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INSULARIS DRACO is an overhaul of 2014’s Invasio Barbarorum II: Conquestu Britanniae. The setting of our main campaign: North-Western Europe, 452 AD. From Pictland in the North to the Alps in the South, from Ireland in the West to Jutland in the East.

As Attila retreats after the cataclysmic battle on the Catalaunian Fields, Roman Gaul is left in ruins, and the Imperial status quo is on the wane. Leaping into this power vacuum are various ‘barbarian’ peoples: the Franks, the Visigoths, the Alamans and others have set their eyes upon Gaul’s rich cities.

In distant Ireland, the rise of the Uí Néill dynasty has brought them much power: unopposed for now, Lóegaire Mac Níall stands to conquer the ceremonial capital of Temair. Should he claim the High-Kingship, however, he will face fierce opposition from his rivals the Laigin and Ulaid.
Ireland may be remote, but it is not cut off from the world: British missionaries are slowly but surely converting the ruling class to Christianity, and in return Gaelic raiders plague the coasts of Wales and Cumbria.

The former Imperial Province of Britannia, left to its own devices decades ago, has been divided among the civitates, with a powerful king, Vortigern, possessing much of what lies between the Severn and the North Sea. In what will become Wales, Guened is founded with aid from the Irish settlers who have taken advantage of the power vacuum, and Demet is even ruled by them. Above the Humber the petty kingdoms of the Old North each vie for supremacy to see who will succeed the old confederation of the Brigantes.

Beyond Hadrian’s Wall in the North, a fragile balance exists between Brittonic and Pictish petty kingdoms, while in the western isles, the Gaelic settlers of Dál Riada are emerging as a new threat. On the island’s south-eastern shores, however, strange tribes have set foot who stand to decisively tip the balance in favour of chaos: the Ængle, Seaxan and Ēotas, invited as Fœderati by King Vortigern, have real chance of upending the very ways of life which have defined this island for centuries.

Times of great trouble and uncertainty offer substantial opportunity, but it is reserved only for those who dare to grasp it.
Will you extinguish the guiding light of Rome or will you preserve it? Who will be Arthur, who will be Clovis?Shall there be a Bretwalda or shall there be... an Insularis Draco?

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As we speak, Belovèse is preparing 'Insularis Draco' for its newest release which will be uploaded later today! A short look at where we are with the mod right now.

4 CAMPAIGNS
Insularis Draco boasts 4 very detailed campaigns set in North-Western Europe during Late Antiquity and the Early Medieval period. The main campaign is set in 452AD, right after the climactic Battle of the Catalaunian Fields. It features all 30 playable factions and a huge amount of unique scripts to make each of them more interesting, immersive and engaging. It moves through time in 2 turns per year and you can play all the way up to the year 685AD.

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The Other Erascampaigns are very different experiences: the campaign year is divided up into more turns and there are far less scripts running in the background so they feel slightly more Free Build-y.

The most developed of these is the Britain 550AD campaign. 5 turns per year from 550 to 700AD. Beware the horrible Plague of Justinian which devastates the entire map within the first 5 years!
The map is by LughLámhfada with lots of updates and fixes from me and coastal smoothing from Werety

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Next up is the most minimalist Other Eras campaign: Ireland 657AD. A handful of factions duking it out on a truly HUGE and detailed map of Hibernia made by LughLámhfada.

It has 12 turns per year and an unexpected late game invasion :)

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The last and newest map is set in Germania 356AD I made entirely by myself (well, 'Outlander' from Meiji TW gave me a starting setup!) with the help of Werety for the smooth coasts again. It features the struggling Roman province of Gaul under Emperor Julian the Apostate, being invaded by all kinds of Germanic plunderers. It moves through time in 5 turns (exactly like Britain 550) and it is still a work in progress, however it features a ton of new features (well, in this case, hindrances!) to make governing Gaul more troublesome for the Roman player 👹

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MAP AND UI IMPROVEMENTS

Our campaign map has been extensively beautified, with new vegetation models and custom ground tiles.

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But we've also reworked the entire event pic databases, making the mod much more beautiful and visually consistent to play.

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Our resident Scholar Benfras has also made around 70 (!) unique buildings that feature all over the map, highlighting unique regional landmarks that influence the way a province works.

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UNIT MODELS

Our newest team member, PythagoreanBeans has kitbashed a truly staggering amount of units for the Roman, Brittonic and Germanic units. The results can be seen in the previous three articles which highlight those huge visual upgrades extensively.

As we've been working for six months (and arguably more intensively than ever) it's hard to list every change we've made and I've no doubt forgotten a bunch. I might update this article when I think of them :)
In any case: enjoy the new update which will be only later today!

Dev Diary: Continental Germanic Unit Redo

Dev Diary: Continental Germanic Unit Redo

Feature 1 comment

In this Dev Diary I'm gonna explain our thought process behind our grand overhaul of all Continental Germanic units, led by PythagoreanBeans!

Dev Diary: North Sea Germanic Unit Overhaul

Dev Diary: North Sea Germanic Unit Overhaul

Feature 3 comments

In this Dev Diary I'm going to update you guys on how PythagoreanBeans and me redid the Anglo-Saxon, Frisian and Danish unit models. Their rosters are...

Insularis Draco Faction Overview

Insularis Draco Faction Overview

Feature

In the upcoming INSULARIS DRACO mod, you can control any of 30 factions vying for control in North-Western Europe, 452AD. Read about the available factions...

New Features

New Features

News

An update on where we are with the mod. Historical Battles are now working, battlemap UI is redone, I redid the situation in Brittany, Pictish Crossbowmen...

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Insularis Draco 1.0

Insularis Draco 1.0

Full Version 28 comments

Full, stable, Stand-alone and ready to plop into your 'mods' folder. The current release of 'Insularis Draco'. A huge number of substantial updates and...

Uncial Fonts Pack

Uncial Fonts Pack

Patch 6 comments

Replaces the in-game fonts with some more period-accurate Uncial/Carolingian Minuscule fonts (well, technically, the exact fonts reflect the script used...

Insularis Draco Updated Beta

Insularis Draco Updated Beta

Full Version 56 comments

Mod-foldered, standalone version of the mod. Small-scale hotfixes can be found on the Discord server. This version boasts three stable fully playable...

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Guest
Guest - - 700,166 comments

I would be interested in seeing a credits section listing all the music you use for the mod because I want those tunes for myself! ahah

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Urbgen Creator
Urbgen - - 209 comments

Hey, I'm a musician myself so I'm glad to know people appreciate my curating of the music. I don't know if it works that way on a different OS but when I preview the tracks in data/sounds/music I see the original titles. Give it a go maybe?

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Guest
Guest - - 700,166 comments

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Optimas
Optimas - - 10 comments

I have a question to the barbaricum campain. Will there come a hunnic Invasion in the later period?

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Urbgen Creator
Urbgen - - 209 comments

Hey, no, that campaign (Barbaricum 356) only goes until 406 when the Vandals crossed the frozen Rhine, but we don't have the faction slots to add those, sadly. Having them there as an end-game challenge would be amazing, though, but sadly there's nothing to be done.

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Optimas
Optimas - - 10 comments

Will the Vandals play a important role? Maybe as free people armys how pillage roman lands?

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Etruxx
Etruxx - - 2 comments

Is it intended that even though their descriptions state they're able to many Britannic kingdoms cant actually convert to pagan faiths? For example Dumnonia states they can convert to either roman or Insular paganism but they aren't able to build roman temples and can only construct the pagan wicker festival but not its prerequisite buildings. Loving the campaign besides this.

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Urbgen Creator
Urbgen - - 209 comments

I'm afraid this was an oversight on my part. I've just checked and they were indeed missing. If you want to amend it for your own campaign you can still do so:
Go to data/export_descr_buildings.txt and find the temple_of_hunting and temple_of_violence chains. In the 'requires factions {' part add 'russia' next to 'egypt' for both building chains and you'll be able to construct both, leading to a conversion to Insular Paganism.
The problem is that your faction leader won't automatically convert to what 'he' just decided to build... So all in all this is still a WIP mechanic that only works in a limited way. I was actually working on a grander scale fix for that problem this week: it will now be possible to change your faction leader's religion trait with the same building construction method, but it is also possible that the next king will revert your conversion (if he holds a different faith). If that happens, you'd have to do it again.

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Princeplays
Princeplays - - 4 comments

I'm really excited to try this out! It seems like a promising mod!🔥💯

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Urbgen Creator
Urbgen - - 209 comments

Thanks!
We're getting slowly closer to a new release. A big list of things we've done over the past half year can be found on our discord.

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