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Thread: DLV 6.2 Features (text from the Handbook)

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    Default DLV 6.2 Features (text from the Handbook)

    Deus lo Vult

    Mod
    for
    Medieval Total War II
    Kingdoms Patch 1.5
    Version 6.2
    25/09/2009

    0. Overview: 4
    1. Campaign 4
    1.0 Overview 4
    1.1 Campaign Map 6
    1.2. New DLV Factions: 11
    1.3 More Mercenaries! 16
    1.4 Campaign AI 16
    1.5 Roleplay Elements 16
    1.5.1. Regional Heraldic Titles 16
    1.5.2. Career Decision: Governor or General + Education 17
    1.5.3 Career Systems: Heraldic Rank System + Magistrat System 21
    1.5.4. Trait dependent Horse Unit Recruitement 23
    1.5.5. Point System 25
    1.5.5. Crowns and Royal Banners 28
    1.5.6. Legendary Swords 28
    1.5.7. Command Experience 29
    1.5.8. Age Mod 29
    1.5.9. Misery and Misfortune 29
    1.5.10. Revised Trait System: Bloodlines, Naval,… 29
    1.5.11. DLV AI Garrisons 30
    1.5.12. Civil War simulation thanks to BBB mod + Drakkens enhancements 32
    1.5.13. Armed Insurrections 35
    1.6 Strategical and Logistical elements 36
    1.6.1. Field Army Costs 36
    1.6.3. Growing Settlement Maintenance Costs 37
    1.6.4. Supply Simulation (thanks to Byg) 37
    1.6.5. Religion dependent Recruitement 40
    1.6.6. Population restricted Recruitement 41
    1.6.7. Trait restricted Recruitement 43
    1.7 Historical and Dynamic Game Events 44
    1.7.1. Static Historical Events 44
    1.7.2. Campaign Info Events 44
    1.7.3. Stochastic Economic Events 44
    1.7.4. Economic Status Screen + Inflation 45
    1.7.5. Investing 46
    1.7.6. Credit System (replaces old moneylender) 48
    1.7.7. Crown Duty 50
    1.7.8. Interactive Medieval Events 51
    1.8 Building's Techtree 53
    1.8.1. Overview 53
    1.8.2. Resourcedependent Buildings (Isilendil, Kivals) 55
    1.8.3. Wonder Buildings 56
    1.8.4. Mercenary Buildings 56
    1.8.5. Religious Order Buildings 56
    1.8.6. Other Buildings 57
    1.9 Historical Character names CNP 57
    2. Battle Mechanics 57
    3 Graphical enhancements 58
    4.0 Helpful Hints 58
    4.1. How to accelerate the campaign turns ? 59
    4.2 General Gameplay Hints 59
    4.3 Bug Problems 59
    4.4 Settlement View Script (thanks alpaca) 59
    5.5 Thank You List 60


    0. Overview:

    only for Kingdoms + Patch 1.5 !

    The Mod Deus lo Vult (DLV) 6.2 is a CIVlike enhancement for Medieval Total War II Kingdoms, giving the player the possibility to write his personal history and requiring a lot more strategic thinking during game play.

    1. Personal Activation of the DLV features: in each campaign can the player decide which of the DLV features he wants to activate
    2. Many more factions (reskinned) playable on a very large campaign map: + ireland, armenia, lithuania, teutonic order, flanders, norway, kingdom of Jerusalem, Georgia, hedjaz tribes
    3. More medieval + graphical elements (remember MTW I): Heraldic Titles, Civil War,...
    4. Roleplaying: Characters (Generals, Princes,...) have a more medieval based trait and ancillary system. The player will be more attached emotionally to his characters because he has to make a lot of decisions during the lifecycle: education, training, governor and military ranks, prison, retirement
    5. Economical System: Many new ressourcedependent economical buildings as joiner_shop, sawmill, vineyard,... give the game a CIV like touch. Positive and negative economical events have repercussions on the effectivity of these buildings and result in a general economic status: boom ….crisis
    New Investment and credit system
    6. Interactivity: The player has to make a lot of decisions regarding interactive events (economical, medieval as trade fairs, religious councils, Royal Hunt...) and collecting governmental\military points to achieve an settlement advancement during his game.
    7. more logistical\strategic parameters than the standard ones (money): If you put your army into field you have to think of supply lines or they will become unmovable, population restrictions: you can't recruit armies in endless numbers because it is restricted by your actual settlement levels, high field costs for your troops in enemy land and during sieges does require to think about the best placement of your armies,...
    8. Advanced Battle and Campaign System: new battle animations,

    All Units, Map, Traits, Buildings Info under: thanks to Honga !!!
    http://totalwar.honga.net/faction.php?v=dlv6



    1. Campaign
    1.0 Overview

    There are 2 Campaigns in DLV:
    - imperial (main) campaign: full featured DLV scripts
    - custom campaigns
    o Historical Campaign: by Lord_ET: historic correct faction sizes and settlement levels


    The DLV Default Campaign is set up to be a slower build, more "Civ" like experience. You can expect lots of rebel stacks to slow you down in the beginning, " Hoops" you need to jump through to build certain important buildings and a high emphasis on "role-playing" game dynamics.

    The Historical Campaign which is accessable from the Custom Campaign screen, emphasises more historical starting positions for factions and royal family members. There are fewer rebel territories at the begining of the game. Weak factions are weaker, strong factions are stronger and you will find yourself in conflict with the AI earlier in the game.


    First Turn Decisions for the player:

    For each campaign can the player activate only the features of DLV he really wants to use:

     Activate Garrison Script: yes\no
    The AI is bad in protecting their settlements with sufficient troop numbers. So this script will spawn additional troops if you siege or assault an AI settlement. It's a simulation of the flooding of threatend settlements by support troops from the countryside just before the siege. The troops will not spawn every siege attempt from yours. They will be spawned even if you attack directly the settlement.
     Activate money support for the AI: yes\no
    The AI is bad in economics. It will plunge soon into debt and higher development could stop. So this DLV script gives additional money to small AI factions on the brink of extinction. Although it will give big moneyinfusions every 40 turns (if treasury < 20000) to all AI factions to avoid stall effects.
     Activate Fieldcosts: yes\no
    If you say yes to this option you will receive additional costs for having armies and agents in enemy territory as well as addition costs when you siege enemy settlements. This option is to add some realism to game play decisions. It was expensive to wage war in medieval times!
     Activate Settlement Costs: yes\no
    Maintenance and repairing your settlement costs additional money
     Activate Military\Governor Point System: yes\no
    If you say 'Yes' DLV will require you to use your characters intelligently to acquire Military and Government Points. Without these points you will be unable to upgrade your settlements
     Activate Population recruitement restriction: yes\no
    Your ability to recruit troops will be limited to the size of your settlements and the quality of the troops you have already recruited. It makes the campaign considerably more difficult and forces you to make tough decisions regarding which settlements to upgrade and what troops your should be recruiting
     Activate Trait based Cavalry recruitement restriction: yes\no
    Any buildings can only be constructed if you have a character (general or governor) in your settlement. Cavalry troops are the most valuable troops on the battlefield, so your general needs the adequate military career trait level in the higher stable buildings (> stables) in castles to recruit the higher cavalry troops.
    Calculation is based on the actual real governor in the castle !!!
     Decide Standard DLV Faction Relations : yes\no
    If you decide no, all factions will start with neutral relationships
     Decide AI Playstyle: Crazy Total War or standard DLV CIV like



    1.1 Campaign Map

    Imperial Campaign:



    Historical Campaign: :



    DLV uses the bigmap from Spurius but with more new regions (baltic, spain, anatolia...)
    - more space results in more field battles
    - adapted many elements as rivers, climates,....
    - new models for Resources (thanks to Maced0n from MetroNavalMod)
    - new strat models for sea blockade, siege and trade routes thanks to riczu74
    - historical provinces names: thanks to wanderingwayne
    - reduced winter movements
    - adapted america map fromMiak
    - Isilendil and Tyre: new strat models: faction leader, heir, general, captain….
    - many (> 200) permanent stone forts in all campaigns


    Map Screenshots

    England



    Navigable River: Danube






    Scandinavia


    Caucasus









    North Italy

    Jerusalem










    Spain


    North America










    1.2. New DLV Factions:


    Playable Factions:




    Historically accurate Character Names (CNP 3.0)
    All Factions are hording (as in BI) after capture of their last settlement)

    Georgia: from Knights of Honours Mod 5.0 : orthodox





    Norway: from Kingdoms: catholic



    Flanders: catholic
    strong unique infantry units thanks to DeZzErX



    Kievan Rus: thanks to Boicote



    Ireland: very unique units thanks to Rob the celt and sb2ean


    Lithuania: pagan with priests and perkunas temple: thanks to Boicote, MadTao



    Temples






    Teutonic Order: thanks to Juggernawt, Rex Cobalt



    Armenia: thanks to sb2ean



    Kingdom of Jerusalem: thanks to Boicote



    Desert Tribes: Hedjaz thanks to sb2ean



    Modified Factions:
    - mongols: pagan with priests and temples



    Kingdom Units

    byzantium
    .greek_firethrower
    egypt
    .dismounted_ghulams
    .ghulams
    elo
    .edessan_squires
    .edessan_guard
    teutons
    .ritterbruder
    .clergymen
    .prussian_archers
    .order_spearmen
    .dismounted_ritterbruder
    ireland
    .calivermen
    .mounted calivermen
    turks
    .hasham
    .dismounted_hasham


    Office and Flagbearer mod: thanks to Isilendil and Niko


    1.3 More Mercenaries!

    We've adjusted the merc recruiting files so now you'll be able to hire more advanced and more interesting mercenaries sooner in the game. Welsh longbows are available at game start...just one example.


    1.4 Campaign AI

    uses GrandViz Ultimate AI 1.6: http://www.twcenter.net/forums/showthread.php?t=97021
    - special win conditions; factions have specific goals
    - survival money infusion script for very small factions
    - Added a little money inflation effect for player and AI
    - More effective and active rebels


    1.5 Roleplay Elements
    1.5.1. Regional Heraldic Titles

    Tokus has crafted new Heraldic ancillaries for all Regions (vanilla and Big Map expanded), Swords, Crowns and Royal Banners, and Banners for the Heraldic Rank System (Catholic, Greek and Islamic). These are beautiful in game…here’s a screenie:






    1.5.2. Career Decision: Governor or General + Education

    Governor or General ?? (thanks to Zapppa) only for the starting characters
    Is it will force the player to choose a career path for each of his family- members. The paths are either General or Governor. The idea behind this mod is that there is only so much time to raise a child into a certain career. You cannot have him squire a knight on campaigns and have him apprentice a governor at the same time during his childhood.
    To choose a path, in the very first turn after getting a new general put the character inside a city/castle to become a 'Governor' or outside in the field to become a 'General'. Once the path is chosen, the character will remain in that path forever. A career general will get bonuses to command and morale, but penalties to governing and a career Governor the other way around.
    If a legendary general has a son, he will force him to tread in his footsteps and become a general as well. Depending on the traits of the son, he will resist, or relish in his forced career. However, even the greatest dork can become a real commander with enough experience.
    Characters that are adopted or married to a princess will have their careers chosen for them. Traits are taken into account, so natural military geniuses will always be generals and pencil pushers will be governors.
    If several characters are in one settlement, the TW automatic choose of the real governor will be the DLV governor because of his higher piety levels than the DLV general with low piety level.




    Student Education (Belgae, StrikeQ ) for all young come to age characters
    Now your freshly matured family members (16 years old) have a "student" trait. To start the student career you need certain education buildings in the settlement.
    • Send them off to a city (>= large town) in their first turn to enjoy a civilian education, preparing for a career as city governor. You need a scholarium building (madrasah) to educate.
    • Send them to a castle (>= large town) to have them choose a military education, preparing for a career as army general. You need a drill square building to educate.
    • Send them in the wild, and they will become... duh, wild.
    Once chosen their education, your students have to stay in the settlement with the corresponding education buildings until the age of 21, to attend classes during 10 turns and to reach 5 levels of education:
    - Scholaris
    - Scholaris Simplex
    - Baccalaureus Artium
    - Magister Artium
    - Doctor Philosophiae



    Depending on the degree of education the character will collect more positive traits in the future.

    Failing this will lead to get the negative trait: “skipped school “ which will collect more BAD traits in the future. Be careful when spreading your family members around the world. Make sure they are close enough to the right settlement with the correct education buildings (scholarium, drill square) when their sons come of age!

    Most potential new family members proposed for adoption or marriage will already have had a training and have a career. Some very few will just be bums, though. Watch out!

    The already mature family members at the start of the game can choose a career by staying in a town (career governor) or outside (career general), just like in standard DLV (see above: Governor or General)

    Added triggers for various buildings
    -Depending on the buildings in the settlement, a student has an increased chance of good traits while studying.
    --For example, if there is a market in the city there is an increased chance for GoodTrader and GoodTaxman traits (as well as others) for both cities and castles




    Field Education + Teaching Generals
    Added field training for military students. Those family members who graduate from military school will have the next 5 years for in the field training where they can learn from an experienced general.
    --To obtain field training the student must end the turn in the wilderness and must be standing next to the general he wishes to learn from. The "teacher" can be in a settlement in which case the student must end turn standing next to the settlement but still outside.
    -- They cannot be in the same army for this to work
    -- You can learn Command, Loyalty, Chivalry, Dread, and Piety from more experienced generals and governors
    -- You can only learn so much without trial by combat (a la you're limited to how many increases you can obtain during field training)
    -- The "teacher" must have at least 4 of the given attribute, with increased chances to learn if the teacher has 6 or 8 of the given attribute


    Retire old Generals:
    If Generals are getting over the age of 60 they are too old for the battlefield and you can retire them into governors.
    Nobles over the age of 60 must travel to the capitol to seek an audience with the King to receive a retirement decision . If they end their turn in the capitol with a building >= town_hall, and the King is present, then a window will popup “Retirering General”.
    Open the character overview panel and click on the retirement character. A window will pop up “Retire this general ?” and you have to decide:
    - Yes:
    This honorable general will be retired and continue to do his excellent work as a governor
    The retirement and governor inauguration procedure cost 1000 Fl.
    - No:
    We need your excellent capabilities on the battlefield. So your retirement wish will be refused!
















































    1.5.3 Career Systems: Heraldic Rank System + Magistrat System

    Military Career: Heraldic Rank System

    Available for European Factions (Squire-Knight-Knight Banneret-Knight Commander- Knight Grand Cross) and expanded to now include Byzantine, Moors, Egyptian and Turkish factions. Byzantine and Islamic factions have unique rank names.

    a. Ranks of low station (Squire & Knight) have negative morale effect

    b. Knight Bannerets and above get positive traits and banners (Imperial Army Banner or Banner of the Prophet) at Rank 4 (Knight Commander equivalent)Banners with positive morale boost -- 54 unique banner ancillaries by Tokus*Maximus: 40 for Knight Bannerets, 10 for Knight Commanders, 4 for Knights Grand Cross




    c. Epithets for Knight Commanders and KGCs

    Promotions to the next rank can now come through three means:
    - Campaign Experience (time in the saddle),
    - Heroic Victory (%chance),
    - Command Experience (more battles where led, higher % chance of promotion).
    Here's a screenie that gives the full description of the Heraldic Rank System :





    Governor Career : Magistrat Rank System







    1.5.4. Trait dependent Horse Unit Recruitement
    During the Middle Ages Cavalry troops have been the most valuable troops on the battlefield. Only knight had the right\money to use horses on the battlefield.
    So your general needs the adequate military career trait level in the higher stable buildings (> stables) in castles to recruit higher horse units.
    Calculation is based on the actual real governor in the castle !!!
    No trait  all cavalry troops in stables are recruitable
    Knight--> knights_stables troops
    Banneret --> barons_stables troops
    Commander --> earls_stables troops
    GrandCross --> kings_stables troops
    Faction Leader + Crown --> kings_stables troops




    1.5.5. Point System


    The player can collect government points (gov_points) and military points (mil_points) depending on his actions. Higher settlement levels can only be achieved by adequate point levels: No points no upgrading (even if the other population requirements are fullfilled):
    Point requirements:
    You you need only once to cross the point limit to enable the buildings. Even if you loose again the necessary points you will still be able to construct the building.
    City upgrade:
    - Corn Exchange: gov_points > 10
    - Market: gov_points > 30
    - Fairground: gov_points > 60
    - Great Market: gov_points > 100
    Castle upgrade:
    - Garrison Quarters: mil_points > 10
    - Drill Square: mil_points > 30
    - Baracks: mil_points > 60
    - Armoury: mil_points > 100



    Dependent on your economical or political actions as a governor you can win or loose Governmental Points !
    - LeaderMissionSuccess, LeaderMissionFailed: +1, -1
    - SettlementLoyaltyLevel: -1 for lower than “happy”
    - CityRebels: -2
    - BecomesFactionLeader: -1
    - PopeAcceptsCrusadeTarget: +1
    - PopeRejectsCrusadeTarget: -1
    - CharacterMarriesPrincess: +1
    - PriestBecomesHeretic: -1
    - CardinalPromoted: +1
    - CardinalRemoved: -1
    - InquisitorAppointed: +1
    - SettlementUpgraded: +1
    - GuildUpgraded: +1
    - GuildDestroyed: -1
    - FactionNewCapital: -1
    - FactionAllianceDeclared: +1
    - FactionTradeAgreementMade: +1
    - VotedForPope: +1
    - FactionExcommunicated: -3
    - FactionBreakAlliance: -2
    - Treasury: < 0, > 50000, : -1,+1
    - MissionSucceeded: AssassinationMission, SabotageMission, DiplomacyMission: all +1
    - Events: Trade Fair +1, Royal_Justice +1, Dungeon -1, War Draft -1, Gambler -2
    - Each Governor Ancillary: Ring, Coin ,Key each +1 per turn
    - FactionleaderTraits: Offensive to Nobles -10, Inspire Civil War -20 once
    - Generals Disobedient: Disobeys His Liege -1, Rebels ! -2 each turn
    - Build wooden_wall, stone_wall, large_stone_wall, huge_stone_wall: -1, -2, -3, -4 each and once
    - every large_stone_wall, huge_stone_wall: -1, -2 each turn

    Dependent on your military actions as a general you can win or loose your Military Points !
    - LeaderMissionSuccess, LeaderMissionFailed: +1, -1
    - ArmyTakesCrusadeTarget: +1
    - UnitsDesertCrusade: -1
    - GeneralJoinCrusade: +1
    - GeneralAbandonCrusade: -1
    - GeneralArrivesCrusadeTargetRegion: +1
    - GeneralTakesCrusadeTarget: +5
    - GeneralCapture(loose)Settlement: +-1, +-2, +-3, +-4
    - SackSettlement: +1 (-1 gov)
    - ExterminatePopulation: +1 (-2 gov)
    - FactionWarDeclared: +1 (-1 gov)
    - LeaderDestroyedFaction: +5
    - Events: Tournament +1, Royal_hunt +1
    - Win, Loose Battle (Odds < 0.5, > 0.5, > 1): +-1, +-2, +-3
    - Each General Flag Ancillary: Knight banner, Banneret, ……, Coin ,Key each +1 per turn
    - Build wooden_castle, castle, fortress, citadel: -1, -2, -3, -4 each and only once
    - every fortress, citadel: -1, -2 each turn

    To get an overview regarding your actual point status click on the button “show faction ranking scroll” (click again if you see the normal ranking popup). You only get the 2 popups if you have more than 0 points.



















    If your Factionleader has the Trait “Inspire civil War” and und you have 0 gov_points
     expect the worst


    1.5.5. Crowns and Royal Banners

    The “Faction Leader” and “Faction Heir” traits have been changed to confer only a Personal Security benefit. Command, Authority, Piety, Morale, etc. benefits are now conferred by the Crown and Royal Banner. Both the Faction Leader and Heir receive a Royal Banner ancillary at time of promotion (the Heir keeps the one he has when promoted to Faction Leader). The Royal Banner confers a morale bonus, and possibly other goodies depending on faction (the Russian royal banner gives a movement bonus to speed crossing those wide expanses).




    Crowns have unique names and benefits per faction. The French king wears the Crown of Charlemagne. For the player (only), the Faction Leader must end his turn in the faction’s original capitol to be crowned. The new English king would have to return to London, the French king to Paris, etc. Since I can’t teach the AI to do this, new AI Faction leaders have a % chance each turn to be crowned King (Emperor, Caliph, etc.) If you lose your original capitol, you can’t have new kings crowned until you retake it. If you destroy an enemy faction, your faction leader can take its crown by ending his turn in its former capitol (Catholic Kings [+Russia] can take Catholic crowns, Islamic leaders can take Islamic crowns…only the Greeks can be Byzantine Emperor). You might also take a faction’s crown if you take its capitol and its new faction leader has not yet been crowned…all sorts of interesting possibilities open: “Hey, Louis, I’ve got your capitol and your crown…come take it back.” NOTE: leaving your king uncrowned can lead to rebellion! (Can trigger the "Offensive to Nobles" trait from Blood, Broads and Bastards! 1.9)


    1.5.6. Legendary Swords

    Twenty new legendary sword ancillaries for your generals to wield including Mohammed's swords Al- Battar "the Beater", Dhu'l Fakar "the Trenchant", Halef "the Deadly", and Medham "the Keen"; El Cid's swords Colada and Tizona; and Charlemagne's Joyeuse. Swords can be taken from enemy generals defeated in battle or inherited from a father that has shuffled off this mortal coil. One restriction, a general can only possess one legendary sword at a time. More role playing goodness
    than ever before.




    1.5.7. Command Experience

    by Oda Nobunaga. Generals now have a trait that records number of battles in which they have led the army. Generals which have never or seldom led an army in battle get Authority and Hit Point penalties (they don't know how to handle themselves on the battlefield..."My liege, don't ride in front of the archers when they're firing...Doh!"). This trait improves by commanding more battles. Royal heirs who just sit in their castles waiting to be crowned King start off with an Authority penalty as a result..."get out there and lead boy!"


    1.5.8. Age Mod

    By GAFH modder, with some DLV twists. Characters lose initiative (movement points) as they age (god, I know I do). Of course young characters have the least campaign experience and lowest heraldic ranks...so there are benefits to the wisdom age brings. Characters are also more likely to have children when young. Age and Traits are not correlated 100 % correctly because of game engine restrictions.

    1.5.9. Misery and Misfortune

    Generals in the field can fall prey to illness from the rigors of campaigning. Generals with the trait "Hypochondriac" fall ill more often, while those with Hale and Hearty traits seem never to fall ill. Disease carries with it command, movement and fertility penalties. Generals can recover from illness, particularly if they seek out a settlement for treatment and recuperation. In addition, wives can experience difficult births which can decrease their chances of ever having another child. And sometimes couples have no children for some reason known only to the Almighty.

    1.5.10. Revised Trait System: Bloodlines, Naval,…

    Blood Broad Bastard 2.1 (not all): thanks to Dearmad's and Pnutmaster
    Privy Council members:
    Chancellor, Privy Seal, Seneschal, Chamberlain, Marshall, Master of the Horse, Steward, Treasurer,

    Lineage:
    All sons and daughters of the starting faction leaders have royal blood traits specific to their faction.
    Males pass on their royal blood directly. A character that marries a princess possessing a royal blood trait will sire children with a royal relations trait that signifies the nationality of his/her mother.
    Characters without one of faction specific royal blood traits have a chance of reaching 'royal' status through a means other than marriage.
    To be recognized as a founder of an independent royal house, a character without one of the 'Of X Blood' traits must become king. His descendants will thus be recognized members of a royal house.

    Naval Mod: 1.1: thanks to Hephaistos
    - New ancillaries for admirals like compasses, fall guys and historical persons like Alvise Catamosto.
    - New traits for admirals like marriage, nearsight, pirate hunter, founder of the Hanseatic League, smuggling and a few titles.
    - A system of naval ranks, which are not historical correct but do add much role play.

    Zapppa's Death mod:
    Added death of natural causes variability mod. Any character can now die of natural causes as early as 50 years old leading up to 110 max. No more predictable characters deaths at 62 y/o.


    1.5.11. DLV AI Garrisons

    All settlements now raise garrisons for their defense when besieged, depending on the faction owner. Garrisons are raised only on AI side if they are attacked by the player. No Garrison if the player is sieged !!
    In fact, every settlement has a unique garrison scheme. The garrison is raised at the time an invading army lays siege so having a spy open the gates or bringing up your own siege equipment does not bypass the garrison. This simulates the idea that the feudal system was basically a system for defense (standing armies being very expensive) and on the approach of an invading army, the knights, yeomanry and peasantry in the settlement and surrounding countryside rally to the defense. The size of the garrison depends not only on the importance of the settlement but the local zeal of the citizenry. [I’ll use the English faction to illustrate.]
    Garrison sizes:

    •Great Cities (including capitols): 12+ companies; [London]
    •Homelands (usually starting regions for the faction): 9+ companies; [Nottingham, Caen]
    •Strongly Aligned: 6+ companies; [York, Southampton]
    •Weakly Aligned: 3+ companies; [Wales, Southern Ireland, Rennes (Brittany), Burges]



    Before: Bonnie Prince Edward marches on Nottingham defended by 8 English companies



    After: 9 more English companies join in the defense as Prince Edward's Scots lay siege -- this all occurs during the same turn
    Alexandria, Cairo, Edessa, Jerusalem, Antioch…those are all “Great Cities,” so crusading armies’ victories will be hard won. Garrisons are generated only once per siege (at the instant the settlement is besieged), but will respawn if the siege is broken and the city is besieged again later (more defenders pour in from the hinterlands). Garrisons usually consist of early-era units to simulate every able bodied (and some not so able bodied) man being pressed into action. However that doesn’t mean they’ll be a pushover…Constantinople has two hardened companies of Varangian Guards as part of the garrison that will defend the city for the Emperor.
    The garrison script owes much to Niko’s Hard Mod garrison script, but has been streamlined to keep the overhead low.




    1.5.12. Civil War simulation thanks to BBB mod + Drakkens enhancements

    Rebellion:
    Nobels can rebel, create unrest and become quite immobile and don't obey orders if
    - a King gets his Faction excommunicated and his piety is not high
    - a King runs his Kingdom's treasury into the ground
    - the larger an Empire the greater the chance: those further afield from the capital are getting more unloyal (Crusaders are immune) which is reversible
    - stripping your nobles of their titles
    - a new King ascends to the throne, particularly if he has low Authority
    - a new King is uncrowned (has not returned to the capitol or already has 8 ancillaries [transfer some of them to another character])

    Offends the Nobility\Inspire Civil War\Gov_Point budget
    There are 3 Trait Levels of your Factionleader:
    - Offend the Nobility: you loose -10 gov_points: civil war prepare
    - Inspire Civil War : you loose -20 gov_points: civil war starts
    - Inspire Civil War + 0 gov_points for several turns: civil war total: Rebel insurrections + Neighbour Factions could try to attack



    The key is to look for the Faction Leader trait: "Offends the Nobility." You'll get an announcement in the Faction Announcements when/if this occurs. At that point you must move quickly. As long as the Faction Leader has the Offends trait, generals will choose sides either becoming loyal or disloyal to their Liege (this includes any Coming of Age, Adopted or Married in Generals that join your royal family later).
    - Get the disloyal generals out of army command and governor positions.
    - pair them with loyal generals
    - send them to the battlefield: will slowly increase their loyalty
    - Assassinate them, make them Commodores (passengers) of 1 ship navies and send them out to hunt pirates...just get rid of them, or sit on them (put them under a loyal governor) and hope they come to their senses at the next change of King.
    - Don't let them marry, because their children can carry on the Father's disloyalty to the King.
    - Civil war can now be headed off with quick action (at least there's a chance):If your King is in the capitol, is crowned & and has Authority >5*, there is a % chance each turn that he will lose the trait "Offends the Nobility".
    There is a new trait "At the Seat of Power" that gives Faction Leaders +1 Authority when they end their turn in the capitol. Crown, Heraldic Titles, Legendary Swords and winning battles can all boost Authority to reach the required level.

    Thrown into dungeon
    Nobles that have the trait "Disobedient" must travel to the capitol to seek an audience with the King to receive a pardon. If they end their turn in the capitol with a building >= dungeon, and the King is present, then a window will popup “Royal justice”.
    Open the character overview panel and click on the disobedient character. A window will pop up “dungeon or royal pardon ?” and you have to decide:
    - throw the character into the dungeon (the disloyal Noble will receive the trait "Thrown in the Dungeon"...essentially immobile + other bad traits, until released (% chance of release each turn, with average stay in the Dungeon being 5 years (10 turns)).
    - Give the royal pardon and bribe him with 3000 Fl.
    Don’t put several disobedientgenerals at the same time into the settlement or the script mechanism willl not work correctly !


















































    1.5.13. Armed Insurrections

    Keep your capitol city, and any captured capitols, content (yellow face). If the happiness falls to blue or lower, you could soon be facing an armed insurrection from a strong rebel army in that capitol's province.




    1.6 Strategical and Logistical elements


    All Extra costs (field + settlement costs) for the player can be seen in rounded steps of 500 by clicking on the financial details button:









    1.6.1. Field Army Costs

    So why not keep your generals in the field all the time so they can gain campaign experience? Because it costs cold hard florins. Armies in enemy territory can cost a king's ransom, particularly if they are besieging. Here are the costs:
    a. Besieging Army costs 2000fl + 500fl each additional Named General beyond the first
    b. Army in Enemy Territory costs 500fl + 500fl each additional Named General beyond the first
    c. Army in Friendly Territory (outside a settlement) costs 200fl +200fl each additional Named General beyond the first
    d. Army in Fort (captain-led) zero cost (so you can set up forts on the frontier as a defensive strategy)
    e. Army in Fort led by Named General costs 500fl (enemy lands) or 200fl (friendly lands) +500/200 for each additional Named General beyond the first

    1.6.2 Assassin, Priest, Spy, Diplomats, Princess Network Costs


    Assassins and spies now cost 500 Florins per turn when operating outside of friendly territory. This represents bribes to petty officials, pay offs to the gate guards, palm greasing of informants, gratuities for traitors and other sundry expenses incurred when operating in unfriendly territory. Might still be a good investment to send a spy ahead into a target settlement to shorten the siege...and then maybe not. More choices for thee.
    Priests, princess and diplomats cost 300 when operating in enemy territory.


    1.6.3. Growing Settlement Maintenance Costs


    The player incurs increasing costs per settlement as the settlements increase in size. This simulates the greater amount of graft, waste and corruption as cities expand and the annual maintenance costs
    - Town -100, Large Town -200, City -500, Large City -1000, Huge City -2000.
    - Motte and Bailey -100, Wooden Castle -200, Castle -500, Fortress -1000, Citadel -2000


    1.6.4. Supply Simulation (thanks to Byg)


    A Supplies
    Currently an army will begin with and can get fully supplied by spending time in a settlement of greater than 50% own religion, making it not so easy for some newly conquered places.
    Supplies are carried with armies, which decrease with time spent in the field
    Resupply via settlements and Supply Ships. Marching along the coast being supplied from ships is now a reality.
    Foraging. Before you need to consume a portion of your armies supplies you may live off the land - foraging for 2 turns in foreign region and 4 turns in one of your own regions.
    In any foreign territory your army will take supplies from that region, but after 4 turns in any foreign region you will have stolen all there is to steal.
    Your own supplies will then begin to drop by 1/4 and for every further 4 turns you spend in that region.
    If you move to another enemy territory then you can ravage that for 4 turns too.
    If you move rapidly through foreign territory you will not need to use your own supplies. e.g. you could spend 3 turns in enemy territory then move on to greener pastures in another enemy territory.





    You will not be able to top up your supplies with enemy resources, just use them instead of your own to prevent further loss.
    If you are crazy or unfortunate enough to allow your army to fully run out of supplies then you will be hit by a massive penalty that will make your army weak in battles, likely to revolt on the map and unable to keep order in a city if they are capable of taking one.

    When you return to or enter a settlement with a supportive religious population you supplies will recover by 1/4 each turn.
    I will add a one time boost of 1/4 supplies for when you take an unfriendly religious settlement.

    Each region has a limit to how much pillaging (foraging being the polite word) it can sustain. You may for example forage for 1 turn in a foreign region then move to another indefinitely and thereby avoid consuming your own supplies.

    Sieging and long marches in the same region will cost you the most in supply terms.

    *Capture enemy armies' supplies to sustain yourself longer in the field.
    Simply win a battle and steal their supplies to top your own up.
    *Severe penalties for running out of supplies
    No one likes to go hungry. Your generals will get the blame if they run out of supplies. Your troops will become undisciplined as they desperately forage for scraps to survive on.
    *The enemy can prevent you foraging, causing you to use up your supplies.
    *Lose supplies to the enemy when you lose a battle- this is designed so that if you quit the battle in time then you may retreat with supplies intact. Some random factor is used here for how much you lose.

    *Plan your supplies in advance. An enemy region with a vast hinterland could become your toughest target as was so often the case in history. Will you or can you use supply ships? Will your supply train last the distance?

    B Troop Mutinity
    This set of traits indicates an army's condition. It runs through a series of levels increasing every 4 turns that an army is in action (i.e away from any town or a castle with at least 50% compatible religious population) In essence, your troops become more weary the longer they are away from home. The levels are
    Eager to Fight (adds a little morale)
    Bent On Glory (adds morale, reduces loyalty)
    Ready for Action (default when born, adopted, recuperated etc)
    Troops Weary (4 turns away)
    Troops Despondent (8 turns)
    Troops Undisciplined (12)
    Troops Desperate (16)
    Troops Mutinous (20)

    C Example:
    Suppose you have taken Alexandria and wish to march to Benghazi, a huge trek across the desert. You could take your men by sea, but enemy ships dominate.
    Your first turn takes you to your border. You can forage your own regions for 3 turns before using up your supplies so so far no supplies used.
    Next turn you begin to cross into enemy/neutral land. The first season/turn you march uses no supplies. You forage, meaning you steal from the population, which it is historically correct.
    Next season that region is ravaged so you use up a 1/4 of your supplies reprieving the population for a season and continue your march.
    The popultaion having been reprieved last turn now enables you to forage once more. So outside your own land you march, forage, march consume own supplies and repeat.
    You realise that supplies may not last the distance to Benghazi and so you can either turn back or send for supplies. Either another general can bring them fast by land or you can march along the coast and send a ship.
    You decide to send a ship running the gauntlet of enemy vessels, hoping it wont be spotted en route.
    The ship reaches your army and as it wasnt attacked your general boards and ficilitates resupply.
    Next turn your General has resupplied and rejoins the army. You took two risks here: The ship could have been attacked and you would have lost your general or your unattended army, left without supplies may have rebelled.



    1.6.5. Religion dependent Recruitement

    Religious warefare:
    All units require a certain percentage of their religion (catholic, islam,…) in their settlement :
    - 60% for standard units
    - 80 % for generals and special elite units.
    So use priests and buildings to convert the enemy population. But priests will cost money now if in enemy territory.



    New Religion: Judaism
    Merchants require 3, 5, 10, 15, 15% Judaism dependent on ascending market level (only for the player). Better build some Jewish synagogues but beware of the pogroms.



    The lower positive bonus are only for the AI

    1.6.6. Population restricted Recruitement

    Your Factions population can only support so many units. Once that limit has been reached you cant recruit anymore until your faction grows, expands etc.
    The player has only a restricted pool of recruitment with a dynamic maximum depending on settlement number and levels. The pool (Maximum Possible Military Size) is filled up by the recruitment of units, their values are accumulated to an Used Military Size depending on number and level of units.
    As you upgrade, conquer new settlements, lose settlements, give settlements away etc your Maximum Possible Military Size will grow or diminish.
    Settlement type - scale
    village: no walls 0
    town: wooden_pallisade 10
    large_twon: wooden_wall 15
    city: stone_wall 20
    large_city:large_stone_wall 25
    huge_stone_wa
    motte_and_bailey 10
    wooden_castle 15
    castle 20
    fortress 25
    citadel 30
    -->Example: You have 1 castle and 2 towns: 15 + 2x10 = 35 Maximum Possible Military Size

    The pool (Maximum Possible Military Size) is filled up by the recruitment of units, their values are accumulated to an Used Military Size depending on number and level of units.
    UNIT LIMIT VALUES
    CATEGORY
    infantry 0
    cavalry 1
    siege 1
    ship 1
    CLASS
    light 1
    heavy 2
    missile 1
    spearmen 1
    --> So a missile unit would cost 1 unit points, a heavy cavalry would cost you 3, a light infantry would cost you 1, horse archers cost 2 (unless heavily armored).
    Mercenary Troops and Mission Reward troops are not counted !

    The 2 population popups are available through clicking on the recruitment advice button on the recruitment screen: showing you the maximum Maximum Possible Military Size and your actual rounded (in steps of 5) Used Military Size (e.g.: actual 28 will be rounded up to 30):










    If the shown Used Military Size > Maximum Possible Military Size your Recruitement will freeze
    --> you have to
    - disband units
    - upgrade your settlement or conquer a new settlement
    - a timedependent\factionsizedependent refresh rate will reduce the Used Military Size over time (-1 per turn) so that the Factionpool can be refilled (= Immigration)
    - WarDraft: Forced Recruitment
    You have decided to attack an enemy (except the slaves) or an enemy (except the slaves) has decided to attack yourself. Your Warminister asks you if you want to enforce a type of draft ! Send the recruiters into the houses and get anybody who is capable to fight. The recruiters are greedy and will cost you extra money. Your population hates you now and Loyality is going down.
    Depending on Maximum Possible Military Size the costs and number of units will be:
    Maximum Possible Military Size < 100 --> -10 Used Military Size will cost 3000 Florin !
    Maximum Possible Military Size > 100 --> additional -10 Used Military Size will cost 3000 Florin !
    Maximum Possible Military Size > 200 --> additional -10 Used Military Size will cost 3000 Florin !
    Maximum Possible Military Size > 400 --> additional -10 Used Military Size will cost 3000 Florin !
    Maximum Possible Military Size > 800 --> additional -10 Used Military Size will cost 3000 Florin !

    Good\Bad Agriculture events:
    Your Used Military Size will be reduced (good agriculture event: more people are immigrating) or elevated (bad agriculture event: people are starving) by 10 Points, dependent on Maximum Possible Military Size.


    1.6.7. Trait restricted Recruitement

    Character trait dependent cavalry recruiting
    Cavalry troops are the most valuable troops on the battlefield, so your general need the adequate military career trait level in the higher stable buildings (> stables) in castles in order to recruit valuable cavalry troops.
    Calculation is based on the actual real governor in the castle !!!

    - Knight--> knights_stables troops
    - Banneret --> barons_stables troops
    - Commander --> earls_stables troops
    - GrandCross --> kings_stables troops
    - Faction Leader + Crown --> kings_stables troops



    Examples:
    if you want to recruit a Feudal Knight in Knight Stables you need a general with knight trait in the stable
    if you want to recruit a Halbbruder in Earls Stables you need a general with Banneret trait in the stable

    1.7 Historical and Dynamic Game Events

    1.7.1. Static Historical Events

    We've created new historic events and new event graphics nearly for all old by Tokus*Maximus






    1.7.2. Campaign Info Events

    - new pop up's for foreign_king_is_death, new_foreign_princess_available events or a faction gain\loose land (from BBB mod)




    1.7.3. Stochastic Economic Events

    Dynamic economic events in random steps for : markets, roads, ports, mines, agriculture with positive\negative effects on income. The events have an impact for several rounds.



    1. Agriculture
    The event simulates a good\bad climate impact on the following buildings:
    Vineyard, winery_guild, sugar_refinery, wool_farm, wool_factory, hunters_hut, bakery,
    Your Used Military Size will be reduced (good agriculture event: more people) or elevated (bad agriculture event: people are starving) by 10 Points:
    2. Markets
    The event simulates a good\bad impact on the following buildings:
    joiner_shop, sawmill, textile_factory, cotton_factory, silk_factory, windmill, glass_blower, saltern,
    3. Mines
    The event simulates a good\bad impact on the following buildings:
    forging_shop, mint_coin, jeweller_shop, marble_workshop,
    4. Harbours
    The event simulates a good\bad impact on the following buildings:
    fishers_quarter,
    5. Roads
    Bad weather or other events can have a negative impact on the road status


    1.7.4. Economic Status Screen + Inflation


    An economic status screen is shown in the financial overview popups: it is calculated by the stochastic economic +- events:
    Interest Rates of your savings account are although calculated dependent on the actual economic stratus:
    +5 Overheated Boom (all economic events are positive) …….20% interest
    ……………….
    0 normal....
    ………
    -5 Depression (all economic events are negative)... 0% interest







    Subscreen Inflation:
    Fieldcosts and settlement costs will double\triple if higher inflationlevels are reached, new inflation popups in financial overview screen:
    - normal inflation: player treasury < 50000
    - high inflation: 50000 < player treasury < 100000
    - extreme inflation : player treasury > 100000



    1.7.5. Investing

    If the player has more than 10000 Fl. available and has built a bank or jewish temple, he can invest money in steps of 10000 Fl. each turn up to a maximum of 100000 Fl. depot. Investing has two advantages:
    - earning money and
    - avoiding negative inflation effects because of money overflow.

    Information about the actual depot level and the possibility to invest\sell can be found in the financial overview screen.



    Investing can be done only in steps of 10000 Fl. each turn , but selling can be done only in a whole block.
    Don’t invest and sell during the same turn (no day trading)
    A little fee of 10% for each invest\sell transactions will be subtracted.....
    Each invest of 10000 adds 1 gov_point.



    Interest on the savings will be calculated dependent on the actual total economic status (20% boom,....0% Depression) and added to the actual player money (not the depot).

    There is although a risk of total loss (Madloff) dependent on economic status (< 10% per turn).





    1.7.6. Credit System (replaces old moneylender)

    If the player has less than 0 Fl. and has built a bank or jewish temple, he can loan money in steps of 10000 Fl. each turn up to a maximum of 100000 Fl. credit line.
    Information about the actual credit level and the possibility to get more loans\or repay all of them, all of it can be found in the financial overview screen.



    Interest on the credit will be calculated dependent on the actual total economic status (20% boom,....0% Depression) and subtracted from the actual player money (not added to the credit).
    A little fee of 10% for each loan\repay transactions will be subtracted.....
    Each loan of 10000 subtracts 1 gov_point.






    1.7.7. Crown Duty

    In the finance overview screen you can decide if you want to get a crown duty from each of your nobles each turn. Dependent on the rank level they will be taxed each endturn according (similar fo byzanz and middle eastern ranks):
    Knight: 500 Fl.
    Banneret : 1000
    Commander: 1500
    Grand Cross: 2000
    Crown duty reduces the happiness of your nobles !


    1.7.8. Interactive Medieval Events

    There are 4 medieval stochastic events which influence characters in a certain radius around the capital. (inspired by Anno Domini Mod)
    The player has to accept or decline the event with corresponding effects

    Great Banquet:
    - cost 2000: needs building townhall
    - + yes:effect: positive traits for leader+governor+general+princess: Generous, KindRuler, Loyal, FairWoman
    - - no: effect: bad traits are probable: Miserly, HarshRuler, Disloyal, HarshWoman

    Holy Council:
    - cost 2000: needs building abbey, o_ abbey, minareted_masjid
    - + yes:effect: positive traits for leader+governor+priest+diplomat: ReligiousActivity, StrongFaith, Dogmatic, ReligiousIntolerance
    - - no: effect: bad traits are probable: ReligiousInactivity, WaveringFaith, OpenMinded, ReligiousTolerance

    Trade_Fair:
    - cost 3000: needs building fairground
    - + yes:effect: positive traits for leader+governor+merchant: GoodTrader, GoodMerchant, MerchantEnemies,
    - - no: effect: bad traits are probable: BadTrader, BadMerchant

    Royal Hunt:
    - cost 2000: needs building knights_stables
    - + yes:effect: positive traits for leader+governor+general: Brave, Energetic, Fallen_to_Illness, ContentGeneral, Loyal
    - - no: effect: bad traits are probable: Slothful, Coward, DiscontentGeneral, Disloyal

    Royal Tournament:
    - cost 2000: needs building barons_stables
    - + yes:effect: positive traits for leader+governor+general: Brave, Energetic, Fallen_to_Illness, ContentGeneral, Loyal
    - - no: effect: bad traits are probable: Slothful, Coward, DiscontentGeneral, Disloyal

    Royal Justice:
    - cost 2000: needs building council_chambers
    - + yes:effect: positive traits for leader+governor+general: Generous, KindRuler, GoodAdministrator, Loyal, GoodAdministrator
    - - no: effect: bad traits are probable: Miserly, Disloyal, HarshRuler

    Throw into Dungeon:
    See chapter: 1.5.12 Civil Wars

    Retire old generals:
    See chapter:

    WarDraft: Forced Recruitment
    You have decided to attack an enemy (except the slaves) or an enemy (except the slaves) has decided to attack yourself. Your Warminister asks you if you want to enforce a type of draft ! Send the recruiters into the houses and get anybody who is capable to fight. The recruiters are greedy and will cost you extra money. Your population hates you now and Loyalty is going down.
    Depending on Maximum Possible Military Size the costs and number of units will be:
    Maximum Possible Military Size < 100 --> -10 Used Military Size will cost 3000 Florin !
    Maximum Possible Military Size > 100 --> additional -10 Used Military Size will cost 3000 Florin !
    Maximum Possible Military Size > 200 --> additional -10 Used Military Size will cost 3000 Florin !
    Maximum Possible Military Size > 400 --> additional -10 Used Military Size will cost 3000 Florin !
    Maximum Possible Military Size > 800 --> additional -10 Used Military Size will cost 3000 Florin !



    Mercenary Trader:
    - needs castle building: > mercenary camp (only metropolis settlements or with harbour)
    Decision:
    - + yes:effect: you can recruit mercenaries (random choice) during some turns, cost for trader 1000 fl.
    - - no: effect: nothing



    Gambler:
    - needs city building:: tavern
    If you have a tavern, a gambler will ask sometimes for a quek game.
    Decision:
    - + yes:effect: loose 2 gov_points and earn gambling traits, loyal for generals, disloyal for governors) then you have to bet 5000 Fl. and the win probability is 50%
    - - no: effect: more disloyal generals.


    1.8 Building's Techtree

    1.8.1. Overview

    Metropolis Mod feature:
    Each faction has two settlements (original capital + castle) that can grow to the highest level (plus of course, any that you capture from other factions). Map Descriptions are in upper case format.


    Settlement Upgrade Restrictions
    You need a finished marketplace\barracks to move up in the settlement levels (besides population number and activated mil\gov points)


    - you need a person (governor) inside your settlement to build anything
    - enhanced building times (for 2 turns per year) and building costs
    - Reduced starting settlement levels: not historical correct but more civ feeling

    More differences between cities\castles and their buildings, both economy and military
    Cities: big trading boni, negative law boni
    Castles: big law boni,



    Building correlations: higher level markets need paved roads, higher level smiths need resource iron,


    Sea Ports differentiation:
    markets are necessary for ports
    city harbour: big trading plus + simple ships
    castle harbour: small trading plus + better ships




    Military Techtree:
    no more troop recruitment in the core buildings, only in military buildings.
    - siege: needs timber or ports
    - cannon: needs gunpowder + sulphur or markets or ports

    City Techtree:
    - highway roads for greeks
    - amber route building for northern and eastern factions
    - hanseatic league building
    - new jewish synagogues available







    1.8.2. Resourcedependent Buildings (Isilendil, Kivals)

    There are new economic buildings available, each dependent on certain resources. The buildings trading income is affected by the stochastic economic events.








    1.8.3. Wonder Buildings

    If you have more than 120 gov points you can build a wonder building in your metropolis large city :

    Moskovskiy Kreml, Notre Dame de Paris, Mezquita de Cordoba, Palazzo Ducale di Venezia, Kaaba,


    Hagia Sophia,
    Roemer (Frankfurt) Tower of London,
    Bayt al Hikma (Baghdad), Dome of the Rock (Jerusalem),



    1.8.4. Mercenary Buildings

    3 level building in castles: camp -> merc_quarter -> merc_barracks

    Camp Quarter Barracks


    Only possible in the metropolis castle or if a war harbour exists.
    They reduce law and loyality but you can recruit random choosen merc troops proposed by the mercenary trader. The higher the building level the more you can recruit troops of a higher value.


    1.8.5. Religious Order Buildings

    Fransiscan, anchorit and sufi increase happiness and religion and decrease law.
    Dominican, cenobit and sunni increase law and religion and decrease happiness. With both you can recruit priests.

    Hermitage fransiscan
    Hermitage anchorit Monastery fransiscan
    Monastery anchorit Abbey fransiscan
    Abbey anchorit

    Hermitage Dominican
    Hermitage Cenobit Monastery Dominican
    Monastery Cenobit Abbey Dominican
    Abbey Cenobit

    Hermitage Sufi Mosque Sufi Big Mosque Sufi

    Hermitage Sunni Mosque Sunni Big Mosque Sunni




    1.8.6. Other Buildings


    Punishment buildings
    They increase law and decrease happiness and you can retire Generals.

    Dungeon Execution Torture



    Public Health Buildings
    They increase health, growth, happiness

    Well Sewers Public Baths Aqueduct City Plumbing






    1.9 Historical Character names CNP

    DLV uses historical correct character names created by CNP Project: deRougemont, finneys13


    2. Battle Mechanics


    - new custom battle maps
    - mixed elements from all important AI Battle Developers: Darth Vader 1.4c, + Lusted + GrandViz UAI 1.1 + Pinko’s tweaks
    - Sinuhet AI Formations
    - many infantry \archer units can deploy stakes
    - Ballista/Cannon Tower fix
    - more strenght for gates and walls
    - generally higher moral for all units
    - all units have 1 hitpoint


    3 Graphical enhancements


    all Symbols\Menuv Screens done by Tokus*Maximus

    this has been implemented by Ordensritter

    -burrek's Knights and Knaves v0.95
    -burrek's Blood and Dirt v0.91
    -burrek's Unique Europeans, High Period v0.3
    -burrek's Unique Europeans, Early Period v0.91
    Eternal cocoon:
    -Turk Reskin 1.1
    Himmelsfeuer:
    -Retextured French Shields
    -Retextured English Shields
    Horsearcher:
    -Skymod Vers 2 alpha
    Salty:
    -Sicilian Shields
    -Alternate Crusader Shields
    -Milanese Shields
    -Papal States Shields
    plasticfigurine:
    -Early Generals Mod v0.2
    WhiteWolf:
    -Byzantine Armor Progression V 0.7
    zhumin1978:
    -Dismounted Knights Orders Mod
    -Dustmod
    ziher:
    -Danish shields retexture
    -HRE shields retexture
    -Scotland shields retexture
    -Spain shields retexture
    -Rebels shields
    -Darker nights


    4.0 Helpful Hints

    4.1. How to accelerate the campaign turns ?

    it's normal to wait 1 minutes or more each turn after 100 turns into the campaign (bigmap effect + scripts)
    only little helps:
    - turn out shadows on the campaign map (advanced video options), lower resolution
    - turn off: follwow AI movements
    - accelerate strat map movements in cfg settings
    - If the game is running, push the 3 buttons together: str-alt-del to jump to the task manager and open the process list. Then set the process for the medieval.exe to priority high (right mouse button). Then jump back into the game
    - install netframework from microsoft: 2.8 MB (doesn't hurt you)

    4.2 General Gameplay Hints

    - Develop the first years only the economy and fill up your treasure box: a longer siege cost easily more than 10000 florins
    - Treat\Educate your generals well or they will become unhappy and revolt
    - In the beginning you get a rebel army challenging your reign ! Warmup for later !
    - Have a look on the happiness in your capital settlement. A little yellow face means a blue eye for yourself the next turns --> Powerfull rebell armies will be spawned !
    - A new faction leader needs a crown or he will be unhappy
    - Avoid strolling around your generals outside from settlements. Save the money !
    - Avoid strolling your assassins, spies, princess and diplomats strolling in enemy land without purpose. Save the money !


    4.3 Bug Problems

    always report:
    - year
    - your faction
    - difficulty

    To facilitate the bugreport:
    you have a crash and the systmlog is unspecified error !
    - in path C:\Programme\SEGA\Medieval II Total War\logs
    - open file DLV_ext.cfg
    - change error to trace and save
    - go back to your crashing campaign
    - campaign will go slowly because of tracing
    - after crash go to path : C:\Programme\SEGA\Medieval II Total War\logs
    - open file system.log.txt (now very big file because of tracing) and send me the last 100 lines
    - change trace back to error

    4.4 Settlement View Script (thanks alpaca)

    In the game, you won't notice a difference, everything will look as usual (which is intended). To enjoy the view settlement feature, you have to select a settlement on the campaign map, open the construction scroll (click on the construction button or press "b"), then click on the "Locate position of settlement on the map" button to the lower left of the scroll. This will fire up an advisor asking you to press "Show me how" if you want to view your settlement on the campaign map. Since you want to, click the "Show me how" button and you will be taken to the battle loading screen a short time after.
    After the battle is loaded, start the battle as normal and you can fly around your settlement without camera restrictions (except for the height and collision restrictions).
    When you have seen enough, simply hit the Esc button (on your keyboard) and wait a second until you see the message that the battle is over. Then click on "End Battle" and you will see the result. You will win your battle, but except for the stats that are displayed in your kingdom overview, this won't change anything in the game.

    Notes:
    - The advisor will only pop up if the settlement was garrisoned when you selected it.
    - The installer checks your camera restriction setting at install time and writes it into the campaign script. If you want to change it,
    edit the "set_counter camera_restrict 0" line to "set_counter camera_restrict 1" or vice-versa
    - You can cheat your unit experience by attacking the catapult if you think it's worth it. But it isn't
    - Don't deselect your settlement while the advisor is active but before pressing show-me or dismissing it, or the script won't work

    5.5 Thank You List

    Sincerest thanks to all the folks who have contributed to Deus lo Vult

    Repman (the "Creator")
    - TheDrakken: Traits\Ancilliary Core System
    - Tokus Maximus: Graphical Artwork and Ideas (Artist Maximus Augustus)
    - gfortune: menue graphics
    - Harry Lime: tester, developer,…
    - Miak: his america map
    - Juggernawt: Skinning Teutonic order
    - DeZzErX: Flanders
    - Boicote: Kiev Rus, Crusader, Lithuania
    - gladiatort, madtao: Lithuania mod
    - Sb2ean: Armenia, Hedjaz
    - Joedreck: banner, shields, graphics
    - Renown: Traits/Ancillaries
    - Darth Vader , Pinko: modified Battle AI
    - Ordensritter
    - Burrek
    - Eternal cocoon
    - Himmelsfeuer
    - Horsearcher
    - Salty
    - plasticfigurine
    - WhiteWolf
    - zhumin1978
    - ziher
    - Maced0n
    - Silent Resident
    - Oda Nobunaga: Traits/Ancillaries Enhancements
    - GrandViz: Ultimate AI mod 1.6
    - Spurius: Big Map 1.06
    - Rawghi: Heraldic mod
    - Kobal2: Traits Bugfixer
    - Marcus Camillus: old Career System, refined by Drakken
    - GAFH modder: Age simulation
    - Dearmad, Pnutmaster : smoke mod, cannon fix; traits/ancillary system
    - Kivals: adjusting parameters and optimizing russian\kiev faction
    - Rob the celt: ireland faction
    - Zapppa: Career System
    - Belgae, StrikeQ : Student System
    - Hephaistos: naval addon 1.1
    - Zaid: islamic enhancements
    - deRougemont, finneys13: character names, cnp project
    - Byg: Grim (supply) mod
    - LAca's: Byzantine spearman
    - Sambo: skins
    - Megalos: english skins
    - Rex Cobalt: teuton order skins
    - Isilendil and Tyre: new strat models: faction leader, heir,…., buildings
    - riczu74 : new strat models for sea blockade, siege and trade routes
    - Kivals: Economic Building
    - Lord_ET: battle stuff, Historical Campaign
    - RomanStory, SigniferOne: Animations
    - Ivanhoex: edu stuff
    - Tsarsies: Population Limited Recruitement
    - Flagbearer mod: Niko, Isilendil
    - Dave Scarface: kingdoms music
    - Magus: Crimson Tide Mod 4.0: Blood, mud, snow
    - Furin: ideas, testing, permanent forts
    - Argent Usher: Real Horses 1.0
    - Agart: stone castles : greek, middle eastern
    - Taiji: integration rusichi mod + unit balancing, animations, battle AI
    - Blueoran: graphical enhancements
    - Rusichi Mod Team
    - Pinotchet09: historical battles
    - Agis Tournas, Agart: Settlement models, graphics (menu, banner,..)
    - BamaToon: Hedjaz fixes
    - JJN: middle eastern graphics
    - Brips: warhorn sounds
    - davide.cool: new grass
    - Grimblade: little fixes
    - Shaxx: text overhaul
    - sinople: geomod tool
    . CBUR Team (AnthoniusII,...): Byzanz


    And a big thanks to the folks at Total War Center for hosting Deus lo Vult!
    Cheers!
    Last edited by repman; September 25, 2009 at 08:05 PM.

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

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