1100 ad is being re-released with a series of upgrades. Here are some of the features:
It will play off Gracul's LATEST patch
Timeline: 1100 AD to 1453 AD
Faction Re-workings
England:
Spoiler Alert, click show to read:
includes the God and St. George Roster (slightly reskinned and new norman helmets)as well as later units such as long swordsmen and billmen with longer, larger bills.
Byzantium:
Spoiler Alert, click show to read:
CBUR unit roster (without Latin Gunners, Skythikoi and Gasmuli) with a few extra late units-Tzakones and Cretan Archers as well as Italian Marines and Latin Auxiliary
Crusader States:
Spoiler Alert, click show to read:
Removal of most of the old Templar/Fantasy units and replaced with a historically accurate roster reflecting their recruitment areas: local Christians, Local Frankish nobility and western recruits. The Crusaders can recruit sergeant class troops if the catholic percentage increases to 75%
Latin Nobles are noble sons who cannot inherit in the west and have come seeking land and fortune in the Holy Land. Their colours represent the three major crusading nations: England, the Holy Roman Empire and of course France. They are outfitted in traditional western mail, which makes them somewhat vulnerable in the hot middle east and against arrows. However, they possess the devastating charge characteristic of western knights.
Outremer Nobles are the descendants of crusaders. They have adapted to life on the middle east by wearing lamellar and scale armour-lighter and better protection against arrows as a result. They represent the four major crusader states: Antioch, Edessa, Triploi and Jerusalem.
Order Sergeants are amongst the heaviest spearmen available. Dedicated, religiously fervent fighters, they provide a strong backbone to Latin armies in the middle east and a brace against muslim heavy cavalry.
Turcopoles are essential light cavalry and make handy foot archers as well for the crusaders. Turcoploes have Syrian or Muslim mothers and Greek or crusader fathers. They are much better conditioned to the conditions of the middle east than crusader cavalry and make a valuable counter attack against horse archers. Crusaders were first introduced to Turcopoles by the Greeks, who have long recruited light cavalry from their neighbours and enemies.
Latin Auxiliaries are one of those "What if..." units. What if the Crusader States had survived until the later middle ages? What troops would they have access to? This unit supposes that the Western European nations would have continued to funnel their elite troops and technology in defense of Outremer. In this case, these are heavily armoured halberd troops destined to destroy the cavalry and armour of the unbeliever!
Maronites are among the native Christians encountered by the Crusaders in the Holy Land. Their knowledge of the local landscape was invaluable. Their use as light archers was just as useful for armies short on both light troops and quality ranged units. They were described by chroniclers as indistinguishable from their Arab neighbours, so they wore Maronite Crosses in their clothes to set themselves apart. Their contribution to the Crusaders was so welcomed that the Maronite church was reconciled to the Holy See in Rome in 1182 after 400 years in isolation surrounded by Muslims.
Moors:
Spoiler Alert, click show to read:
Redone to reflect the stages of Moorish recruitment. New units: Andalusian Heavy Cav, Andalusian Heavy Infantry, redone Urban Militia, Andalusian XBow and Andalusian Spear. Late Grenadine units are more powerful, grenadine Xbow has a pavise.
Scotland:
Spoiler Alert, click show to read:
More realistic rosters, no more cavemen types-the Gaelic tribes in the British Isles were not from the stone age after all, just poorer . Scotlands roster will focus on the three large people groups they could raise as troops-Norse types from the Islands and previous settlements, highland tribal peoples and the vast majority of the population who were lowlanders close to the English border and fought in a similar style to their southern nieghbours (ahhh-blasphemy ). No Braveheart is not a realistic representation of this time frame in Scottish military history (sorry).
Lochaber Axemen (Scot), Levied Swordsmen (Scot), Light Cavalry (Scot), Scottish Spearmen (Scot), Nobles (mounted and foot-Scot), Hebride Axemen (Scot)
Sicily
Spoiler Alert, click show to read:
Better representation of what should be one of the more varied factions in the game:
Sicily can recruit some low level greek units and stronger muslim units as long as the population retains some orthodox and islamic percentages.
Muslim Levies, New model for Muslim Archers with a mace secondary, light greek javeliners, Silician guardsmen
Other units include:
Spoiler Alert, click show to read:
Vlachian Auxiliary (Hungary, Cumans), Halberdiers (most western factions), Saxon Burghers (Hungary), Pavesari (Italian), Manaria Militia (Italian), Sergeant Axemen (Western Factions), Bohemian Archers (HRE, Poland),Croatian Militia (Hungary, Venice, HRE), Bulgarian Auxiliary (Hungary, Cumans, Byzantine), Late Jinettes (Iberians),Milanese heavy infantry.
New models and skins for sergeants both mounted and foot.
New peasant models and weapons make them less useless (still cannon fodder mind you-that was their lot in life)
New scripts:
Spoiler Alert, click show to read:
New national uprisings: Welsh, Bulgarian, Hussite, Cathar
2 turns per year script 353 years=700+ turns
Eras system for recruiting
Early: 1100-1204 (4th Crusade script from CBUR is included)
High:1204-1337 (Start of Hundred Years War)
Late:1337-1453 (end of Hundred Years War and fall of Constantinople)
population growth lowered in most settlements
Faction changes from 6.2:
Spoiler Alert, click show to read:
Knights Templar and Kingdom of Jerusalem are out, Crusader States are in, holding Jerusalem, Antioch and Edessa.
Ireland is out, Abbasid Caliphate is in.
Map changes:
Spoiler Alert, click show to read:
Ireland reduced to just Dublin. New Regions:
Stornoway in the Hebrides (Norway)-gives Scotland and England another power to contend with since Ireland is gone. (Actually Norway continued to own until the 1260's)
Vara is placed in Dalmatia, making Venice's holdings further apart. Hungary/HRE and Venice are all likely to covert this settlement.
Pereschen south of Kiev (Cumans now stretch across the Steppes and into the upper Balkans)
Sicily holds Bari in 1100, not Naples (Naples remained independent until l1137)
New buildings:
Spoiler Alert, click show to read:
Every starting capital (except Portugal-there is one is Lisbon, Turkey and Cumans) now has a building that has increases loyalty amongst other benefits. Hopefully this will reduce instances of capitals rebelling.
New economic buildings:
Italian Quarters give units and trade bonus
Crusading port gives Italian Cities a tax bonus
Most of the old roman empire comes with roman roads-the equivalent of level two roads.
Auxiliary Barracks: allow for the recruitment of local units not part of the core roster. In the case of the Crusader States and Byzantum, it allows the recruitment of late era units (handgunners, latin auxiliary, latin auxiliary heavy cavalry)
ZOR recruitment for core and non-core units
no more stables and archery ranges in castles
new guilds, all of which have tangible results
Overall philosophy:
The concept of nations in medieval times were nowhere near as rigid as they are today. Thus, a country's military should reflect a heterogeneous recruiting system. Leaders were often very willing to make use of conquered foes both as cannon fodder and as possessing skills his troops did not.
There should also be a transformation for most countries during the eras so that the early era would not recognize the late era and vice versa.
City units need to be beefed up significantly, especially in sieges, making it easier to hold onto these valuable money makers.
greater representation of "minor factions"-Ireland, Flanders, Burgundy, Bulgaria, Wales, Balkan peoples, etc.
ETA: After the next patch is released, updates will continue. Please post feedback
Last edited by Awellesley; July 05, 2011 at 03:59 PM.
sweet...the additional uprisings are interesting.....and "bye bye templar, welcome abbasid" is something a lot of people wanted... will wait patiently....
sorry but where is the link
And another thing, did you make new military orders for Portugal and Spain and Aragon?
Templars to Portugal, Castille/Leon, Aragon until 1317, after 1317 replace for Montesa to Aragon, Order of Christ to Portugal;
Hospitallers and Santiago (Portugal and Castille/Leon).
yes.. probably not.. but it's an idea and proposal for the next patch.
Vencerei não só estes adversários mas quantos a meu Rei forem contrários MEMBER OF THE IMPERIAL HOUSE OF HADER
AWellesley,
This sounds really great, with some great improvements and alterations.
What thoughts have you had about unit recruitment limitations?
Stone Forts?
'Proud to be patronised by cedric37(My Father and My Guardian)
This will be great, although I will probably lose interest in the crusaders (I always played with Templar Knights in custom battle, against the evil Fatimids)
Democracy is beautiful in theory; in practice it is a fallacy.
I would be more wanting to put in the Zangids or Great Seljuiks in 1100, but it's hard to depict properly, the Zangids eventually produced this Saladin guy and merged with the Fatamid into a new Caliph, hard to depict that in the game. the GS isn't really different from that of Rum and was crushed pretty soon by the rising Kwarazm .
1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....
@Navaja Joe- the recruitment is slowed down but not excessively so. There will be other limitations such as AOR units and the Crusaders cannot build both Templar and Hospitaller units in the same settlements. There will be a limited number of permanent stone forts in certain areas (depending on how the AI reacts in tests) but I do not plan on making them available generally because the AI has trouble with them.
@Kingman1337- Templars are cool. The more I read about them, the more I realize why KK used them as a faction in SS.
Awellesley,
This is sounding right up my street, tell me in view that Gracul is going to re-launch 6.2 in the near future, are you planning to utilise or existing 6.2 RC4
'Proud to be patronised by cedric37(My Father and My Guardian)
It seems i will get my wish : a Medieval SS.
You know that by choosing 1453 as an end date you must remove,gothic,maximilian(Lancer armour) and renaissance half plate and all gun powder infantry with the exception of the hand cannon unit?
If i'm not wrong you still have one or two free faction slots.Normal SS has one free slot and by merging the TK with KoJ you get an extra one.
Will the Moors and the Roman Empire get plate upgrade for their mercenary knights?Those knights come with their equipment so way would they use chain mail when all the other knights have partial plate and full plate?
Do the Crusader States have access to Teuton units or only from the other two Orders?
It would be good to keep in touch with CC you might use he's roosters for TO and Sweden.
It seems i will get my wish : a Medieval SS.You know that by choosing 1453 as an end date you must remove,gothic,maximilian(Lancer armour) and renaissance half plate and all gun powder infantry with the exception of the hand cannon unit?
If i'm not wrong you still have one or two free faction slots.Normal SS has one free slot and by merging the TK with KoJ you get an extra one.
Will the Moors and the Roman Empire get plate upgrade for their mercenary knights?Those knights come with their equipment so way would they use chain mail when all the other knights have partial plate and full plate?
Do the Crusader States have access to Teuton units or only from the other two Orders?
It would be good to keep in touch with CC you might use he's roosters for TO and Sweden.
Can't wait for the mod.
The advanced plate armor styles (like gothic, maximilian, italian full plate, etc) came around by the 1300s. So there is no point in removing them. In addition, the Renaissance was in full swing by the mid 1450s, so the half-plate and three-quarters plate units could be kept as well, but I could see why one might not be a fan of them.
The Teutonics were founded in Acre, yes, but at the end of the 12th Century, and afterwards moved to Europe. The TO in Medieval 2 is intended to represent the Monastic State that they founded in 1224. So no, the Crusader States should not have access to Teutonic Knights units.
The advanced plate armor styles (like gothic, maximilian, italian full plate, etc) came around by the 1300s. So there is no point in removing them. In addition, the Renaissance was in full swing by the mid 1450s, so the half-plate and three-quarters plate units could be kept as well, but I could see why one might not be a fan of them.
Wrong my friend.
Gothic armour, especially suits made under Maximilian I, Holy Roman Emperor, were modelled with curves, flutings and ridges in order to enhance the strength of the armour and deflect arrows. Such armour was made during the 15th century and reached its peak in the 1480s, when it was considered the best in Europe. Its structure featured points and ridges influenced by Gothic architecture and Gothic art. In addition to steel plates it included chainmail to protect under the bevor, joints and crotch.
Maximilian armour is a modern term applied to the style of early 16th century Germanplate armour apparently first made for the Emperor Maximilian I. The armour is characterized by armets and close helmets with bellows visors, small fan-shaped narrow and parallel fluting often covering most of the harness (but never the greaves), etching, work taken from woodcuts and sharply waisted cuirasses and squared sabatons.
According to an alternative version the name is related with Maximilian II as the last Maximilian Armour was made especially for him in 1557 - 17 years after it passed out of use (according to Liliane Funcken & Fred Funcken[1] it passed out of use in 1540, but the last one was made for Maximilian II).
The reduction in armour took place after the Maximilian armour so the game should end in late 16th century but it ends in the middle of the 15th century.
The Teutonics were founded in Acre, yes, but at the end of the 12th Century, and afterwards moved to Europe. The TO in Medieval 2 is intended to represent the Monastic State that they founded in 1224. So no, the Crusader States should not have access to Teutonic Knights units.
They moved because the war in the Holy Lands was almost lost but they have their own faction so it's up to Awellesley.
@ shock blast-I am aware that the time frame requires the elimination of certain early and certain late units. I have already been working on this version for some time and have pretty much finished the roster revisions. Re: Teutonic units-they may become available if the CS really falters within a specific time frame (similar to the William Wallace script) I have not really decided yet. If they were , it would only be the sergeants (mounted and foot) and xbows like Templars and Hospitallers. Knights (mounted and foot) will remain only available in chapter houses.