Downloads: Lands to conquer: Random maps v3.12

Lands to conquer: Random maps v3.12

Uploaded by alhoon - December 30, 2009
Author Author alhoon
File Size File Size 183.11 MB
Downloads Downloads 1,937
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Clarifications:
This mod includes 15 maps that were made using a program (For matlab 6.5) that I made. It doesn't include the program and unfortunately it doesn't add a "Create random map" feature. The program to create random maps is posted in the tools.
The mod is based on Lusted's Lands to Conquer gold.

The thread about this mod is here:
http://www.twcenter.net/forums/showthread.php?p=6519255#post6519255

The mod's script and philosophy is similar to my other mod: Lands to Conquer: Andy's modifications.
" http://www.twcenter.net/forums/downloads.php?do=file&id=1985 " Check it here if you want
The program used to make the random maps can be found here:
http://www.twcenter.net/forums/downloads.php?do=file&id=2090

What's this mod about
This mod includes 15 random, playable campaign maps.
There are 9 playable factions: England, France, HRE, Byzantium, Russia, Egypt, Moors, Mongols, Aztecs. 3 playable catholic factions, 2 orthodox, 2 pagan, 2 islam.
The maps are large maps (290 x 290) and contain 90 regions.
No sea, No rivers.
This is a mod of accumulated changes I made to the LTC gold and in my opinion should be played at hard or very hard. It aims to be interesting and challenging for a long time, even when the player has expanded and has large armies.

This mod is for the kingdoms expansion

This mod doesn't overwrite or conflicts with LTC or med II.

Things that you should know about this mod:
- The Aztecs while playable aren't fully supported. I have added to them a few buildings but not text.
- Five emergent factions. Turks (islam), Milan (Catholic), Outlaws and Poland (Heretic), Tlaxcalans (Pagans).
- Religion is important in relations. All starting factions of the same religion start allied. Catholics start at war with Islamic factions and Pagans with heretic factions.
- The player has to make decisions in the game that influence how the game progresses.


Most important additions in the mod:
- Increased movement speed for units, greatly increased movement speed for agents.
- Many new units and changes to the existing ones. Heavy Cavalry made more powerful but smaller in numbers. All playable factions have elite units.
- Allies declare war to their trusted allies enemies. Like the Roman factions of Rome Total War.
- The addition of faction stability. If a faction expands too fast, experiences riots or suffers many losses it may become destabilized and a civil war may break up. The Faction Leader's attributes (like authority or piety) influence the stability of the nation.
- Addition of Greek fire (with the addition of new area effects for the Greek Fire). The Byzantines know how to make Greek fire and the player of other factions has to spy on them in order to get it.
- New buildings that improve faction standing or give faction-wide benefits, like the residences.
- Addition of interesting custom battles.
- The player can choose to grant independance in some important cities to spawn a new allied faction. The relations between the player's faction and the spawned faction are very good and the player gets a cut for every settlement controled by the faction he created. This reduces the effort needed to manage a large empire.
- The player can influence (but not directly control) who becomes the next faction Heir.
- Garrison script for some important settlements.
- Generals and agents that end their turn in friendly lands get a 60% speed increase and some other minor benefits.
- Unlimited men on the battle field.
- Citadels and huge cities now require an event to be built. The event happens always after gunpowder has been invented.
- A very successful faction leader will be proclaimed the Great (Ala Napoleon the Great, Alexander the Great, Charlemagne etc) and achieve such a honorific.
- You can call some factions to attack an important city held by your enemies (or even your allies), by opening its panel. All the capitals and some of the important cities can serve as a target for this attack.

Version 3.1:
- I added a couple of Ancilaries for pagans. A book of healing that helps healing of lost troops. Non-pagans have a chance to procure it if they defeat a general carrying it.
- fixed some bugs
- Proxy wars possible! You can call factions you grant independance to, or the mercenary minded outlaws, to your aid! Now, you have the chance to call the Outlaws, the Venetians or the Hungarians if they have a settlement to attack a city of your chosing, even one of your allies. You pay a price and an army forms and goes to attack. There are about 20 cities (all the capitals + some important cities) that you can call your allies to attack.

Version 3.11
- Fixed some oversights, like the spawned faction religion being the same as the faction creating them
- Some changes to guilds

Version 3.12
- Simply owning Baghdad helps developing the Alchemist guild in all your settlements. It's not enough though to just own that city. You still have to build Greek fire units or spy the Byzantines. It just speeds up the process somewhat.
- added new map. In the new map, there are 5 large playable factions (at least 12 settlements) along with papal states. This game is a somewhat bigger challenge since the AI controls large empires from the start and there aren't many rebels to conquer. Expansion comes at the cost of war.
- A few unit changes.

Spoilers on Greek Fire:
Spoiler Alert, click show to read: 

In order to get Greek fire the player has to build the alchemist's guild. In order to do so, the player has to spy on the Byzantines successfully many times. A single spy isn't enough, it will take lots of effort to find this secret. 2-3 spies constantly spying on the Byzantines should eventually get you there. Also spying counts as successful missions unfortunately. So, a single spy siting in a Byzantine city doesn't count, you have to do the mission.
Another way to invite the alchemist guild is to conquer the two cities having it from the beginning (or Constantinople) and build greek fire units.
And of course, you can always hire the greek fire units that appear as mercenaries (and usually are enough)


On the Spawned factions
Did you ever felt that your empire is too big, and that it would be good if you could just sign off some land to someone getting money and support in exchange? The player can choose to grant independance in important cities spawning a faction. The relation between the Player's faction and the faction spawned is very good and the religion of the spawned faction changes to match the Player's faction. The player can choose to spawn either Venice or Hungary.
Benefits and Drawbacks:

Spoiler Alert, click show to read: 

Benefits:
a. The player gains an ally.
b. Immediate increase 1000 denars to King's Purse. That benefit remains even if the spawned faction is destroyed or the player goes at war with it. Essentially it is the increase in the King's fortune from the noble he granted independance to.
c.For every settlement the Spawned faction controls (if not at war with the player's faction) the player receives some money.
d. The player also receives some money if the Spawned faction has more than 10000 denars (if not at war with the player's faction).
e. The act of creating a new kingdom helps your faction leader to be proclaimed Great.
f. Hungary: The player can recruit a cheap light infantry unit or a good light cavalry unit.
g. Obviously the spawned faction's leader isn't married. If you have a princess available you have a very good chance to strike a marriage alliance.

h. There's a great chance each turn that your vassals will agree to attack a city of your chosing. (check version 3.1). Venice has a better army in order to succeed and the whole deal costs less.
i. There's 1/3 chance that your vassals will turn the city you sent them to attack to you.

Drawbacks:
a. Obviously the player loses control of an important city.
b. The spawned faction isn't as powerful as a normal AI faction. It has less money (and it gives some of this to the player) and less powerful units. You may need to protect your vassal.


Spoilers on the honorific "The Great":
Spoiler Alert, click show to read: 

In order to get that honorific and the bonuses coming with that (for generals and diplomats) you'll need to have a very succesful faction leader. It's not easy.
Some things add towards the goal:
- Settlements conquered: NOT settlements owned. Every time an army or general conquers a new settlement, the faction leader moves a step closer to Greatness. If the faction leader dies, the new faction leader has to start over from the beginning. I.e that the father of the current FL conquered 20 provinces doesn't mean the new one has less work to do.
This is the main way to do it. The others just assist towards this goal.
- Building Very expensive buildings of art, like the residences or the special faction buildings like the House of God (not cathedrals or mosques) and merchant quarters and great markets help.
- A large supplus of money at the end of the turn helps. However it doesn't help a lot nor it helps to have a large supplus more than a few times so don't be a miser.
- Granting independance and creating kingdoms loyal to your faction leader.


Spoilers on the calling allies to attack another city:

In 3.1 version, you can send armies of either the outlaws (if they have settled, you are allied and you have agreed to a few of their demands) or the factions you spawn to attack an important city. 20 cities serve as targets.
You need to be allied with the outlaws, Venice or Hungary to do that.
You click on the city you want your allies to attack. Then there's a chance (if you have the money required) that one of the above mentioned factions will agree to attack. If that' the case, a message will pop up asking if you're willing to pay the price to send an army of that faction to attack this city.

NOTE: Be careful! If you capture the city after you have designated it as the target, your allies will attack the city = attacking you.

Spoiler Alert, click show to read: 

The Outlaws have the greater chance to be available to attack, they ask for the most money, but they also have the best army. They are also the less propable to give over the city to you.

Venice has the second best army, they ask for less money than all the others and have 1/3 to turn over the city to you.

Hungary has the worst army but still, they ask for more than Venice.




PICS FROM ONE OF THE MAPS

Spoiler Alert, click show to read: 


NORTH






Spoiler Alert, click show to read: 


CENTER




NOTE: The HRE and the Moors start at war with each other. According to the difficulty level, the AI starts with increased armies so the player of either the HRE or the Moors will be in a tough position.



Spoiler Alert, click show to read: 


SOUTH


The Aztecs and the Mongols start allied. In this map, they're also close to each other and with a lot of space to conquer. Very good possibilities. Of course, in the game the player doesn't know immediately who is near him and that the west is all empty. This example shows that spies are good from the very start, just to give info who is where and where is what.





If you want to change the campaign script, take the maps and use them somewhere or add water, feel free to do so.

Here are the changes present in the LTC random maps 2.5 in case you want to read all of them. (not that I believe anyone will )
Spoiler Alert, click show to read: 

Trivia

- Starting locations are random... so the starting region of a faction's starting settlement may be extremely good or extremely bad.
- Map trading is important!
- Catholics start at war with Islamic factions. Heretics are automatically at war with Pagans. Factions of the same religion start allied.
- Milanese are advanced in technology and they arrive late in the game. They have good emerging armies.
- Poland emerges very early but is weak. More like sporadic nomads.
- Aztecs and Mongols have more soldiers/unit.
- Religion affects relations very much!

Version 2.0:

- 90 region maps, 300x300
- in those maps the starting position of the FLeader changes to be closer to the starting province.
- Addition of Greek fire in the mod with 4 kinds of units. The Byzantines have the knowledge to build them from the beginning. The rest must build the alchemist guild to a city or castle in order to benefit from these units, or hire them as mercs.
-The efficient way to get the secret of the Greek Fire is to steal the secret from the Byzantines. Each successful spying mission on the Byzantines, each succesful bribe of a Byzantine army contributes. At some point the Alchemists guild will appear and with the Alchemists guild you can recruit Greek fire units. The more Greek fire units you recruit, more alchemists guilds will appear, but you better keep spying on the Byzantines at least at the start to speed the process. NOTE: Leaving a spy in a Byzantine city doesn't help unfortunately. I couldn't make that work. You should get him in and out of the city all the time to get successful missions.
Other ways to get Greek fire units: Building Naptha units, building lots of siege buildings or... controlling Constantinople. Every faction (except the Aztecs) can recruit Greek fire units in Constantinople.
As a note, Baghdad and Nicaea start with an Alchemists guild, so taking control of these also gives the ability to recruit Greek fire units.
- New area effects for most Greek fire units. A unit hit by Greek fire in pots (as those launched by special catapults, towers etc) will have it's flag turn blue for a time. This means that it's morale is lowered but not as much as if hit directly by Greek fire, like the one thrown by the Greek firethrowers or the Greek Flametube (which gives the red color as in Crusades).
- In the large maps, the starting armies are repositioned near the starting settlements.


Version 2.1:

- Many new units. Some of them with religious requirements. Some of them are good in snow, others good in deserts and some of them are good against specific unit types (elephants, light cavalry).
- Lowered everyone's bonuses for snow except for Russians. Penalties for cavalry in deserts (except desert units)
- Addition of pagan war temple that works like a knight's chapter. Appears as a guild/chapter house in Aztec or Mongol castles. It allows the recruitment of two infantry units. One is good in deserts, one is good in snow. To get the war temple, since there are no pagan crusades, you have to convert many people to paganism. If pagan priests are in a region for 2-3 turns and the religion shifts enough, you gain points for the pagan war temple.
- Warrior monks, like the Cannons of the Holy Sepulcher can now be recruited by all factions+ addition of 2 more warrior monk types.
- Catholic specific religeous building, The Great house of God, that gives many benefits and allows the player to recruit the CHS.
- Crusaders faction emerges in some crusades. They have a chance to spawn against specific crusade targets. They attack the crusade target. When the Crusade ends, the faction cease to exist joining one of the catholic factions. You can pay money when they spawn to increase their numbers (support them) and you have increased chances to gain their spoils.
Orthodox factions can also support and then (only then) they have a chance to gain the spoils.
NOTE: THey usually exterminate the target. While there's a chance you will gain the settlement, chances are that you'd just gain a few units. If they spawn and you want the settlement run to get it.


Version 2.2:

Quite big changes this time.

- Unit move speed on the battle map reduced to 3/4.
- Reduced range of ranged units. Since the units move slower, to keep things balanced, I reduced the range of all ranged units. Crossbows now have a shorter range than bows. Since thrown missiles are used quite near the enemy units their range wasn't reduced much since the enemy charges.
- Tax income increased by 25%, settlements also add a net income according to size. Trade income decreased by 25%. Income now is more tied to population size in a settlement. The final effect of these changes is that income in the first turns is more than before, allowing the player to build up the settlements. Later in the game, the player doesn't make as much money. Still, in the late game most of the income comes from trade.
- Upkeep increased by 50% for all units. So it's more difficult to support large armies. Along with the tax income increases and the settlement income bonuses the effect is that the size of the army is more tied to the number and size of settlements.
- Walls and towers for large and huge cities strengthened and their attacks made more powerful. So it won't be as easy to capture a huge city with a garrison of 1000 soldiers.
- A new tree of traits for pagan generals. They are considered by their soldiers favored by the various Gods of War, which gives benefits similar to the crusader or Jihad traits. They gain this favor by winning difficult battles or by residing in settlements with the Hall of the War Gods.
- Some factions may merge. A faction controlled by the AI and going poorly may join another faction.
- New units and all the peasant type units now have the horde formation
- Event movies for the emergent Milanese and Outlaws. Not a masterpiece, but they work. I found it difficult to capture parts of a reply the way I wanted them without mistakes so the "movies" are in fact joined snapshots. They capture the feeling well.

Version 2.3:

- Added more camel cavalry units for moors
- Added a few interesting custom battles
- Some infantry units can now use shieldwall
- Armor value changed for all units. Many people have noted that upgrading armor isn't increasing armor value by 1 but closer to 2 - 2.5. I.e a unit with starting armor value 0 and 2 armor upgrades would have armor value of 4-5 instead of the listed 2.
In order to compensate for this, each armor level now gives 2 armor, in order to remain more consistent with armor upgrades. So a unit with partial plate (level 4 armor) will have the same armor value whether it had it's armor upgraded or not. There are some exceptions to the 2 armor/lvl rule. Heavy cavalry still has +1 armor.
Defence and shield values decreased and cost increased for units that had their armor value increased a lot.
- New player decision: Each time a new faction leader is selected, the Player is asked if his new faction leader will try to supress the power of the nobility and increase the power of the crown or leave things as they are. Many traits are tied with such decisions and benefits are accumulated through time as the king(s) successfuly manage to gain the upper hand. If the faction leader dies and his heir decides to stop this policy, the accumulated benefits start to revert to normality. If the new FLeader decides to keep suppressing the power of nobility, the benefits continue to grow.

The immediate effects are that each govenor (except Fleader and FHeir) has to give up more money(increase in tax and trade income for govenors) but detests this so he takes a hit in loyalty. Also more power to a single ruler means less effective goverment (represented as a penalty in law).
As turns pass and the leader keeps opposing the nobility and gathering more power, other benefits start surfacing. There's a (small at first) increase in income that grows with time as the FLeader manages to get more from the nobility and eventually a special cost-effective militia unit recruited from townhalls.
How fast the benefits come depends on authority.

Meanwhile, some of the generals may become quite disloyal (depending on FLeaders authority). A FLeader with low Chivalry or with dread will try to blackmail them. The more dread the FLeader has, the faster he will use underhanded methods to bring the generals back on line.
Beware though that a FLeader that uses blackmail isn't loved by the people or his army.

Version 2.4:
It has been two months, so there are quite a few changes there.

- Aztecs have extra recruitment slots, they can amass large armies quickly now.
- new mercenary units and new units
- changes in the way the AI gains extra cash
- +1 morale for units recruited in settlements with the religion's special building. (Khan's armory for the mongols, Spiral Minaret for Egypt and Moors, Great temple of Christ for Catholics etc)
- Included is one map with factions placed by hand. The map was generated with the program as usual, but I fixed the starting positions for the factions and assinged more than one settlement per faction. Factions that are good in desert start in desert and factions that are good in snow start in the North.
One faction per religion is dominant, and the others are supporting. Because they start allied, factions of the same religion work together and have military access. HRE, Moors, Byzantines, Mongols are the dominant factions of their religion getting 8 starting settlements. France, England, Papal states, Egypt, Russia and aztecs are the supporting factions with 5 settlements. Since all playable factions start with a fortress they can produce upper tier units from the start, without need to wait for 40+ turns. The rest of the faction settlements were downgraded.
I have found that playing that map is more challenging than the usual one-settlement maps since you don't have as many rebel settlements to conquer and the enemy starts well established.
- Included Faction stability ratings. Rapid expansion, military defeats and riots/revolts in the faction's settlements destabilize the faction. A destabilized faction may experience seceding settlements (like the Baron's alliance in the Britania campaign) that could lead to civil war.
I tried to balance out the power of the mother faction with the power of the emerging faction. Catholics have crusades and very good units, and are 4 factions instead of 2, so they get the tougher opposition. More information about the factions in the spoilers.
For the player, stability drops much when the player's faction loses settlements, when a riot/revolt happens and with certain player decisions. It drops somewhat randomly and when the player conquers a settlement. It drops slightly when the casualties of a battle are large. It increases with time and with clear victories. The Faction leader's piety, authority and chivalry/dread also affect stability. The difficulty rating of the game also affects stability.
If the empire is unstable you get a warning so you can try and change the situation. If the empire is close to revolution, you get a second warning. If things calm down, you get a message that you can go on.
In effect, if the player avoids riots and rapid expansion secession shouldn't be a problem.
The AI may also experience secession and since the AI factions will probably get many military defeats and lost settlements at the hand of the player, defeats and lost settlements affect AI faction's stability less than the player.
Use spies and priests to incite revolts in enemy factions. This will lead them to civil war.
The Aztecs in particular will probably end in a civil war in the early game.


Version 2.5:

- In some regions around the map, controled by the rebels, there will be rebel generals with large armies defending them.
- The settlement of most factions when they revolt will spawn another faction (Turks, Outlaws, Poland, Tlaxcalans) instead of rebels. The previous owner of the settlement goes immediately at war with the rebel faction.
- Hre, Byzantines and Moors may re-emerge if they hold no settlements, depending on city happiness in their historical centers.
- Did you ever felt that your empire is too big, and that it would be good if you could just sign off some land to someone getting money and support in exchange? The player can choose to grant independance in important cities spawning a faction. The relation between the Player's faction and the faction spawned is very good and the religion of the spawned faction changes to match the Player's faction. The player can choose to spawn either Venice or Hungary.
Benefits and Drawbacks:
Spoiler Alert, click show to read: 

Benefits:
a. The player gains an ally.
b. Immediate increase 1000 denars to King's Purse. That benefit remains even if the spawned faction is destroyed or the player goes at war with it. Essentially it is the increase in the King's fortune from the noble he granted independance to.
c.For every settlement the Spawned faction controls (if not at war with the player's faction) the player receives money.
d. The player receives also receives some money if the Spawned faction has more than 10000 denars (if not at war with the player's faction).
e. The act of creating a new kingdom helps your faction leader to be proclaimed Great.
f. Hungary: The player can recruit a cheap light infantry unit or a good light cavalry unit.
g. Obviously the spawned faction's leader isn't married. If you have a princess available you have a very good chance to strike a marriage alliance.

Drawbacks:
a. Obviously the player loses control of an important city.
b. The spawned faction isn't as powerful as a normal AI faction. It has less money (and it gives some of this to the player) and less powerful units. You may need to protect your vassal.

-The biological sons of the Faction Leader have increased chance to be chosen as faction heirs. The same goes for those that marry the daugthers of the Faction Leader. Also, the govenor of the historical center of the faction has also a greater chance to be chosen as a faction heir.
- Baghdad now holds some surprises.

Spoilers
- Tlaxcalans (new faction) emerge from the Aztecs, they don't get great starting armies. Outlaws with a large army emerge from Catholic factions. Turks emerge from islamic factions and the Byzantines with a moderate army. Poland emerges from Russia and Mongols with a small army.
- If the settlement loyalty in Constantinople, Frankfurt or Cordoba is less than content (i.e a blue or red face) and the factions they represent have been destroyed, then there's a chance (depending on the difficulty) that the Byzantines, the HRE or the Moors will respawn in this settlement.


Things I copied from the LTCAndy's modifications mod:
(Check the link above for more info on those listed here)

- The recruitment of most military units takes 2 turns instead of one. (removed in order for units to get the experience bonus from buildings)
- The settlements upgrade limits have been increased.
- The movement of all the units has increased.
- Costs increased for spies and assassins and chances of success reduced.
- Changes in the units of most factions.
- Changes on some buildings construction speeds and costs (reduced). Some changes on what buildings each faction can built.
- Changed the theatre with a new kind of building for all factions: The summer residences. Except of boosting trade and enabling each culture to hire mercenaries in towns, Residences improve faction standing. It is assumed that they are jewels of your civilization after all.
- Greater chance to aquire ancillaries.
- Mercenaries are more often available for recruits, and their pools are bigger.
- AI factions declare war to their trusted allies' enemies. Like Rome Total war roman factions.
- Militia Garrison Script for a few settlements. The starting settlements of the factions and some other important cities.
- Certain cities allow recruitment of special units.
- The player's actions influence some of the events in the game. Buildings built and most importantly which factions are going badly or destroyed affects some of the events.
- A few types of units can only be recruited if the religion of the region is above some amount. For example serbian knights need over 60% orthodox. On other cases, having a greater percentage of one religion allows greater recruitment pools and faster replentishment. For example having 30-45% pagan allows recruitment of one pagan soldier per 10 turns while 45-60 allows 2 and over 60% pagan allows a pool of 3.
- At regular intervals in the game some AI factions get free upkeep units.
- The AI starts with a bit more army than the player.

- The AI will give greater priority to horses and cannons in the late game than in LTC. Still, most of the armies will be footmen though.
- Some units will get better if enough of their number are built.

- Generals and agents that end their turn in friendly lands get a 60% speed increase and some other minor benefits. Agents and generals get the bonus all the time. For armies to get the bonus they must be on the field! I.e not in a settlement or fort.
- Merchants in native lands get +1 finance.
- The AI can't amass more than 100,000 denars as easily. Making vassals will still be profitable, but you don't end up with a couple of millions.

- The outlaws and the Milanese are agressive.
- The charge value of the heavy cavalry has been increased by +1 along with the price of the heavy cavalry units. The price of the light cavalry and it's speed increased somewhat in some cases too.

- The convertion rate of religeous buildings increased. An Abbey should be enough for most factions to keep their population mostly in their religion and not sinking (too fast) to Herecy or paganism.
In case the Player wants to recruit the low-upkeep and cost-effective pagan soldiers, he can choose where to NOT build religious buildings.
-Unlimited men on the battlefield. This means that when you put 10000 men on the battle, they will all be simultaneously in the battlefield.

- Citadels and huge cities now require an event to be built. The event happens always after gunpowder has been invented.

Additions:
I added hidden resources that enable a few units from the LTC:Andy's modifications.


Version 1.1:

- When a faction grows large enough and remains so for some turns, the faction leader is proclaimed to emperor, gaining some bonuses.
- After some time, and if the faction has gained some lands, if the treasury is low, there's a chance the Player will be proposed with an "imperial tax", rising extra money that turn at the cost of unrest. The Player decides if the tax will be levied this turn or not. If he agrees, the faction gets substantialy more money.
- After the Outlaws have settled in a kingdom, they will periodically try to blackmail the Player trying to extort money. If the player refuses to pay, the Outlaws use the criminals and heretics that comprise their faction against the Player.
Refusing too often or accepting too often also have other consequences. It doesn't matter if the player is at war with them or not, they will still try to blackmail him. The only way to get rid of the blackmail attempts is to take all the settlements from the Outlaws.
Some of the traits of the leader (dread, authority) influence the frequency of some blackmail attempts.
- Don't rush and take all the Outlaw settlements. The Outlaws may also offer to help the Player against his enemies. If the Player hasn't denied the Outlaws extortions too often, there's a chance they will offer to steal from the Player's enemies and give some of the profit to the Player. In effect, they ask the player to give them criminals and they use them to steal from his enemies. Again, the traits of the leader influence the frequency of this.

Version 1.2:

- Minor changes to units and buildings
- Changes to traits
- Aztecs made far less powerful
- A very successful faction leader will be proclaimed the Great (Ala Napoleon the Great, Alexander the Great, Charlemagne etc) and achieve such a honorific. the son of such a person and his generals will gain helpful traits. While all these traits are good, it's a reward in itself to be able to see your faction leader as "[name] the Great".
To be able to do it, the player must conquer much land (25-30 settlements) and have a large treasury. Once the FL changes, the counter is reset. THe new FL has to again claim 25-30 settlements.
- Polish tribes invade less often
- The larger the empire, the more money they lose. The richer the empire, again the more money they lose.


Version 1.3:

- A few new buildings. The Counter espionage buidlings give traits to generals for as long as they reside in the settlements. Three new very expensive buildings are the Great temple of Christ (Orthodox) that converts people to orthodoxy even outside the factions' borders, the Spiral Minaret (Islam) that converts people faction-wide and the Khan's Armory (mongols) that enables the recruitment of town militia in every Mongolian settlement.
- To create the Forlorn hope the player must build a number of drill squares, barracks etc. Barracks count as much as 3 drill squares. The number needed is influenced by game difficulty.
- Changes to some building construction times.
- Some settlements made a bit more progressed. Milan, Genoa and Venice are good cities to conquer.


PICS FROM ONE OF THE MAPS

(Removed, check the LTC random maps 2.5 for them)





Special thanks to:
The Lands to Conquer team! Without them this mod wouldn't have been done, not to mention that I would have stopped playing Medevial II.
Re Berengario for the ancillaries, the garrison script and some good ideas.
The team of the mod Wrath of the Norsemen for sharing some models. (The models of the pagan soldiers)

And LuckyLewis for the video!

The LTC team
Lusted
Wilddog
Jason Turnbull aka Palamedes
Unspoken Crusader
Garnier
CavalryCmdr
alpaca
joerd9
lawngnome

Administrative NoteThe external download link on this page is not valid anymore, should you have a valid download yourself or know of an alternative download link please contact a member of the 'Modding Staff' group.




Images

None

Comments

alhoon
April 19, 2010 at 11:26 AM
I just noticed... The spawned faction's religion is catholic. I'll fix it ASAP
Feuderoket
June 01, 2010 at 12:47 PM
alhoon
June 02, 2010 at 12:52 AM
What seems to be the problem?
nhytgbvfeco2
August 23, 2010 at 03:20 AM
looks good
nhytgbvfeco2
August 23, 2010 at 05:22 AM
after playng,i nouticed this:sound doesnt work.
nhytgbvfeco2
August 23, 2010 at 05:39 AM
corrupted all of my sound files,no sound from the vanilla game works anymore,thanks a lot
alhoon
August 23, 2010 at 08:07 AM
My sound works fine and truth be told...
also there's no sound modifications. This mod uses the Vanilla sounds, it doesn't overwrite or replaces them in any way.
So I think you had a problem with the vanilla sounds in the first place.

Just in case:
Did anyone else had this problem?
nhytgbvfeco2
August 23, 2010 at 10:21 AM
there is a sound folder in your mod,and its been well over a month since the last time i installed a mod(exclueding this one)
and no,i had no problems in vanilla,nor in any other mod i have,but now for example after installing this mod the only sound anything in the game makes is the generals talking when you select them...
alhoon
August 24, 2010 at 12:20 AM
Well, the mod doesn't overwrite anything in vanilla. The whole mod is an different folder.

Are you sure you installed it correctly? Did it asked permission to overwrite anything?
nhytgbvfeco2
August 24, 2010 at 01:42 AM
i dont remember,the readme said i need to extract it directly into the M2TW folder,which i did
alhoon
August 24, 2010 at 09:07 AM
Yeap. So the LTCrandom goes in the M2TW folder directly.
everything is in that folder. So it couldn't overwrite vanila files.
nhytgbvfeco2
August 24, 2010 at 12:22 PM
wait you confused me,the vanilla files are in that folder aswell?
alhoon
August 24, 2010 at 01:49 PM
Nope, everything the mod needs is in that folder. The mod doesn't interfere with Vanilla in anyway. I don't know how it corrupted your sound file.

I'm afraid you'll have to re-install M2TW.
nhytgbvfeco2
August 24, 2010 at 03:39 PM
too much work,ill just have to listen to music while playing i guess
alhoon
August 24, 2010 at 06:06 PM
Eh... if you think so OK, but I would still suggest you take the 20 mins to reinstal M2TW and kingdoms. IMO sounds are important for the game.