**Starts with my Aztec-Aragon Faction Swap. So Aztecs are gone, replaced by Aragon.**
1. Replacing the Hedjaz (Desert Tribes) faction with the Abbasid Caliphate
-New roster
-New starting position
-New graphics
(just a sampling of the units in their roster...see #3 below)
2. Editing Hungary's provinces and roster, (including material from Magyar Mod)
-10+ new units and re-skinned units to make Hungary more unique and accurate.
-Repositioned settlements and forts
-Overhauled geography and topography
-New ancillaries and traits
3. Implementing units from Broken Crescent for Middle East factions
-40+ units reskinned using textures from Broken Crescent
-rebalanced stats for many units
-overhauled rosters for Egypt, Turks, Moors, Hedjaz/Abbasids, and Kingdom of Jerusalem
3a. Roster Replacments
-Over 50 units completely replaced with new, more unique units, ranging from heavy Armored Halberdiers to javelin and axe-wielding Ceitherne.
-Peasant units, Religious units, and some militia units have been removed where they are redundant, and replaced with more varied units.
-New unit cards and balanced stats
4. Map overhaul -
To implement many of these changes, the campaign map has been changed,
-moving 4 provinces from the New World to Old World (Barcelona, Clermont, Qarisiya, An Najaf)
-moving Brindisi to Belgrade, and Malta becomes Syracuse
-reworking Greenland to include the Hebrides and the Isle of Mann (on the suggestion of Sivilombundsmen)
-assorted changes to elevations, ground types, and resources
-20+ new permanent stone forts, including Stornoway, Cardiff, Taroviste, Brest, etc.
5. Changing Mongols to (unused) mesoamerican culture
-Allows them to use the
Steppe Portrait Project by TuCoT
-Also opens the possibility of giving them unique settlement models, rather than using Muslim ones.
-New nomad herds building line in place of farms for Mongols.
-Switched other buildings to match Mongolian development level