Look around you. There's no end to the modding, is there? New ideas come and go, some die, some thrive. The Hosted Modifications section bears witness to brilliant ideas coming to life from humble beginnings.
With all this modification energy, this lifeforce, driving TWC, how can there possibly be something that hasn't been done before? Very little, I'm sure. But, for certain, as I'm sure the perceptive among you can tell, some ideas are left underdeveloped.
There's something ironic and profound in the fact that the largest mod to radically work the three lonesome Muslim factions is CA's official Kingdoms: Crusades campaign. Even so, the love extends to only the Levant, leaving the Moors high and dry like always. Like always.
So how many campaigns have we all played? Ten? Twenty? A hundred, easy. We love the game. Ever notice where all the action is? Ever notice where it's not? I'm sure I'm not the only one to notice that, by conquering two or three provinces, one becomes the master of more land than half of Europe. I'm speaking, of course, about North Africa.
Poor, poor, Maghreb, land of the Islamic West.
This is my first real mod, my very first experience in modding Medieval 2 Total War. With only time, late night provisions, a huge forum of modding pros and tutorials, and being a fast learner on my side, it's going to be an adventure.
This is Maghreb - a modification to completely rework from the ground up the rosters and landscape of the Islamic West. It's something I feel that is not only overlooked time and again (we are one~), but absolutely critical to having an enjoyable campaign South of the Mediterranean. To me and my inexperience, it is a daunting task. I have no illusions about the kind of hard effort it will take to even realize 1/3 of my projected goals but, damn it, I have to try.
I promise, this is not just some silly pipe-dream about deserts and turbans, I feel that a mod like this is absolutely crucial for factions like Sicily, Spain, and Portugal. Because what kind of Reconquista ends on turn 40? How strange is it to see Sicily always take Tunis and Tripoli, bordering Cairo because of it?
So, without any further ado, the basics and jist of my proposal/WIP.
1) There will be no more 'Moors' faction. Iberia will now be populated with the traditional Christian factions and an Andalusian faction representing the taifa kingdoms of the region. The North Africans will become a Murabitun faction, centered in Marrakesh and separate from their Northern cousins.
2) Possible other, perhaps minor, factions in Africa. This includes a 'Tunisian Emirate' type faction and a Sub-Saharan African faction similar to the historic Mali or Ghana Empire.
3) A North Africa that isn't an endless span of useless, impassable desert controlled from one or two settlements hundreds of miles away from each other and their own borders. There will be a whole different world south of the Saharan desert with a land rich in mining minerals, slaves, and the bounty of the river Niger. Traversing the Saharan ocean to reach it will be like discovering a New World in itself.
Spain, also, will be reworked to include a few new settlements and bolster the starting position of the Andalusians, since they lose North Africa when split from the Murabitun. Toledo will be in Muslim hands, as will Zaragoza and Lisbon. Portugal must start from further north, and Spain will take the historical Santiago de Compostella in place of a lost Toledo.
What's the point of relieving Reconquista if it's half over by the time the game starts?
4) A high level of distinction between the faction of Andalus and the Murabitun in both building tree, unit roster, and game niche. The Iberian Muslims will now be a faction geared towards excellent siege craft and expertise. They will not be another horde-of-Mordor Muslim faction relying on unarmored units that are hardly ever a match for even the most basic European unit. Able access to advanced armor matching their European neighbors closely will make them a worth opponent able to go toe-to-toe with their peers from the North, and their use of swords, maces, crossbows, and heavy cavalry will make them a fine army indeed. Their special 'niche' will be a masters-of-the-siege motif where they will make use of crossbowmen the equal of their neighbors (Pavise style), swordsmen militia that can use a small reserve of naptha grenades before engaging the enemy, a strong but usually small militia army that can quickly answer an enemy siege with wonderful effectiveness. Their siege crews are well drilled, and they will have perhaps the quickest access to the most experienced cannon crews in Iberia before their neighbors.
The Murabitun, however, will play a completely different role. They will have great numbers of infantry troops, very little cavalry elements to their armies, only a few elites with decent armor, and mostly unarmored spears and skirmishers. This is not, however, an army of unwashed barbarians with no sense of order or ability. They are unarmored, yes, but they are a completely defensive force on the field, preferring to receive and repel the enemy rather than assault them. Their soldiers are extremely hardy tribal levies, but are then drilled extensively in battle tactics and combat. With high attack and defensive skill bonus, these are units that will not only stand to the last, but do so with grim determination and resilience. Nothing an archer volley won't decimate, but then again, that'd just prove the cowardice of their enemies who are unwilling to cross swords with them. They will field very effective, but unarmored, spears from the beginning and are meant to form a defensive square or ring to ward off enemy cavalry (most notably Christian heavy knights) while their slingers, archers, and javelin throwers go to work. If possible, they will also field massed war drums that not only command the attention and discipline of their soldiers, but instill great fear and confusion in their enemies. Their later spear wielding Lamtuna tribesmen will be able to shove their spears into the ground and form a pike formation to resist the enemy charge with even greater resolve before uplifting them and using them as normal spears, not pikes.
3) Hopefully a reskin for these factions that will not only differentiate Andalusian from Murabitun, but make them distinct cultures unto themselves rather than a clone of Egyptian and Turkish units thousands of miles away. Maghreb was a land with its own cultures and dynamics, and their arms, armor, and building tree should reflect this. The Iberian Muslims will be very European in design and ability. The Murabitun will hopefully not be a clone army of units in the famous Vanilla 'burmous' armor we see for 'Desert Archers.' A huge undertaking in itself, but one that I feel is so long overdue for the most neglected corner of the M2TW map.
Currently, I'm both toying with and learning how to make an initial map that will reflect the above. Text editing will soon follow, and texture editing will be of less importance at first as I try to remake the rosters using what I have available. From there, I can start slowly replacing textures, one unit at a time.
I'm not asking for help, though I'd certainly not turn down anybody who wants to offer me any tips, advice, or critique on my project. I'm also not asking for a team, and I'm fully prepared to work on this by myself. However, any and all help will most certainly be appreciated and respected. I consider this both something to learn from and something to aspire to.
I hope it all goes according to plan, and I'll be working hard to see this through. I just wanted to let you guys in on what I've been thinking and feeling for the longest time now, and I hope you look forward to any progress in this endeavor as I do.






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