First thing first:
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.
SB2ean for the BigMap!
HERE is the link.
What's this mod about
This is a mod of accumulated changes I made to the LTC gold. I have added many things (and some surprises) and changed others. All in all, it gives a different game experience that I hope you'd like. This mod is intended for more experienced players and in my opinion should be played at hard or very hard. It's not geared towards historical accuracy! I have taken a few liberties with it.
Things that you should know about this mod:
- This mod uses the BigMap and the game starts at 1210. All settlements start with about the same buildings as in the high campaign of LTC. The Europe map isn't like it was in 1210! For example the Byzantines hold Constantinople.
- The recruitment of most military units takes 2 turns instead of one. However, recruitment slots for castles have been increased. Also the movement increases helps defend towns in the borders when in need (see bellow). Mercenaries are also more (see bellow).
- The settlements upgrade limits have been increased. I have added the population growth benefit to more buildings. Also the BigMap increases dramatically the per turn increase in population because each region has more land.
- The movement of all the units has increased. Ships, priests, agents, etc move far more in a turn. For example princesses can cross Europe in a single turn or two. Armies speed increased but not as much (+50% move).
- Costs increased for spies and assassins and chances of success reduced. You can send assassins on your intended target from all over the world after all, the same for spies.
- Changes in the units of most factions. Most factions now have elite units.
- 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. Changes on the ancillary bonuses.
- Mercenaries are more often available for recruits, and their pools are bigger. The "Recruitment regions" have been increased in size after all and you may need a boost to your army immediately.
- AI factions declare war to their trusted allies' enemies. Like Rome Total war roman factions. If you have very good relations with a faction and you're at least somewhat trustworthy, your allies enter war with you. The same goes for the AI alliances. If you declare war to egyptians and they have moors as trusted allies (which is usually the case) the moors declare war on you.
- Militia Garrison Script for some settlements. When important settlements are besieged town militia and archer militia are recruited. Not too many in most cases to stop a well prepared army, but enough to prevent an army of 300 capture a city with just a general in. It works only for AI factions, so defend your cities.
- Certain cities allow recruitment of special units. These cities are deemed important cities. Certain factions can recruit special units only in certain cities.
- 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.
- Hungary can convert to Orthodox Christianity. Influenced by what buildings the player builds as an Orthodox, catholic faction and how powerful the orthodox factions are. If you play as the leader of hungary and you decide to build orthodox buildings while your people are catholics decreases your standing with the pope but influences your people much. In effect if you as the king of hungary support orthodoxy, your people will fall behind you faster. NOTE: It's not how many orthodox buildings you build. If in a turn one or many orthodox building is built your people come closer to orthodoxy by the same amount. This represents that the influence of the king to his people isn't by building more churches but being a long supporter of one religion. Converting to Orthodoxy carries benefits and penalties.
- 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 intervals are influenced by the game difficulty These factions are: Hre, France, Milan, Spain, Egypt, Moors, Byzantines, Russia, Hungary, England.
- The AI starts with a bit more army than the player.
- Heavy cavalry reduced in numbers increased in efficiency. To give some realism in combat, heavy cavalry is better in combat than the infantry but they are fewer.
MINOR SPOILERS:
- The important cities for all factions are: Constantinople, Rome, Jerusalem, Paris, Frankfurt, Venice, Genoa, London, Baghdad, Cairo, Tunis, Kiev, Vienna, Barcelona, Mecca, Jedda
- Varangian guard for those that remember medevial I increased in power, reduced in numbers. Cannons of the Holy Sepulcher added for HRE. Elephants with the crew throwing javelins (like Carhage in Rome) added for Egyptians and Moors and with more advanced buildings for Turks.
- Useful units can be recruited in important cities after the mayor's palace is built. The are units the faction can recruit in castles but they have double numbers. For example with the huge unit scale, Byzantines can recruit units of 240 guard archers in important cities and the Milanese 240 genoese crossbowmen. Note that these units cost more than just twice the price of such units! In effect when your faction has advanced I assume that there are enough resources and an increase in military skills to allow larger (but more expensive) armies.
- The HRE can recruit cannons of the Holy Sepulcher from religious buildings in Frankfurt, Venice, Paris, Rome, Jerusalem only
- The Egyptians and the Moors (and later the turks) can recruit elephants from Alexandria, Tunis, Baghdad, Mosul and a few more regions.
- The new emergent factions are the Outlaws and the Western alliance. The Outlaws spawn in random places throughout the map every so often, while the Western alliance spawns in Western Europe. Certain conditions (like the fall of Constantinople or Rome or Western factions faring poorly) may make them appear faster.
- The pope re-emerges like in Medevial I. Not with as many armies but he's quite dangerous especially if Rome is unguarded.
- Added the teutonic Hochmeister. Unique unit that can only be built from Teutonic Headquarters.
This mod doesn't overwrite or conflicts with LTC or med II.




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