Requires Kingdoms, the mod is perfectly stable, but will probably need some polishing up.
Its in 2 parts so download and install part 1 first, then part 2.
Version 2.0 will be installed into its own modfolder, so if your mid-campaign on version 1.0 or 1.1 and you have the hard disk space (2.58 gig) you can install version 2.0 and your current campagin wont be affected. Version's 1.0 and 1.1 can then be removed at your convenience.
See version 3.0 for newest download links
Earlier version's not required
Note. This Mod does not alter any original data!
You do not need your medieval files unpacked, but if they are not, you will need to follow the instructions in the Display ReadMe!
This can be found in the expanded_americas2 folder. It involves copying 3 files and pasting them into the ui folder in your main Medieval data folder.
This is common to all Kingdoms mods.
The America's in Vanilla was a joke, so I've increased the maps width and put in a much larger America with over 20 provinces.
-24 Playable Factions
-More provinces added to the existing Vanilla Map.
-2 turns per year from 1350 to 1535
-Gunpowder available from the start.
-Any ship can cross the Atlantic, no need to wait for the 'world is round' event.
-Antioch and Kingdom of Jerusalem added as emergent factions.
-Aztecs, Apachean, Mongols, Ireland, Teutonic Order, Lithuania and Papal States added to the grand campaign as playable.
-AI only trait system, for a better challenge.
-All Aztec and Apachean buildings and agents from Americas mod added, plus new ones by me!
-Aztecs and Apachean can ‘invade’ Europe.
-All Factions start with at least a Large City or Fortress and a Gunsmith.
-Better Artillery, increased movement on campaign map and 3 pieces instead of 2.
-Fast cavalry moves quicker on the battlemap.
-Improvements made to Rebel Faction’s AI.
-More realistic building times and cost's, all farm upgrades are cheaper and quicker, etc.
-Increased movement points on the campaign map.
-Increased merchant trade value for the best resources.
-Cannons recruitsble as mercenaries.
-Mercenary Wardogs available as an optional unit.
-Dismounted Knights Templar, Hospitaller, Teutonic Knights and
Knights of Santiago added and available from Major Chapter House
-Mounted Naffatun, Mounted Greek Firethrowers and Bulgarian Bandits added.
-Added Officers to all units recruitable from City Watch and below.
-Made more Ancillaries transferable.
-Added more Victory Conditions.
Optional Mercenary Wardogs instructions