This mod is now featured on French website Mundusbellicus.fr : http://www.mundusbellicus.fr/forum/t...us-christianum.
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This mod is now featured on French website Mundusbellicus.fr : http://www.mundusbellicus.fr/forum/t...us-christianum.
Moorish stuff is on the to-do list for MK, What would you need for Moors?
Que Sympa, very nice of you going through the whole thread!
Well actually what I get from fote seems sufficient and closer in time period and all. I'm rechecking all sources and I'll tell if I find something wich could also be used on Almohads
Andalusian armies are made up of mercenaries mostly, "mamluks" coming from north Africa, berbers, and beyond from Ghana. But there were also Iberian cavalrymen, many fighting as Jinetes, and city militias amongst the taifas, especially Cordoba had a well organized Militia. Then of course the Emirs had their retinues, of nobles and proffesional soldiers. But overall the small city state taifas rely on mercenaries in a situation comparable to late medieval Italy. Here shown are however the native contingents.
There will also be a zirid berber roster for Sicily, and one for the Almoravid empire. The Almoravid Empire? Yes For a mini campaign spin of wich is being developed alongside the main mod atm.
http://i47.photobucket.com/albums/f1...psfcwzpkn2.png
http://i47.photobucket.com/albums/f1...psr7rlpb4j.png
http://i47.photobucket.com/albums/f1...psnwookby3.png
http://i47.photobucket.com/albums/f1...psnw80jja3.png
http://i47.photobucket.com/albums/f1...psudphptlr.png
http://i47.photobucket.com/albums/f1...psianshxas.png
1 These are some of the famous light cavalry of Andalusia, although not skirmishing cavalry
2 Romat are infantry archers, a very important element in many Islamic armies any where including in the andalus. These are part of a city-militia, as so they aren't the best equiped troops but they are loyal with high morale for their level
3 Rommaha are similarily town-militias of spearmen. Despite their arabic name they constitute the population of the cities despite Arab, Berber or Mozarab roots. Meanwhile the campino/rural levies are rather like the christian levies in the north
4 Hashim represent the bodyguard retinue of the Taifa princes. They differ from the rest of the Islamic world (as does much of al-Andalus) in that they tactically and in equipment resemble rather the Christian Europeans than the Arabs or Persians.
5 Murabitun are the religious militias garrisoning so called Ribats, these specific ones are not the al-Murabituns of north Africa, but an Andalusian equivalent
6 Saqaliba are former east European Slaves, or rather their descendent, who in the late Caliphate had an important bodyguard/military role wich was continued as some Saqaliba even seized their own taifas. These were seen in Sicily as well.
An introduction to the building system, wich is quite different from previous games and mods and wich require a different way of thinking.
Ever think it's weird that a region the size of a kingdom only can house 5 "buildings" at most? Sure one possibility is to just rename every building to plural, so you build churches instead of a church. I've done something similar but more expanded.
In the middle ages 90+% of all economic activity was likely based on agriculture, and thus on holding land. Since land is a limited comodity it makes far more sense for the building slots to represent the regions agricultural territories divided by however any building slots there are. Growth represents the colonisation of forests and the like into agricultural estates as the population growths. Now not all regions are the same size so the land isn't exactly the same in size, but that is negligible. The main point is that a building slot represents a territory of farmland and that regions income. That is instead of the modern economy depicted in ca's games where most income comes from specifically specialized industries, whilst farms just provide food.
The different (5-6 depending on faction) building chains's first buildings represent the party wich holds the lands and it's incomes from the state (mostly the king). The options for land ownership are:
1 for a lord/king to hold it himself as his demesne, earning it's income himself (royal income) whilst becoming immensily impopular and without political and military support as his vassals are jelous and refuse to aid him with troops and political support
2 for a feudal vassal to hold the land and it's income. The state losses out on most of the territories income (feudal income), whilst the vassal in exchange provides political (po) support and supports military troops with the income wich you can levy.
3 for the church to posses the land. Again the state losses out on most of the territories income (eccclessiastical income) whilst the church in exchange provides great political leverage and support (political support and public order and religious influence)
4 for common people to hold their own land, or their allods as freeholds without any significant overlord. Your political rivals who could've had the land instead will be unhappy but the (allodial income) will increase as no there's no overlord to tax it all away
5 for a city to hold the land, a city would've been a semi-democratic island. Being granted a countryside estate it would've used it's income (city income) to raise militias and buildings. The wealthier townspeople exploiting the farmers would lead to unrest
6 for a commune (a city) to hold the land (Italy only). It will receive the territorys income (city income) or it may enfeoffen the territory to a knight who will serve the city (wich looses out on the income) or it may build a militia garrison, loosing the money
What you have to understand with recruitment is that for mid and high level units, you can't just construct a building and recruit unlimited amounts of the unit. The knights for example serve in exchange for granting them land and it's income, but the land can only be granted to so many knights. Each territory of land granted will thus yield in the state receiving 4 or so units of knights, you can't recruit anymore knights units though, unless you build more such charters. Cities will begin with 5 or so knight units so you're not completely dependant on the fiefs. Militias and levies available from allods and cities follow the same pattern, except there are many more of them and they are not as good. You can't recruit both feudal knights and common militias from the same building; in the feudal buildings the common people is forbidden to use arms as they would otherwise revolt against the overlord knights. Whilst in the popular buildings the income the knights would otherwise claim for themselves is distributed amongst many more people who can afford worse weapons but who will use them to prevent any knight making them his vassals. (note not all knight units are feudal there are household knights aswell from the cities aswell as generals and mercenaries).
And about the different incomes, feudal, royal and so on. They represent the income of wichever party holds the lands, so if it is held by feudal vassals it has feudal income. But weren't you giving away the income if you granted it feudaly, why should you then ge it AND knights if the knights are supported by the income you're supposedly giving away by not constructing a royal demesne?
Because the feudal income is very very small. You can increase it by researching technologies, but those will decrease your political power even more. Some regions have feudal institutions, meaning a large unfree population, wich will thus increase the income from feudalism (even if it is small), church charters and royal land all wich use succumbed populations to create taxes/agricultural income (even if who gets that income varies). More centralised regions like england will have more royal income meaning (wich is the main income, 80% or so for most factions). Tribal regions or regions where the population still resists feudalism will have bonus to allodial incomes, meaning you will earn less from building estates there as there are fewer serfs, aswell as get fewer knights. That will make it hard for feudal france to occupy say Denmark wich has a entirely different economy. Meanwhile France and England wich both have region economies based on succumbed populations will have less problem absorbing each other (or parts of eachother as with the angevin empire). But not all factions are feudal and have the royal income as their main income. The tribal wends have allodial income as their main one, as their state constitutes not a dynasty but a whole tribe. Likewhise Italian city states such as pisa are republics and will prosper from city income. They have a great boost to incomes from such buildings though they earn very little from occupying feudal and "royal" regions like France because the local nobility has a very strong influence over the subdued people there (potential free city/tribe population) and will resist in liberating the people wich is how those above factions make money; through people's trade and common income.
Finally there are still "buildings" so to say, as in structures. In some chains after granting the land to a party, you may invest further in structures there by granting it a special royal charter; meaning it gets special rights in exchange for sharing some of it's produce with the state. For example you can charter a cathedral, wich will make the church happy and give you more support (and po). Or you can charter a guild, wich means you will enjoy the rights to part of it's income or a special resource in exchange
(all the resource lines are vanilla but work with this general idea). That doesn't mean that there are only cathedrals wheer you build them, but you cna't charter every cathedral can you?
Basicly you'll have to mix all of these chains depending on your militarily and economic needs and your factions economy and the economy of different regions.
Moddin wise all these are implemented in game but without icons/effects/names so it's a bit hard to showcase atm
Some examples:
http://i47.photobucket.com/albums/f1...psnkclgw6v.png
http://i47.photobucket.com/albums/f1...ps3n8dyvzv.png
http://i47.photobucket.com/albums/f1...ps1dxxqjjy.png
So are units like knights free to recruit? If you give them the land are they supposed to arm themselves with that income. What about upkeep?
Like the idea, it definitely feels more medieval than what vanilla offers.
Sorry for asking, but if this mod had been realease ?
No not released.
About unit costs, they remain quite expensive, for some (feudal) factions levy units are even more expensive than knight's units or close to as expensive as you'd either loose economically from levying your own farmers (Who couldn't produce anything then), or you'd have to pay your vassals for levying their farmers. Also that somewhat artificially represents that knight's were suposed to have a monopoly on violence (in a general way of speaking), to ensure their position in the feudal system. And that arming peasant would come at a great (literal in the mod) cost for the ruling caste. For city states and such it's the other way around and it doesn't apply to many factions outside of france.
However despite those costs of vanilla+ prices, every factions has an edict called "feudal levy", "heerban", "fyrd" or whatever based on the faction wich universally decreases immensily the unit cost, leading however to a loss of taxes and income (Wich type of income depends on the faction/culture). The units will maintain a similarily high upkeep though. The army of William the conquerer dispersed quite soon after his conquest of England, the same would happen with most armies. Ai will have the normal system though with bonus to upkeep and recruitment as it can't handle this (probably, let's try)
Im guessing the Byzantine Empire will be in this mod? If so are there any previews of them? Hope to see some variety of Varangians
This is amazing work! What time frame do you estimate you'll be releasing the campaign? 1st quarter of 2017? earlier or later?
Linke
Could you post a tutorial of how you and your team modifies or create new shape settlements?
Your shield collection for arabs seams quite nice but in my eyes looks very fammiliar.
What is your source?
The muslim shields are collected from ltd, representing as I understand it arab patterns. They are not the final shields I'd like to use, as you see all the units have the same ones, that can't be. My goal is to retexture a european shield with half a dozen or so patterns to something like this. When it comes to shields generally I'm using only kite shields and small round shields at the moment, the latter patternless mostly with wood textures and simple colours. The Milites look quite well but for my planned unit rework I'm now researching more local shield patterns for such shields and also trying to introduce oval shields like in german rhineland (aachen ivory situla). The sources for the majority of helmets, unit looks etc will be available in the preview thread I plan to start for each unit roster when I have a hosted mod, next to the units the pictorial (if that is what it is) inspired. Below each unit will be references to litterary, archeological or pictural evidence and a picture, quote or entry in Niccole armies of west europe crusades book, wich is basicly a huge index of contemporary military source (not at all like an osprey book). My goal is very historical units, but the path there is long and the audience needs to be sated with previews.
The Byzantine Katepan of Italy holds only Bari for five years after the campaign. Very insignificant although it will be a staunch foe of the Italian Normans. Generally the Spanish and (southern) Italian peninsulas will be less detailed with fewer playable factions and variety than the rest of the map. The main conflicts for the mod are: 1 the whole struggle for england and ensuing wars across all of Britain and Ireland and France, 2 the great saxon revolt and rebellion in Germany and at least the begining of the investiture controversy (Papal states will be a very.. interesting faction so to say). Whilst there are factions in Spain and Italy aswell with the same amount of detail; the mod isn't about them as much and that's why regional minor factions like the byzantines aren't included. But in 1053, on a different map, perhaps they would be
It may be insignificant now but with the possibilities a Byzantine faction has such as restoring the Roman Empire in the west could be a cool add in
Can you publish a tutorial how you create new ingame and on strat_map settlements? Like the castletowns you shown?
yes righy, it's very easy shouldn't take much time. Yes
This mod now includes a custom version of Tryggvis (thanks) "the good, the bad, the ugly" mod. Characters have a ca 50% chance of having an epihet such as "the great", "the conquerer", all in their native language. There are also depending on cultures clans: Mac domuil, O'neill, for example or titles such as "de Flandre", Von Baiern, di Canosa", as last names. Historical characters have their own names such as Robert Guiscard and the Godwinson clan. Not all characters have these to make the ones who have special, not everyone was the lord of someplace or had a special personality trait. The different groups are:
Hungarian, Irish, Scottish, English, German, Norse, Italian, Spanish, French, Norman; Croatian and perhaps others will be added later.. (not all are shown below)
http://i47.photobucket.com/albums/f1...psvivaxywe.png
Just a test for frontend; the duchy of Normandy, most generals are done but not working well in game where I have to fix stuff with data tables (not just reskins).
http://i47.photobucket.com/albums/f1...psttyo8d8c.png
With the general i've also changed some agents, here for example:
http://i47.photobucket.com/albums/f1...psadfs2cjz.png
Hey guys! Awesome work you all are doing and I'm really looking forward to this mod. In fact I was actually thinking of starting up a Let's Play and I'd love to alter the course of history as the Norwegian King Harald Hardrada! You guys take it easy and keep up the amazing work and you might just land yourselves as next runner up for Total War mod of the year. Cheers to you + Rep :thumbsup2
You need change the UI background - I can't read anything with that stonewall background.
Nevermind the ui it's not in the mod