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Thread: Version 3.3 (2 Parts) Links back up now!

  1. #1

    Default Version 3.3 (2 Parts) Links back up now!

    This will be the last full install for Expanded America's, and due to the recent publication of my first book, I will be mainly concentrating on writing once more.

    Support will still be available where needed and any issues brought to my attention will still be addressed.

    Requires Kingdoms

    It's in 2 parts so download and install part 1 first, then part 2.

    Version 3.3 will be installed into its own modfolder, so if your mid-campaign on an earlier version and you have the hard disk space (2.38 gig) you can install version 3.3 and your current campagin won't be affected. Earlier version's can then be removed at your convenience.


    New download Links in place. 3.3 Full version release.
    old and dead download links

    Part 1
    Part 2

    Update, new alt links in place.

    Part 1
    Part 2

    https://drive.google.com/open?id=1WU...Hu3drq0h433Glw
    Part 1
    https://drive.google.com/open?id=1eK...Q8xCFVA2_BEG7r
    Part 2

    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_americas3 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.
    -26 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, Inca, Mongols, Ireland, Teutonic Order, Lithuania Norway 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!
    -New World guaranteed to be invaded.
    -New World factions can ‘invade’ Europe. With the New World Inhabited event, New World factions can build Ocean Traders which allow the recruitment of Mercenary ships.
    -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.
    -Dismounted Knights Templar, Hospitaller, Teutonic Knights and Knights of Santiago added and available from Major Chapter House
    -Mercenary Wardogs, Mounted Naffatun, Mounted Greek Firethrowers, GreekFire Cannon and Bulgarian Bandits added.
    -Added Officers to all units recruitable from City Watch and below.
    -Made more Ancillaries transferable.
    -Added more Victory Conditions.


    Spoiler Alert, click show to read: 


    The Aztec capital with the elite Jaguar Warriors present, the units are awarded for completeing council of noble missions

    Spoiler Alert, click show to read: 


    More Aztec lands, complete with open mine's and Traders Routes, the Yucatan and Cuba are present in the distance.

    Spoiler Alert, click show to read: 



    The Moors are somewhat unprepared for an invasion force turning up out of the blue...

    Spoiler Alert, click show to read: 



    Taking the city is one thing, holding on to it may be another, but with the capture of a European city containing a marketplace, the Aztecs can now recruit Merchants there...

    Spoiler Alert, click show to read: 



    A Rebel Leader dares to besiege an English settlement, and pays the price... Capture!


    Spoiler Alert, click show to read: 



    The Byzant's try their luck against an Aztec city...

    Spoiler Alert, click show to read: 



    Greek firethrowers are a new experience for the Aztec garrison...

    Spoiler Alert, click show to read: 



    That's gotta hurt!!!


    Mecenary Wardog unit.
    After much trail and error and with help from KnightErrant and Bwian, Wardogs are back in Total War.

    Spoiler Alert, click show to read: 



    Spoiler Alert, click show to read: 


    Dismounted Knights Hospitaller


    Spoiler Alert, click show to read: 


    Dismounted Knights Templar


    Spoiler Alert, click show to read: 



    Dismounted Knights of Santiago


    Spoiler Alert, click show to read: 


    Dismounted Teutonic Knights


    Spoiler Alert, click show to read: 


    Bulgarian Bandits, model thanks to Mark121


    Spoiler Alert, click show to read: 


    Mounted Naffatun


    Spoiler Alert, click show to read: 


    Mounted Greek Firethrowers v's Mounted Naffatun


    Credit's go to:
    Dave Scarface, for allowing me to use his Kingdoms Grand Campaign Mod.
    KnightErrant and Bwian, for helping me to port over Wardogs from RTW.

    Administrative Notewe have added new download links if you have questions please contact a member of the 'Modding Staff' group.

    Last edited by ♔atthias♔; January 24, 2020 at 11:37 AM.

  2. #2

    Default Re: Version 3.3 (2 Parts) Links back up now!

    The alt links at the top are still live.

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