I am exhilarated to announce that Mercantilism Total War has made significant progress in its developement. The mod is a full conversion bringing TW into the 16th and 17th centuries. Here is just a fraction of its many features:
- 14 NEW FACTIONS including:
- The Ottoman Empire
- Aragon
- Florence
- Naples
- Netherlands
- Livonia
- Sweden (danish vassal)
- Finland (danish vassal)
- Norway (danish vassal)
- Switzerland
- Austria (hre vassal)
- Prussia (hre vassal)
- Burgundy
- Ireland
- NEW UNITS including:
- Dragoons
- Dismounted Dragoons
- Rangers
- Scouts
- Elite Musketeers
- Hand Gunner Guard
- Guard Cavalry
- Carbiners
- Well over 30 NEW EVENTS with many directly affecting gameplay
- NEW RESOURCES including:
- Salt
- Art
- Technology
- New sources of current resources
- NEW GUILDS including trade companies
- Modified missions
- NEW BUILDINGS
- Greatly increased profitability of trade
- Re-programmed AI to play the era and mercantile game
- NEW TRAITS and ANCILLARIES
BUT WAIT! Theres more! The mod starts out in 1500. Europe's balance of power is kept stable by a thread. The Ottoman Empire overshadows eastern Europe. Less than 50 years ago the sack of Constantinople sent immediate fear through the west. The Empire now knocks on the door of central Europe. Will Hungary be able to repel the foreign invaders? Will you use Hungary as a shield while you build up your forces? Or will you cross your european brothers and side and trade with their worst enemy!
Meanwhile the balance of power teeters in the west. France looms over the west with all of its might. Trade with France, but beware not to let it grow too strong. Vying for world authority is the Habsburg Dynasty. The Holy Roman Empire still maintains a hold in the heart of Europe, while the Spanish Empire cashes in on imports from the new world!
However, Portugal seizes South America and wishes to compete for the crown in the new world. All of the attention and profits in the new world ensure that it won't be long until others seek to seize these trade opportunities.
Meanwhile the Italian city-states are florishing with great wealth and culture. The final tide of the renaissance fuels the cultural revolution. Florence and Venice continue to dominate the Mediterranean sea trade. Among them in nautical trade is the Kalmar Union based in the north. However, tensions are high as the Union appears to be disintegrating.
Turmoil runs its course until it climaxes in 1517. Martin Luthers '95 Thesis shell shocks the world. Europe is divided in two and kills each other over how they worship God. This mod incorporates the reformation and the consequent conflicts. As the game progresses, the scientific revolution starts appearing and further thrusts Europe into chaos.
While all this conflict and action is occuring, you must remember your one goal. TO MAKE MONEY! Use your full arsenal of acumen to finesse your way through the turbulance to recieve paybacks in the form of florins. Whether it be opening new trade routes, attracting trade companies, sending merchants abroad, conquering profitable territory, expanding trade infrustrature, or even colonizing the new world, do it to expand your economy.
The era is filled with new gunpowder units. Military campaigns are very expensive, so often the faction with the deepest pockets will win through attrition. Make your offensives quick and decisive. A long, drawn out invasion will damper your treasury and put you years behind your rivals.
Mix the above ingredients, simmer for three minutes, and garnish with ingenuity. This stew brews into a concoction that can only be described by the following words:
MERCANTILISM TOTAL WAR
Mercantilism Total War is brought to you by Trask and DarkKnight. The release date is still indefinite. I am submitting a request for a board in the Hosted Mod's forum immediately following this post. There we will keep you updated with the progress, release teasers, and announce a release date when it is known.
As I used all my sig space for the mod ad, I'll grab some ad space here for my guides