubtful or only marginally used in warfare, such as Arcani, incendiary pigs and camels, as well as the "Oliphaunt" Easter egg unit from the original Rome: Total War.[29] Yet nor was the modding team happy with the way more conventional forces were portrayed in the original game, for instance calling Rome: Total War's Egyptian soldiers "Mummy Returns Egyptians"[6][11] and hence creating a new unit roster for the Egyptian faction in the game (named Egypt in the original Rome: Total War[15] and the Ptolemaioi in Europa Barbarorum),[14] in order to better correspond with the Ptolemaic period of history. As well as the mod's individual troop types being different to Rome: Total War's, both in terms of their appearance and animations while fighting, Europa Barbarorum also features new custom battle formations in order to encourage more realistic behaviour from the AI.[11]

Audio

Europa Barbarorum features its own soundtrack and does not include any songs from the original Rome: Total War soundtrack. Europa Barbarorum's music comes from a number of sources. Some of the tracks were composed by Morgan Casey and Nick Wylie.[11][30][31][32] More recently, authentic music for the Celtic factions and reconstructed and recreated Roman music, created by Prehistoric Music Ireland[11][33] and the German group Musica Romana[34] have been added. Europa Barbarorum also includes its own "voicemod", an attempt by the developers to replace the English cries of Rome: Total War's soldiers with ones in their native languages. To date, voice recordings in classical Latin, Celtic, ancient Greek,[11][35] Pahlavi,[36] and Punic[2][37][36] have been added.

Development

The Europa Barbarorum project began in January 2004, eight months before Rome: Total War's release,[38] when the Europa Barbarorum development team who were following the game's development became concerned that its "barbarian" factions such as the Gauls and Germanic tribes were being portrayed inaccurately as hordes of savages.[39] The Europa Barbarorum team felt that such representations conformed more to a sensationalist Hollywood stereotype than to historical fact, maintaining that ancient "barbarian" cultures are often judged and possibly misunderstood based on an interpretatio romana or interpretatio graeca due to the nature of ancient historiography.[3] The true nature of these civilizations, says the Europa Barbarorum team, is better revealed through archaeological evidence and what remains of their own ancient texts.

The developers of Europa Barbarorum tried to convince the Creative Assembly (CA), the developers of Rome: Total War, to alter their depiction of the period to make the whole game more historically accurate.[3] Whilst some suggestions were taken on board and adopted in the final release of Rome: Total War, most were disregarded by the Creative Assembly due to publisher pressures and financial expediency. Some Europa Barbarorum members continued to offer their services as historical advisers but due to inherent concerns over intellectual property rights, the Creative Assembly declined the offer.

Having exhausted this avenue for change, the Europa Barbarorum members then resolved to modify the game themselves upon its release. Once Rome: Total War was released, the Europa Barbarorum development team immediately began work on the modification, recruiting a large team of volunteer skinners, modellers, coders, and historians to have the modification better reflect historical reality and subsequently commenced research and preliminary work for the modification.

Release

After leaving its alpha phase, Europa Barbarorum was released as a public open beta, with the first such release being version 0.7.2 which was developed for patch 1.2 of Rome: Total War,[18] and released on 27 December 2005.[1] After three more minor releases in March 2006 which mostly fixed bugs and made small adjustments to the modification,[40][41][42] the next major release of Europa Barbarorum was version 0.80 on 5 December 2006.[43] The release marked the start of the 0.8.x series of releases, and was the first Europa Barbarorum release for patch 1.5 of Rome: Total War.[44][18][27] It included the addition of the Sabaean faction, new music, the addition of the provisional military government level, the inclusion of a new MIC system and other changes.[44] The release of version 0.8 was also announced by the Europa Barbarorum development team on a third-party computer modification review website.[45] There subsequently followed three more minor 0.8.x releases during the first half of 2007, all of which primarily made minor adjustments to the modification and fixed bugs.[46][47] In total, over 135,000 downloads of the 0.80–0.81 versions were tracked.[48][49]

The next major release was version 1.0, which was released on 12 October 2007 and included new government options for the Pahlava and Hayasdan factions, the addition of a new type of wall to the battlemap, new units, new music from Prehistoric Music Ireland, a more challenging start to campaigns for the player and other changes.[50] The 1.0 version was downloaded over 90,000 times in the six months following its release.[48][49]

The next release was version 1.1, which was released on 7 April 2008 and included new battle map landscapes,[29][51] new units, the addition of the Pahlavi voicemod and the inclusion of an introduction video for the Saka Rauka faction.[29] The current release is version 1.2, which contains the addition of the Punic voicemod[37] and bug fixes; the development team had previously stated that future releases of Europa Barbarorum for the Rome: Total War engine will not include any major gameplay changes.

Europa Barbarorum has seen some significant changes to its campaign over the course of its development. Although early releases of the modification included the Yuezhi as a playable faction, it was later dropped as the Yuezhi people had not yet migrated to the area of the world depicted on the Europa Barbarorum campaign map by 272 BC.[24] They have since been recreated through scripted events in the modification, but have never re-appeared as a fully playable faction.[14] Earlier releases of Europa Barbarorum featured player alerts representing the major stages of the breakup of the Seleukid faction, if that collapse occurred in the game,[11] but such features became impossible to implement after the removal of the SPQR faction of the original game, which had been used in Europa Barbarorum for scripting purposes, but was then replaced by the Saba faction.[44]

Following the main modification's release, Europa Barbarorum fans made a number of sub-modifications for the mod which alter the game in various ways. For instance, Europa Barbarorum was ported to run using the Rome: Total War: Barbarian Invasion and Rome: Total War: Alexander executables.[52][53] Playing the modification on the new platforms has been reported to have made the campaign AI utilise more complex strategies.[52][53] There are also several unofficial Europa Barbarorum modding projects, such as Europa Barbarorum: Novus Ordo Mundi, which changes the campaign's start date to 80 BC and updates the various features of the campaign, such as the faction list, accordingly.[54]

The modification has been included with demos and other modifications in the PC Format and PC Gamer (UK)[6] computer magazines published in the United Kingdom and South Africa.

Europa Barbarorum II

The Europa Barbarorum development team is also developing a new version of the modification for the Medieval II: Total War: Kingdoms engine[55] which will be named Europa Barbarorum II. Europa Barbarorum II is scheduled to include many changes and new features, such as new government and recruitment systems, an improved trait and ancillary system,[49] faction migrations, horde factions,[56] limits on élite units, free unit upkeep for some garrisoned units,[57] a larger campaign map, ten new playable factions[58] including Pergamon,[59] one of the minor Successor Kingdoms of Alexander the Great, and is located on the west coast of Asia Minor, Kimmerios Bosporos, a Greek kingdom in the Crimea that will have a unique mix of Hellenic phalanx units and Steppe horse archer units, the Mamla'ha biMassylim, a Numidian Kingdom in North Africa, the Boii, a Celtic tribe in modern Bohemia, the Lugiones, a Germano-Baltic tribe in modern northern Poland that combines the units of the Germanic tribes and Baltic tribes and will have the ability to adapt new technology from their enemies, and the Pritanoi, who replaced the Casse faction from Europa Barbarorum I and will be largely redone. Factions that are popular for speculation include the Arevaci, the main Celtiberian tribe in the Iberian Peninsula, Kartli, a kingdom in modern day Georgia that was a major power in the Caucasus, the and the Scordisci, a Celtic tribe in the Balkans that conquered much of Illyria and would have a very interesting mix of Celtic, Illyrian, Thracian, and maybe even Hellenic units if they are to be included. Previews have included the provinces, the Lugiones, two Boii previews, two Getai previews, two Romani previews, the Mamla'ha biMassylim, the Safot Softim biQarthadastim, Pergamom, the Pritanoi, the generals, The Gaza Campaign (a tutorial campaign for Europa Barbarorum II), unit previews, and the Sauromatae. Also included will be a new system of province integration and new units of better graphical quality than those of Europa Barbarorum I,[55][60] with greater variation among units.[49]

Reception

Europa Barbarorum was featured and reviewed in a number of video game magazines. It has been reviewed in PC Gamer (UK) twice, in March 2005 and February 2008.[6] The 2008 review was overwhelmingly positive, saying that "EB feels like a whole new Total War game", and going on to praise the modification's "stunning" scope and the "striking" extent of the differences between it and Rome: Total War. The review was somewhat critical of the modification's graphical user interfaces which "[occasionally]" had a "home-made" feel to them, as well as its lack of accessibility and steep learning curve, although it adds that the second point is not a large problem as the modification is largely a "master's challenge for accomplished Rome players". The review finished on a positive note, summing Europa Barbarorum up as a "superior game".[6] In 2010 the same magazine's website named Europa Barbarorum the best mod of any Total War game.[8]

Other magazines which have reviewed Europa Barbarorum include the Italian PC Gaming magazine Giochi per il mio computer, which reviewed the modification in April 2005; the French PC Gaming magazine Canard PC in 2005, the Romanian PC Gaming magazine LeveL in 2006, the German magazine GameStar in April 2007 and the Portuguese magazine BGamer in December 2007.

Europa Barbarorum has also received several online reviews.[4][49] The modification received a review early into its development process on HeavenGames.com, which said that it was an "ambitious" project and praised its commitment to historical accuracy, even stating that the Europa Barbarorum development team was going to use satellite imagery and climate change statistics to accurately portray the world as it was in 272 BC.[4] Later, in 2008, the modification has been reviewed on Boomtown, which praised the modification's "incredibly well-researched and -devised" unit stats system, as well as its "legion of historians".[49]

In addition, Europa Barbarorum was singled out for praise by the Creative Assembly themselves in 2011, when they called the mod "breathtaking" in an official[61] statement.[62][63]

See also

References

  1. ^ a b Europa Barbarorum Development Team (27 December 2005). "Europa Barbarorum needs your help! The Open Beta is here". Retrieved 24 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  2. ^ a b Europa Barbarorum Development Team (7 April 2008). "EB v1.2 released!". Retrieved 13 April 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  3. ^ a b c d Europa Barbarorum Development Team. "Europa Barbarorum mission statement". Archived from the original on 14 February 2008. Retrieved 14 February 2008. {{cite web}}: Cite has empty unknown parameters: |(empty string)= and |coauthors= (help)
  4. ^ a b c "Europa Barbarorum". Rome: Total War mods portal. HeavenGames.com. Archived from the original on 11 May 2006. Retrieved 24 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  5. ^ The Creative Assembly. "History". Rome. TotalWar.com. Retrieved 5 July 2011. {{cite web}}: Cite has empty unknown parameter: |month= (help)
  6. ^ a b c d e f g h i j Meer, Alec (2008). "Europa Barbarorum". PC Gamer (UK) (184). Bath: Future Publishing: 92. {{cite journal}}: |access-date= requires |url= (help); Cite has empty unknown parameter: |coauthors= (help); Unknown parameter |month= ignored (help)
  7. ^ "Europa Barbarorum". ModDB.com. Retrieved 13 September 2008. {{cite web}}: Cite has empty unknown parameters: |month= and |coauthors= (help); External link in |publisher= (help)
  8. ^ a b Senior, Tom (19 October 2010). "10 essential Total War mods". PC Gamer. Retrieved 5 July 2011.
  9. ^ Kosak, Dave (22 September 2004). "Rome: Total War Review". Reviews. GameSpy. Archived from the original on 10 October 2008. Retrieved 8 July 2011.
  10. ^ Butts, Steve (22 September 2004). "Rome: Total War". Reviews. United States: IGN. Archived from the original on 12 February 2009. Retrieved 9 July 2011.
  11. ^ a b c d e f g h i j k l m n o p Europa Barbarorum Development Team. "Features". EuropaBarbarorum.com. Archived from the original on 31 January 2008. Retrieved 24 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  12. ^ a b c Europa Barbarorum Development Team. "Buildings". EuropaBarbarorum.com. Archived from the original on 24 January 2008. Retrieved 25 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  13. ^ a b Europa Barbarorum Development Team (16 July 2007). "EB July Map and Features Preview". Archived from the original on 24 December 2007. Retrieved 24 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  14. ^ a b c d Europa Barbarorum Development Team. "Factions". EuropaBarbarorum.com. Archived from the original on 15 February 2008. Retrieved 24 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  15. ^ a b "Factions". HeavenGames.com. Archived from the original on 12 November 2006. Retrieved 24 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  16. ^ a b Gillen, Kieron (10 January 2004). "Rome: Total War - Review". PC. EuroGamer. Archived from the original on 10 June 2009. Retrieved 10 July 2011.
  17. ^ Europa Barbarorum Development Team. "Romani". EuropaBarbarorum.com. Archived from the original on 13 February 2008. Retrieved 24 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  18. ^ a b c User: Calvin (26 August 2008). "Interview with Foot of Europa Barbarorum II for Medieval II: Total War". The Eagle Standard Vol. VI Issue XI. The Eagle Standard. Retrieved 27 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)CS1 maint: numeric names: authors list (link)
  19. ^ Europa Barbarorum Development Team. "An Introduction to the Traits and Ancillaries System". EuropaBarbarorum.com. Archived from the original on 25 December 2007. Retrieved 25 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  20. ^ Europa Barbarorum Development Team (15 June 2007). "EB June Preview". Retrieved 25 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  21. ^ Europa Barbarorum Development Team. "Eleutheroi". Factions. Archived from the original on 17 April 2009. Retrieved 10 July 2011.
  22. ^ Europa Barbarorum Development Team (11 July 2005). "Countdown to Open Beta - Tabula Orbis Terrae". Archived from the original on 17 November 2007. Retrieved 24 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  23. ^ a b c Europa Barbarorum Development Team (27 December 2005). "EB vs RTW: What is different? A Guide!!". Archived from the original on 13 February 2008. Retrieved 25 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  24. ^ a b Europa Barbarorum Development Team (11 July 2006). "EB July Preview :: Saka-Rauka (and music!!)". Archived from the original on 17 November 2007. Retrieved 24 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  25. ^ Europa Barbarorum Development Team (11 April 2006). "EB April Preview". Archived from the original on 17 November 2007. Retrieved 24 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  26. ^ Europa Barbarorum Development Team (8 May 2007). "Europa Barbarorum FAQ". Archived from the original on 4 February 2008. Retrieved 25 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  27. ^ a b Europa Barbarorum Development Team (4 December 2006). "Light Reading: New 0.8 MIC system explanation". Archived from the original on 14 February 2008. Retrieved 25 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  28. ^ Europa Barbarorum Development Team (12 May 2007). "EB May Preview". Archived from the original on 24 May 2007. Retrieved 25 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  29. ^ a b c Europa Barbarorum Development Team (7 April 2008). "EB v1.1 released!". Retrieved 13 April 2008. {{cite web}}: Cite has empty unknown parameters: |month= and |coauthors= (help)
  30. ^ Europa Barbarorum Development Team (20 July 2006). "EB Music Preview". Archived from the original on 17 November 2007. Retrieved 25 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  31. ^ Europa Barbarorum Development Team (19 August 2006). "EB Music Preview Strikes Back!". Archived from the original on 17 November 2007. Retrieved 25 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  32. ^ Europa Barbarorum Development Team (28 September 2006). "The Last EB Music Preview". Archived from the original on 17 November 2007. Retrieved 25 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  33. ^ Europa Barbarorum Development Team (21 June 2007). "EB Music Announcement: Prehistoric Music Ireland". Archived from the original on 9 February 2008. Retrieved 24 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  34. ^ Europa Barbarorum Development Team (14 March 2008). "EB Roman Music Preview (Musica Romana)". Retrieved 24 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  35. ^ Europa Barbarorum Development Team (2 November 2006). "ΗΧΩ ΤΩΝ ΑΡΧΑΙΩΝ or the ANCIENT GREEK voice mod..." Archived from the original on 9 February 2008. Retrieved 25 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  36. ^ a b Europa Barbarorum Development Team (27 August 2007). "EB: Voicemod Preview". Archived from the original on 9 February 2008. Retrieved 24 August 2008. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  37. ^ a b Europa Barbarorum Development Team (22 June 2008). "Re: EB v1.1 released!". Retrieved 31 August 2008.
  38. ^ "Rome: Total War (PC)". Games. GameSpy.com. Archived from the original on 5 February 2008. Retrieved 19 September 2008. {{cite web}}: Cite has empty unknown parameters: |month= and |coauthors= (help)
  39. ^ User: Ace Cataphract. "Europa Barbarorum interview with Khelvan". HeavenGames.com. Archived from the original on 11 May 2006. Retrieved 19 September 2008. {{cite web}}: Cite has empty unknown parameters: |month= and |coauthors= (help)CS1 maint: numeric names: authors list (link)
  40. ^ Europa Barbarorum Development Team (5 March 2006). "EB v0.73 (hotfix now available)". Retrieved 1 September 2008.
  41. ^ Europa Barbarorum Development Team (6 March 2006). "EB v0.7.3a (patch + hotfix)". Retrieved 1 September 2008.
  42. ^ Europa Barbarorum Development Team (20 March 2006). "EB v0.7.4 (patch)". Retrieved 25 August 2008.
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External links