We are proud to present the first Ferrum Aeternum official preview
Ferrum Aeternum (Eternal Iron) began life as the Medieval Historical Events Project, but our ambitions, under the leadership of Ataegina, quickly took off and now, with a team of just 8, we have launched into a gigantic, spectacular total conversion.
General Info
Ferrum Aeternum (FA) opens in 1099, at the dawning of a new and exciting century, just after the Crusaders captured Jerusalem; and will end in 1453 when, historically, Constantinople fell to the Turks and the last remnants of the Roman Empire were extinguished. These 454 years are played through with 2 turns per year, giving an expansive, intense and occasionally frantic campaign.
I can assure you we have worked hard to get the most out of the MII:TW engine; maxing out the unit limit, the Faction limit, the Map limit, the Culture and Religion limit – in fact no limits have withstood our modding onslaught!
Factions and Units
The Americas and Aztecs have been removed, but we have made up for this with certain new appendages, a few of which you can see later. Some Factions will remain a secret for the moment, but some of the new additions are The Kingdom of Georgia, The Kingdom of Raska and The Rajput States.
Kingdom Of Georgia
Spoiler Alert, click show to read:
Kingdom Of Raška
Spoiler Alert, click show to read:
Rajput States
Spoiler Alert, click show to read:
The Map
We have been very ambitious with the map, and are in the early stages of crafting one stretching from the Canary Islands to Bangladesh and from Finland to the Horn of Africa. This is arguably the largest map TWC has ever seen, and we are very excited about the possiblities this map will offer us. You can see can an early screenshot of the minimap below.
Historical Events
We have not neglected our origins, and in addition to plenty of new historic event pop-ups, there will be faction specific events too: events that may well have an effect on how you will progress in the game. On the historical theme, we will have new faction, unit and building descriptions, all of which have been deeply researched. There are also hundreds of additional names for all factions and new titles, traits and ancillaries.
Spoiler Alert, click show to read:
Graphical Aspects
The whole look of the game has been re-done. From new UI’s to new Princess portraits to new strat models, no graphical element has been overlooked.
Spoiler Alert, click show to read:
Miscellaneous Features
- Landmarks, such as the Pyramids, present on campaign map and battle map
- An Area of Recruitment system
- Independent cities and minor factions represented by Rebels and AOR units
- Historical figures emerge in-game with historical events
- New Strat models
- New City models
- Generals can construct permanent stone field forts
Spoiler Alert, click show to read:
List of material kindly lent by other mods:
- Bulgaria TW - Bulgarian units
- joedreck - Banner & Symbol MOD
- Salty - Shields mod
- MADTAO(BALTS)- Lithuanian units
- xeryx - Xai mod
- burrek- skins
- DisgruntledGoat - skins
- DieKugelstoßer - skins
- Charge - Map textures
- Laca's - Byzantine Unit
- riczu74 - Blockade siege icon
- Caius Britannicus - Material from 'The Crusades'
- Knights Of Honour - Georgian Shield Textures
- Blue Lotus Team - Material from 'Blue Lotus'
Credits
- Mod leader/skinning/coding/modelling/pretty much everything - Ataegina
- Coding and all the 'boring' (but very very important) bits - TheFirstO'Neill
- 2d Art/research/public relations - Tzar
- Mapping - gigantus
- Text/research - Mattius
- Advertising/research - Hekk and Firekiller