NOT THAT KIND OF KISS!
KISS stands for KEEP IT SIMPLE, STUPID!
This mod is not some fancy thing with new models and factions. No new map either. My method is basic: keep it simple. I don't want to see 50 new unit models, I want to actually enjoy playing the game!
I found that three things were bothering me about MTW2:
1. Most of my gameplay was spent commanding peasants and militias
2. 75% of my kills were chasing down routers.
3. Cavalry was a super-unit that swept the field
So I set about fixing these problems. The result is KISS.
DOWNLOAD HERE
VIEW THE ONGOING SHOWCASE AAR HERE
What is KISS?
The best pitch I have for KISS is this: Are you tired of fighting against peasants and militias?
The KISS mod is designed to facilitate epic battles. Battles between huge masses of militia are not going to cut it. I wanted to get right into the action from the beginning of the game. So the unit tree has been radically altered and the buildings that produce units have been changed. Aspects of the game that distract from this goal have been removed. If you like seeing huge clashes between strong infantry armies, PLAY THIS MOD! Because of all the changes I have made to units; battles also last a lot longer than before and there are massive casualties from actual combat! Imagine that!
What has changed about agents?
Assassins and Merchants have been removed from the game. They dont exist. I found these units to be distracting and clutter the map. The remaining agents (spies, diplomats, princesses, priests, etc) have had their movement points increased by a factor of about five. It doesnt take 30 years for a Scottish diplomat to reach Egypt anymore. If you want a peace treaty, you can zip on over and sign it. If you want to see what is going on somewhere, send your spy halfway across Europe in a single turn.
What has changed about the strategy map?
Virtually zero rebellions in the hinterlands. Existing rebel settlements are the only real rebel threats. Minor powers have a King's Purse of 2500 florins while Major Powers get 5000 florins. Starting armies are organized logically and mostly garrisoned in existing settlements. Cities AND castles both support free upkeep units and at double their former rates. This makes taking AI settlements much harder; especially when they get down to only a few left. I lost 10,000 men trying to kill Venice as the Byzantines in one of my test games. The mercenary pool has also been changed to reflect the new units. Mercenary pools are larger in both geographic size and the number of units available. And if you have the money, you can build a kick-ass crusader army! You better too. The Muslims dont suck.
What has changed about units?
This is the biggest component of the mod. Units have been radically overhauled. Peasant and militia units were mostly eliminated (a few crossbow militias and pike/halberds survived the purge). Stupid units like gothic knights, sherwood archers, khan's guard, and other fantasy/dumb type units removed. Units like Hussars which historically dont belong in Polish armies until several hundred years after the game ends are removed (not for Hungary, for Poland). So what is left? A strong basic army! You dont have to waste eons of time to get up to a good basic infantryman who wont tuck tail and run. And lets face it, the AI never gets out of the militia business! No more! Fight against solid enemies from day 1.
Units are assigned attributes based on the below chart:
The armor of the unit serves to place the unit in terms of morale and skill. Better armor = better unit. And vice-versa. Mounting a unit adds a cost. Better weapons add a cost. The result (while seemingly very mechanical) is actually a great progression of costs that represent the true value of a unit.
Every spear unit has a spear bonus of 8, variation is power is modelled in Mount Effect. All costs are upkeep costs, recruit cost is double upkeep, custom battle cost = upkeep. All infantry and light cavalry have 2 HP, heavy cavalry have 3 HP, bodyguards have 4. Units require 1 turn per 500 of cost (ex 1-500 cost = 1 turn to build, 500-999 cost = 2 turns, etc). All units are disciplined except Knights which are impetuous. All unit sizes are 60 except siege & bodyguard (which is 20). Note that on Huge unit sizes this means almost all units are 150 men strong (even cavalry!) so turn on unlimited men on battlefield! Note that even though cavalry has 150 men per unit, the costs are relative. In general, a mounted unit costs 2x as much a comparable infantryman. And you havent lived until you have seen a 150 man napatha unit in action!
Ranged weapons deal a lot more damage in general. Javelins have probably gained the most relatively. Javelin units are ACTUALLY USEFUL NOW! They only throw a few javelins, but they STING! Shortbows fire 35 shots per man, longbows fire 70, crossbows fire 20, javelins fire 5. Arquebuses fire 50 shots, pistols fire 2 shots, handguns fire 25 shots, muskets fire 75 shots. Foot Archer units with non-knife secondaries don’t start skirmishing. Crusader / Jihadi Units get +2 morale, +2 skill. Bodyguards cost 1/3 normal cost (rounded up to nearest unit of 25) due to fewer men. Mercenary Units get +2 attack, +2 skill, +200 cost. Siege weapons have 50 shots each (except Rockets) and 10 weapons per unit (yes, 10 trebuchets per unit, it is beautiful!). You will also notice that cavalry with lances deal only 1 damage with the lance, but gain a HUGE charge bonus.
Furthermore, every faction has a special unit that they favor. They get a 100 florin discount on this unit. So you can field more of that unit for your money. And so can the AI! So if you fight the Byzantines, you will fight a LOT of Byzantine infantry. If you fight the Scots, prepare to meet the Highlanders (you know, instead of spear militia!).
What has changed about buildings?
Castles and Cities: Both produce a strong basic free-upkeep infantry unit to serve as the backbone of the army. This is usually a spearman, but some factions have javelinmen here. The Byzantines come out with an early game advantage in the form of a very strong Byzantine infantry as their basic unit, but most factions just have a decent unit here.
Castles: In addition to the basic unit, castles also support a light cavalry unit.
Castle Barracks: Supports a 2nd strong basic infantry. Usually this is a sword unit because the primary is usually a spearman, but there are many exceptions.
Castle Bowyer: Supports either a strong foot archer or weak horse archer unit depending on faction.
Castle Armorer: Supports heavy infantry and cavalry units
Castle Stables: Supports a strong heavy cavalry unit.
City Barracks: Supports a free upkeep foot archer unit.
Siege Buildings: There are no more ballista units or buildings to produce them (historically accurate). Start off with catapults once you reach town size!
Gunpowder Buildings: Many units have been cut out, but those that remain will serve you well.
Other Buildings: Other units are recruited from many buildings you might not expect. Yeomen Archers are supplied by building more farms in England. Denmark can recruit many Norse units in castle ports (think Longboats!). Muslim religious buildings produce some fanatical units. The Sultan's race track supports cavalry for muslims. And so on. Check your faction building tree for details!
Word of Warning: If you do play with Huge unit sizes, there is a slight problem controlling units inside cities/castles. Sometimes the pathfinding AI just goes retarded on you. I am not saying dont play with Huge unit sizes because I play with them. Just dont be surprised when your 2000 men dont fit through the alleyway too good.
Version Note: This mod may or may not be compatible with Kingdoms. I dont know because I dont have it!