If you have a mod and would like a subforum for it, private message a Modding Hex. Links to the profiles of the current Modding Hexes can be found on the staff list.

*subject to the discretion of the administration.

Requesting a forum; First you must open a thread in the mod threads forum (here) or provide a link to an existing thread here at TWC for your mod, the thread is required to run for a period of no less than three months before review (depends on amount of work done). This is so the Administration can see how your mod and team is progressing, there is no guarantee that you will be successful in obtaining a forum at the end of this period. *Evidence of substantive areas of work actually completed in game ready format will be required - proposals at research stage only are unlikely to be granted forum. Links to external Mod sites will be taken into consideration.

It is also suggested you read this thread.

If you think you fulfill the criteria already then fill in the form underneath and attach it to your request, otherwise a form will be provided to you in the response if you are eligible.

Spoiler for the comprehensive application form

Mod Subforum Header
Mod Name: The mod's full name (and it's acronym in parentheses, if it has one), hyperlinked to release thread.

Platform: Rome 2

Era: The mod's timeframe and setting in 5-7 words.

Description: Mod description - this goes into the forum header

Latest Build: Mod's latest main build release name/version.

Latest Patch: Mod's latest patch release name/version.

Wiki Page: Link to the mod's TWC Wiki page. (Optional)

Mod & Team
Mod Goal: Description of the mod's planned purpose, timeframe, features (150-300 words)

Team Leader(s): Name(s) of mod leader(s), hyperlinked to TWC profile(s) if existing.

Team Members: List of other team members, hyperlinked to their TWC profiles if existing.

Team Positions:
• DB Editing: Name and pp of team's coder(s)
• Stratpos Editing: Name and pp of team's mapper(s)
• 2d Art: Name and pp of team's 2d artist(s)
• 3D Modeling: Name and pp of team's modeler(s)
• Animation: Name and pp of team's animator(s)
• Skinning: Name and pp of team's skinner(s)
• Mapping: Name and pp of team's battle or campaign mapper(s)
• Scripting: Name and pp of team's scripter(s)
• AI: Name and pp of team's coder(s)
• Research: Name and pp of team's researcher(s)
• SFX\Music editing: Name and pp of team's composer\SFX editor(s)

Note: Depending on the scope of your mod, you will imperatively need to fill some key positions with a number of stable "full-time" members. The type of positions and the number of required members varies depending on the mod's type, scale and purpose and also the members' apparent skill level. A member may fulfill multiple roles.

Proposed Local Mods: Names of the proposed Local Moderators for the mod subforum and links to their profile page.

Note: Remember you are expected to and given the trust to run your own forums, so chose carefully your chosen local moderators. Members who have outstanding warnings in any areas of TWC will not be given local mod privileges, but exceptions are subject to the discretion of the administration.

*Replace the italicised text with your own.

Mod Status
Research: Includes historical research, concept art, names, quotes, lore, general ideas etc
Intended Level: None/Low/Average/In-depth
Percentage Completed: None/Small/Average/High/Ready

3D Units\Buildings & Animation: Includes new or modification of existing 3D models, skins, animation etc
Intended to use: Vanilla/Few Editions/Some Editions/Many Editions/All New
Percentage Completed: None/Small/Average/High/Ready

DB Editing: Includes editing of DB values in various DB tables of the game. Like, addition of new units, balancing of unit stats, morale, upkeep, accuracy of missile units, new buildings & building trees. And certain misc changes like change of whether effects etc.
Intended Complexity Level: Basic/Average/Advanced
Percentage Completed: None/Small/Average/High/Ready

Stratpos Editing: Includes modification that involves things like turn times, army sizes, where they're positioned & where settlements are positioned.
Intended Complexity Level: Basic/Average/Advanced
Percentage Completed: None/Small/Average/High/Ready

Mapping: Includes modification of campaign map & new battle maps for custom battles. It also includes complete map overhaul (supported in Total War Shogun II), like implementation of new provinces, change of locations or an entire new map etc.
Intended Complexity Level: Average/Advanced
Percentage Completed: None/Small/Average/High/Ready

Campaign Mechanics: Includes DB editing pertaining to any campaign map mechanics like faction diplomacy, technologies, character traits\ancillaries, settlements, income modifiers, buildings etc.
Intended to use: Vanilla/Edited Vanilla/Borrowed/Edited Borrowed/New
Percentage Completed: None/Small/Average/High/Ready

Scripting: Includes any lua scripting that your mod might have to modify an existing feature or implement a complete new one.
Intended to use: None/Basic/Advanced
Percentage Completed: None/Small/Average/High/Ready

2D Art: Includes UI cards, interface, banners, misc textures etc
Intended to use: Vanilla/Few Editions/Some Editions/Many Editions/All New
Percentage Completed: None/Small/Average/High/Ready

AI: Includes any modification affecting the behaviour of CAI (Campaign AI) & BAI (Battle AI). Modification of AI is very limited though there are some possibilties to affect its behaviour by tweaking some things like recruitment priorities and overarching modifiers in NTW. In shogun 2, we have things like faction behaviour based on profiles like super aggressive, loves diplomacy, unique & individual recruitment, tech and building priorities which overall affects the CAI behaviour.
Intended to use: None/Few Editions/Some Editions
Percentage Completed: None/Small/Average/High/Ready

SFX\Music: Includes modification of existing in game sound effects and addition of new soundtracks\music in the game.
Intended to use: Vanilla/Edited Vanilla/New
Percentage Completed: None/Small/Average/High/Ready

Note: Please be wary of copyrighted soundtracks.

*
Replace the italicised text with your own, deleting the options that do NOT correspond to your mod's status.

Note: The purpose of this part of the form is to get an idea of the team's plans of the mod and how far along it is estimated to be in terms of content completion. Make sure your answers correspond to reality, it will not help the application if you provide inaccurate information.

Should a development forum become inactive for an extended period of time (in excess of six months) the administration will post a request for proof of activity. If no reply is received within a week the administration will move the development forum to the morgue, the mod will remain there until a team member requests reinstatement which will be held at the discretion of the administration.
Mod Registry



Mod Name:

Mod Platform: Rome 2
Release Status:
Mod creator\team leaders:
Mod team members:
Mod Description: (3-4 sentences):
Other info on mod:
Forum link(s): to be provided by administrator
Download link(s):
Permissions: (see definitions below)

Permission Statements

Use the bolded definition in the mod registry form

Personal use only.
This means that the creator wishes that under no circumstances can elements of their work be included in other mods, Permission may be sought but refusal is likely.
Free to use.
This means that all elements of the Creators work are free to use, though it is common courtesy to give accreditation.
Permission by request only.
This means that permission must be sought to use any elements of the creators work, this is to cover instances where the creator wishes to keep certain elements (ie; use of names) at their discretion.
Accreditation
It is common courtesy to give accreditation to any work done by another modder which is included in your work.