The Long Night is a mod I've been working on in my free time for about a year now, though I haven't gotten all that much done yet. The idea for it came to mind when, frustrated with CA's lack of mod support for modifying the campaign map, I figured why not just try to change the campaign as much as possible and create a setting based off that? Thus, The Long Night was born. The setting of the mod is essentially an alternate history where the Earth descends into another ice age, therefore leaving the most northern of lands save for Britain (due to its milder conditions) inhospitable. The start date of the mod is 640 AD, roughly a century after the ice age first descended upon Europe. Barbarian kingdoms still hold onto Western Roman lands, although they have been weakened by a lack of sustenance, and because of this they seek to expand further south into Roman-held lands. The Roman Empire is also weak, with Justinian's recent conquests being threatened by invasive barbarians from the north seeking to flee the cold. Additionally, the Exarchate of Africa has broken from the Empire due to concerns about Constantinople's ability to defend her farthest territories, and Italy lies besieged by the Lombards. The Visigoths fight a civil war in Spain, Francia lies dormant in southern Gaul, and the Ostrogoths in Dalmatia are embroiled in a war with the Avars further north, though they may soon turn their attentions to the Roman territory they formerly occupied in Italy. The Sassanid Empire is relatively untouched by the winter, but is endangered by a new threat to its west, the Caliphate, who seek to expand into both Persian and Roman territory. Aside from these major powers, few nations remain, as many regions lie desolate from the cold. As a result of the changing climate, food and manpower are at an all-time low, meaning that unit sizes on all units have been reduced (infantry unit size is 100 at ultra, though this is a relatively recent change and therefore doesn't show up in any of my screenshots below), and the economies of many nations suffer. There are also some supernatural elements in the mod (like a demonic invasion at 666 AD and the seasons being forever locked to winter), although I try not to devolve the mod into a fantasy setting and try to keep at least some historical accuracy.
Also included in the mod are balancing changes and changes to buildings, with many unique buildings added (such as the slave farms in Alexandria, established by the Roman Empire to drive up food production but at the cost of global public order for each upgrade). Many new scripted events/dilemmas are added to provide some sort of a story, as well as new missions. I've also been designing new units, and a WIP Vanguard Unit system (similar to Regiments of Renown from TW: Warhammer), and emergent faction invasions (WIP, though the Demonic Invasion is fully functional!). Other smaller features include: disabled razing/re-settlement (only the demonic faction can raze, and once a settlement is lost it's gone for good), a visually modified campaign map achieved by jury-rigging terry, kingdom events from Age of Charlemagne for every playable faction, war weariness, and more edicts. Oh, and the ability to commit mass suicide for every single unit in the game, can't forget that one.
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