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  1. #1

    Default Welcome to the Maghreb

    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.

  2. #2

    Default Re: Welcome to the Maghreb

    My important question: Where can I find more of your art?

    Second most important question: Whats the balance between history and gameplay?

    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.
    The Taifas were disunited, that's how they got swept up by the Almoravids... so I don't see how you reflect that by making them a faction.

    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.
    Cut up the provinces a little more I guess. Ghana's a good idea, call the Algerians the Almohads, and the Tunisians the Hafsids.

    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.
    But no one actually conquered those lands because they were too far to reach until the era of good ships and good guns. (I.E. After the game). If you're going to limit the playable factions in Africa then I think having quality provinces there will be game breaking, but if you can come up with a plan to balance that would be good.

    What's the point of relieving Reconquista if it's half over by the time the game starts?
    Then how is Spain going to compete against France or England? If you make the Iberian penninsula too much of a slog, then those other factions will have an advantage--unless we hard code the 100 year war or add in Normandy, Burgunday, Wales, Ireland etc to spice things up for the Iberian's neighbors.

    4) A high level of distinction between the faction of Andalus and the Murabitun in both building tree, unit roster, and game niche. Are we going to be using Retrofit? This gives the Turks/Egyptian factions a major help and I've already transferred the axe-wielding Khasseki to the Moors... Or are we talking a major unit swap, or entirely new units that you create in a model bulider?

    The Murabitun, however, will play a completely different role.
    That sounds a lot like the style of mid-level English roster. As for the Lamtuna, how do you plan to do that? That sounds a bit like the Laca's old Byzantine Spearmen....

    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.
    I would definitely enjoy doing some content writing and research for these armies. I am a huge fan of Spain of this era so I've already got some experience with them but I'd definitely like to learn more about their enemies. Differentiating the rosters and keeping things balanced would be my biggest concern but please make sure the map isn't ugly. SO many map mods distort the map into grotesque blocks and clashing primary colors. Perhaps enlarge slightly but I'd hope you just chop up regions. It took me literally weeks to find a map that didn't blow the campaign screen all to hell.

    However, any and all help will most certainly be appreciated and respected.
    If I can get access to more of your art, I'll help... I can't actually do modeling because I'm cheap, but I'm pretty good at altering and recoloring textures and I know my way around the battlemodelsDB and the various building/guild/unit files.

    I hope you don't think I'm trying to break your idea (not that it matters what I think!) in fact, the only reason I'm responding is because it sounds interesting and I DO think some improvements could be made to the region. So if you want help or not, good luck.

  3. #3

    Default Re: Welcome to the Maghreb

    Quote Originally Posted by SSJPabs View Post
    My important question: Where can I find more of your art?
    When I get off my easily distracted, lazy butt and draw some more of it.


    Quote Originally Posted by SSJPabs
    Second most important question: Whats the balance between history and gameplay?
    So far, no need for balance. I'm starting from a premise of good historicity and have not seen a reason to curb a faction's potential strength (each is not an uberfaction, just one with a very different strength than another).


    Quote Originally Posted by SSJPabs
    The Taifas were disunited, that's how they got swept up by the Almoravids... so I don't see how you reflect that by making them a faction.
    Some were more powerful than others, and were on the verge of becoming powerful emirates in their own right. A taifa faction that starts with Seville, Silves, Cordoba, and Toledo is quite historical, I believe. On top of that, all but Granada was technically 'swept up' by the Almoravids, who invaded after Toledo fell to Spain. This, however early, happens after M2TW starts, so it's perfectly plausible in my opinion.

    Or I could simply have the faction start as a still stagnating emirate of Cordoba.


    Quote Originally Posted by SSJPabs
    Cut up the provinces a little more I guess. Ghana's a good idea, call the Algerians the Almohads, and the Tunisians the Hafsids.
    I would personally call the Moroccans the Almoravids, but Murabitun would be a more generic catch-all version, like the Turks in place of Seljuk/Ottoman Turks. For Tunis, I would have a Zirids faction, and the empire of Mali reeling from an Almoravid incursion in the south.


    Quote Originally Posted by SSJPabs
    But no one actually conquered those lands because they were too far to reach until the era of good ships and good guns. (I.E. After the game). If you're going to limit the playable factions in Africa then I think having quality provinces there will be game breaking, but if you can come up with a plan to balance that would be good.
    Not so, the Almoravids had already conquered all the way down the coast to Senegal, Ghana, and Mali. Mali itself made incursions against the northern Berbers against towns and cities held by the Murabitun. The Almoravids fought the Sub-Saharans more than they fought the Zirids, to be sure. I don't see why not.

    As far as game-breaking, the distance is still a factor. Sub-Saharan Africa would be, in theory, no different than an England protected by the Channel or an Iberia protected by the Pyrenees. I also plan on making the Western African coast accessible to normal sea vessels, instead of strangely requiring ocean-going ships.

    Quote Originally Posted by SSJPabs
    Then how is Spain going to compete against France or England? If you make the Iberian penninsula too much of a slog, then those other factions will have an advantage--unless we hard code the 100 year war or add in Normandy, Burgunday, Wales, Ireland etc to spice things up for the Iberian's neighbors.
    As far as AI is concerned, Portugal and Spain will be quite aggressive against the Muslim south and the Andalusians more passive. I believe this will still allow Spain and Portugal to overrun the Andalusians eventually (but being smaller, not so quickly anymore).

    And as far as the player is concerned.... one province is all I need to conquer Europe!


    Quote Originally Posted by SSJPabs
    Are we going to be using Retrofit? This gives the Turks/Egyptian factions a major help and I've already transferred the axe-wielding Khasseki to the Moors... Or are we talking a major unit swap, or entirely new units that you create in a model bulider?
    I don't think entirely new units is plausible for my experience level, so at first it will be a simple unit reskin and swap and, at worst, a little mesh editing.


    Quote Originally Posted by SSJPabs
    That sounds a lot like the style of mid-level English roster. As for the Lamtuna, how do you plan to do that? That sounds a bit like the Laca's old Byzantine Spearmen....
    I never saw them in action before, but it's quite simple (and successful so far). Simply giving the Lamtuna the spearwall ability without long_pikes commit to a pike formation like any other. Then, giving them a spear as a secondary weapon much like Aztec Arrow Warriors, I can simulate a seamless change from pike to spear to represent the same weapon being used in a different way. At the moment, it works brilliantly, and the Lamtuna are now able to stand against heavier cavalry much better than they used to. Their secondary spears are invisible at the moment, but work nicely all the same. Nothing a little mesh edit won't fix.

    It'll also balance them better than swords, as their high attack will make them great anti-cav units (which the Murabitun will sorely need with a lack of good cavalry) but unable to stand against swordsmen since they receive penalties. I suppose they'll play like Scotland without the armor and long pikes.



    Quote Originally Posted by SSJPabs
    I would definitely enjoy doing some content writing and research for these armies. I am a huge fan of Spain of this era so I've already got some experience with them but I'd definitely like to learn more about their enemies. Differentiating the rosters and keeping things balanced would be my biggest concern but please make sure the map isn't ugly. SO many map mods distort the map into grotesque blocks and clashing primary colors. Perhaps enlarge slightly but I'd hope you just chop up regions. It took me literally weeks to find a map that didn't blow the campaign screen all to hell.
    I hope I can exceed your expectations, but I'm rather new to all of this. At the moment, I'm chopping up the vanilla map, and it's turning out quite nicely. I now have a grasp on how and where to chop it up, and I promise to make it more interesting than having squares of desert lined up like blocks.


    Quote Originally Posted by SSJPabs
    If I can get access to more of your art, I'll help... I can't actually do modeling because I'm cheap, but I'm pretty good at altering and recoloring textures and I know my way around the battlemodelsDB and the various building/guild/unit files.
    I have some ideas in mind for guilds, so I'll definitely look forward to your help then. I've fiddled with the battlemodelsDB file enough to be comfortable with it, but you'll be the first I turn to when the CTDs start rolling in.

    For the moment, I'll be relying on Osprey images courtesy of Ahiga and Mirage of Broken Crescent, but I hope to do some art of my own and 'reinvision' if you will, what kind of look I'd go for.


    Quote Originally Posted by SSJPabs
    I hope you don't think I'm trying to break your idea (not that it matters what I think!) in fact, the only reason I'm responding is because it sounds interesting and I DO think some improvements could be made to the region. So if you want help or not, good luck.

    Thank you kindly for your comments, and any help will always be appreciated. I'm not committed yet on giving any orders and all, so at the moment I'm at a 'I'll try to do a bit of everything' stage and see where I will likely run into problems I can't solve.

  4. #4

    Default Re: Welcome to the Maghreb

    What a wonderful idea!

    The Zirid emirate would do just fine for the area around Tunis and south along the coast. In 1080, their capital would be Mahdia. (After the destruction of their capital at Kairouan by the Banu Hilal in 1057).

    Don't forget the bedouin tribes, the Banu Hilal (southwest of the Zirids) and Banu Sulaym (east and southeast), who settled around the Zirids, having been incited to go west and attack the Zirids by the Fatimid caliph to punish the Zirids for abandoning Shi'a Islam and supporting the Abbasid caliph.

    To the west of the Zirids, in what is now the coastal areas of Algeria, were the related Hammadids, also Sunni supporters.

    To the south, along with the remnants of the Ghana Empire, after their defeat by the al-Murabitun, you also have the Songhay and Wagadugu empires.

    Plenty to work with! Definitely a project worth doing. Good luck!

  5. #5

    Default Re: Welcome to the Maghreb

    You responded very quickly and comprehensively, thank you for that. Appreciate it. You might want to take a look at this map, Reg Verd if you haven't already. It's the one I use (adapted to Retrofit/Add On) and it adds several regions to both Spain and Africa but doesn't seem too well known. Here's a shot of Iberia.

    On the Lamtuna Pikes: I hadn't even thought of that. Valiant Champion over at the official boards has done some excellent work with Pike/Halberd formations so I know for a fact you could probably do something like that going through too much trouble. I don't know how to alter meshes to give them a secondary weapon, but if you can your reasoning seems pretty good to me.

    Some were more powerful than others, and were on the verge of becoming powerful emirates in their own right. A taifa faction that starts with Seville, Silves, Cordoba, and Toledo is quite historical, I believe. On top of that, all but Granada was technically 'swept up' by the Almoravids, who invaded after Toledo fell to Spain. This, however early, happens after M2TW starts, so it's perfectly plausible in my opinion.

    Or I could simply have the faction start as a still stagnating emirate of Cordoba.

    Very true, Zaragosa for one was definitely independent of the Mahgreb dynasties. I am not sure how united the Taifa's would be to be honest, but having one faction for them makes sense from a game standpoint now that I think about it.

    ...the Almoravids had already conquered all the way down the coast to Senegal, Ghana, and Mali. Mali itself made incursions against the northern Berbers against towns and cities held by the Murabitun. The Almoravids fought the Sub-Saharans more than they fought the Zirids, to be sure. I don't see why not.
    I should have been more clear, I was reacting to your mention of Niger which I think is too far east for the North African empires to have exercised any real control over, but you are absolutely right about Ghana/Mali (and I guess distance was why Mali could be such a thorn in their sides).

    As far as AI is concerned, Portugal and Spain will be quite aggressive against the Muslim south and the Andalusians more passive. I believe this will still allow Spain and Portugal to overrun the Andalusians eventually (but being smaller, not so quickly anymore).


    And as far as the player is concerned.... one province is all I need to conquer Europe!
    I bow to a more advanced player.

    Once again, thanks for a quick response.
    Last edited by SSJPabs; December 30, 2007 at 02:39 AM.

  6. #6

    Default Re: Welcome to the Maghreb

    Quote Originally Posted by SSJPabs View Post
    You responded very quickly and comprehensively, thank you for that. Appreciate it. You might want to take a look at this map, Reg Verd if you haven't already. It's the one I use (adapted to Retrofit/Add On) and it adds several regions to both Spain and Africa but doesn't seem too well known. Here's a shot of Iberia.


    Thank you, I'll definitely see what I can infer from this map.


    Quote Originally Posted by SSJPabs
    On the Lamtuna Pikes:
    Quote Originally Posted by SSJPabs
    I hadn't even thought of that. Valiant Champion over at the official boards has done some excellent work with Pike/Halberd formations so I know for a fact you could probably do something like that going through too much trouble. I don't know how to alter meshes to give them a secondary weapon, but if you can your reasoning seems pretty good to me.
    Well, with very rudimentary modding, my Lamtuna pikes perform great with their invisible secondary spears. It's all a matter of giving them a secondary weapon mesh, and I can't imagine that to be too hard, considering the other work I have ahead of me!


    Quote Originally Posted by SSJPabs
    Very true, Zaragosa for one was definitely independent of the Mahgreb dynasties. I am not sure how united the Taifa's would be to be honest, but having one faction for them makes sense from a game standpoint now that I think about it.
    I'm glad you're starting to see things my way! I expect them to be my favorite faction. And balance issues shouldn't be too hard. I'll be removing the godly camel gunners, after all.


    Quote Originally Posted by SSJPabs
    I should have been more clear, I was reacting to your mention of Niger which I think is too far east for the North African empires to have exercised any real control over, but you are absolutely right about Ghana/Mali (and I guess distance was why Mali could be such a thorn in their sides).
    However, Timbuktu is already on the map, and that river flowing past it is the Niger. Gao would also be able to fit on the map, as well as Koumbi Saleh. These three cities were the very center of the Mali/Ghana empires, so it'd be criminal to not have them, I say!


    Quote Originally Posted by SSJPabs
    I bow to a more advanced player.

    Once again, thanks for a quick response.

    No problem at all! I enjoy the discussion, frankly.



    Quote Originally Posted by Averroes
    What a wonderful idea!

    The Zirid emirate would do just fine for the area around Tunis and south along the coast. In 1080, their capital would be Mahdia. (After the destruction of their capital at Kairouan by the Banu Hilal in 1057).

    Don't forget the bedouin tribes, the Banu Hilal (southwest of the Zirids) and Banu Sulaym (east and southeast), who settled around the Zirids, having been incited to go west and attack the Zirids by the Fatimid caliph to punish the Zirids for abandoning Shi'a Islam and supporting the Abbasid caliph.

    To the west of the Zirids, in what is now the coastal areas of Algeria, were the related Hammadids, also Sunni supporters.

    To the south, along with the remnants of the Ghana Empire, after their defeat by the al-Murabitun, you also have the Songhay and Wagadugu empires.

    Plenty to work with! Definitely a project worth doing. Good luck!
    Thanks for the support! I hope this mod will be to your liking, and I'll definitely see that the Zirids have the rudimentary elements of the Murabitun army, but have some Sicilian Muslim/Norman and Fatimid elements as well. I may include some rebel stacks of beduoin for the Banu Hilal, or make their nearest rebel towns held by beduoin rebels. The placement of the Zirids will also make for a more interesting Egyptian campaign, as Egypt players usually didn't have to worry about the Moors staging attacks all the way from Marrakesh, but now...[IMG]file:///C:/DOCUME%7E1/MEHRAB%7E1/LOCALS%7E1/Temp/moz-screenshot.jpg[/IMG]

  7. #7

    Default Re: Welcome to the Maghreb

    The Zirids will definitely add more balance regarding the Fatimids and also Sicily. If the Zirids and Sicilians go to war, you might even see a jihad declared for Palermo! Now that would be interesting.

  8. #8
    Basileos's Avatar Decanus
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    Default Re: Welcome to the Maghreb

    I hope this idea becomes reality,sher khan!This is going to be very great mod and i realy wish it will finish!

    Because of the fact that i'm interested in the history of Al-Andalous and that i like this idea of a "Morish" mod, i will give you some of my idea's:

    -a great startyear would be around the year 1000,when the Ummayad caliphat was nearly at it's end.Al-andalus was in a economical,military and cultural prosperous period then,but soon ended when an time of uprising,rebelions and civil wars began....

    -Civil wars and rebelions and unrest must be a factor where Al-Andalus and the maghreb have to deal with, because it was a real historical problem by then (and actually in the whole history of Al-Andalous and maghreb) and can increase gameplay in a very good way too

    -if you have (played) kingdoms you should remember something of 'rebelion uprising' or 'mamluk uprising' in crusade campaign,yes? This would be a great thing too.For example,you could read a message "Almurawidin uprise",and that you see two full-stack armies in the south of Marrakech.

    -i hope that you add many features of kingdoms

    -If the mod starts in around the year 1000,sicily is still a muslim emirate,and so you could add a muslim 'sicily' faction

    -Don't know if this is possible,but give the muslim andalusian the abillity to build a small (mozarab) church and a small synagogue,because before Al-Andalous became under almohad and almoravid rule,the moors lived relative peacefull with christians and jews,and they were permitted to worship god and to build (but not infinite) churches and synagogues

    -add jewish religion,if this is possible

    -make some generals not so loyal

    -in vanilla,the spanish and portuguese use much heavy cavalry,but in real,they used much more light cavalry then elsewhere in the western christian world,due to their andalusian heritage and influence.i hope you can change this a bit

    -light cavalry is actually weak,so i think that they must be a bit more stronger then in vanilla.

    -i hope that you will add some more recources( from kingdoms) like fruit (and others) in spain and the maghreb

    -and of course i hope that you will add new units or reskin some

    -maybe it is a good idea to add another spanish faction like aragon

    -and finally: i hope that you add many cities in spain:at least four in portugal.I hope that (many of) these cities will be included in iberia:burgos,leon,santiago,toledo,porto,guimarães,lisboa,silves,sevilla,salamanca,cordoba,barcelona,mallorca(island),zarragoza,valencia,bilbao,murcia,Badajoz,Almeria,(Jaen?),Albacete (or another town between cordoba and valencia) and maybe one more in the north

    These are just a few ideas,and not a must for this mod.But i hope you'll find it interesting and usefull for your very great project!
    Last edited by Basileos; December 30, 2007 at 06:53 AM.

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  9. #9
    Atterdag's Avatar Tro og Håb
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    Default Re: Welcome to the Maghreb

    Very interesting!

    I might just have to dust off MTW II to test this.

    That is when you finish this intriguing projct
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  10. #10
    Orko's Avatar Praeses
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    Default Re: Welcome to the Maghreb

    This is wonderfull! a reconquista mod!
    Proposal for factions:
    Taifa Kingdoms
    Murabitun
    Almohads
    The Zirid Emirate
    Barcelona
    Aragon
    Navarre
    Mali
    Ghana
    Portugal
    Kingdom of Castille and Leon
    Emirate of Majorca
    Basque Kingdom

    BTW like your attitude!
    Quote Originally Posted by Marcus Aurelius
    Live a good life. If there are gods and they are just, then they will not care how devout you have been, but will welcome you based on the virtues you have lived by. If there are gods, but unjust, then you should not want to worship them. If there are no gods, then you will be gone, but will have lived a noble life that will live on in the memories of your loved ones.

  11. #11

    Default Re: Welcome to the Maghreb



    I fear I may be gone a bit overboard on the map. I'm considering merging some lands here and there while cutting Leon up into Leon and Burgos. Should I do the same for Toledo?

  12. #12

    Default Re: Welcome to the Maghreb

    I think it has to be either Burgos and Leon or Leon and Santiago De Compostella. Otherwise there would just be too many regions. I'm counting 15 now, and IMNSHO that might be 1-2 too many. I'd remove either Oporto or Coimbra myself.

    Just my suggestions!

  13. #13

    Default Re: Welcome to the Maghreb

    There's a region limit, right? How many could I add to the vanilla map before it refuses to add any more?


    I may still add Burgos, but I also plan on combining Oporto and Coimbra, and Lisbon and Silves (the region right under Lisbon).

    And I'm only 1/3 done with North Africa! I'll post a screen of NA soon. I may also combine a region here or there, but that depends on what I'm limited by.

  14. #14

  15. #15

    Default Re: Welcome to the Maghreb

    Yes, 199 +1 for the sea region, total of 200.

    I think Oporto should go before Coimbra, if you do remove one. Coimbra was, after all, the capital of Portugal. Burgos was the capital of Castille at the time too, I think.

    If you give Coimbra to Portugal, and make Lisboa independent, that would mirror the historical situation in 1080. At the time, Lisboa was actually under the control of the taifa of Badajoz.

    The map is looking very nice!

  16. #16

    Default Re: Welcome to the Maghreb

    Oh fudge. I think I may have gone overboard with the new territories again.



    A total of 23 new provinces by my count. Can anyone tell me how many provinces are in vanilla M2TW? I want to know if and by how much I over-added.

    Edit:

    21:28:34.526 [script.err] [error] Script Error in Maghreb/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3467, column 12
    could not create settlement at script line 3467.


    Line 3467 is where one of my regions starts, and I think the first instance of the new batch of regions. Does this mean an error involving too many regions?
    Last edited by Sher Khan; December 30, 2007 at 09:33 PM.

  17. #17

    Default Re: Welcome to the Maghreb

    also few more settlements regarding on conflict and chronicles of this kingdoms regarding reconquista:

    Santarem (north of lisbon) key position for a defensive line
    Evora (centre-south) a important centre/city

    in my opinion this mod should focus just in iberian penisule and maghreb, and left just a lil of france at west ! make it bigger and with much more space for provinces and make the progress from both sides slow (christians or islam) !!
    Common sense removed due being Disruptive.

  18. #18
    Campidoctor
    Join Date
    Aug 2007
    Location
    Texas
    Posts
    1,666

    Default Re: Welcome to the Maghreb

    cut out some of that eastern stuff it is unrelated in a mod about the Christian vs. Islam conflict of the west.

  19. #19

    Default Re: Welcome to the Maghreb

    but at least we shall save some of france, like poitiers ... franks vs moors
    Common sense removed due being Disruptive.

  20. #20
    Orko's Avatar Praeses
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    Jul 2007
    Location
    Petah Tikva, Israel
    Posts
    8,916

    Default Re: Welcome to the Maghreb

    Will more provinces be added?
    Quote Originally Posted by Marcus Aurelius
    Live a good life. If there are gods and they are just, then they will not care how devout you have been, but will welcome you based on the virtues you have lived by. If there are gods, but unjust, then you should not want to worship them. If there are no gods, then you will be gone, but will have lived a noble life that will live on in the memories of your loved ones.

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