View Poll Results: What new factions would you like to see in The Medieval World?

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  • Svealand

    4 14.29%
  • Kingdom of Croatia

    7 25.00%
  • Republic of Pisa

    7 25.00%
  • Kingdom of Bohemia

    8 28.57%
  • Cumans/Kipchaks

    10 35.71%
  • Kingdom of Cilician Armenia

    6 21.43%
  • Kingdom of Burgundy

    10 35.71%
  • Great Saxon Rebellion (HRE Shadow)

    1 3.57%
  • Zirids/Hammadids

    7 25.00%
  • Other - please specify

    2 7.14%
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  1. #1

    Default Re: The Medieval World: A Kingdoms Mod

    North & Central Italy are up. Sardinia, Southern Italy, and Sicily are next, then Scandinavia, then an England revision.

  2. #2
    Heathen Storm's Avatar Where's my axe?
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    Default Re: The Medieval World: A Kingdoms Mod

    Finished the post.

    Proud mod leader, modeller and public relations officer of Heiðinn Veðr: Total War


  3. #3

    Default Re: The Medieval World: A Kingdoms Mod

    Thanks a million. +rep is most certainly in order whenever I can start handing it out

  4. #4

    Default Re: The Medieval World: A Kingdoms Mod

    Great work , but why not Wallachia instead of another caliphate ?

  5. #5

    Default Re: The Medieval World: A Kingdoms Mod

    If you can give me some specifics on Wallachia, I'd be happy to take it into consideration. What sort of people lived there? What was its territory, and capital? What sort of units might I implement to give it a solid unit roster? Who were its leaders around 1080?

  6. #6

    Default Re: The Medieval World: A Kingdoms Mod

    You don't know nothing about Romania ? The capital was Targoviste and it was in south Carpatia . I'm not a researcher and i can't tell what you asked ..

  7. #7

    Default Re: The Medieval World: A Kingdoms Mod

    Sure, I know some information about Romania, but finding information on Romania as it was in 1080 is not the easiest thing in the world. This page seems to indicate that Tirgoviste wasn't built until the 12th century, which is after the beginning of my mod's time period. This page says that Wallachia didn't become an independent state until the 1300's, and during the late 11th century it was under the control of the Pechenegs and Cumans while Hungary controlled Transylvania to the north. I certainly think it'd be cool to have a Romanian-area faction, but unless you can point me to some sources which dispute what wiki says, this mod, which is based on creating as historically accurate a world as possible, won't be including Wallachia, sorry.

  8. #8

    Default Re: The Medieval World: A Kingdoms Mod

    Romania wasn't even a country in that period .. I will do researches tomorrow . +rep for this awseome mod .
    Last edited by blur!; July 03, 2011 at 03:36 PM.

  9. #9

    Default Re: The Medieval World: A Kingdoms Mod

    I wanted to put up a couple of screenies of my latest work on Sardinia and Southern Italy, but I'm persistently getting an unspecified error and I think that trying to debug at 1:30 in the morning is not good for one's sanity. Hopefully I can fix it all up tomorrow.

  10. #10

    Default Re: The Medieval World: A Kingdoms Mod

    Italy is up.

  11. #11
    Giorgios's Avatar Campidoctor
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    Default Re: The Medieval World: A Kingdoms Mod

    I do think you've overfilled Ireland with settlements- I believe the island's population for the medieval period was little higher than that of Corsica, so those regions can probably be put to better use elsewhere...

    As for a new faction, I'd suggest an Islamic one in North Africa- the Sultanate of Ifriqiya, perhaps? Makes things a bit more interesting in this region.

    Will you be implementing, for example, CBUR and BC units?

    When you get to doing Anatolia, I propose a provincial configuration something like this one- though obviously you'll want to change the individual settlements. This one fairly accurately shows the divisions of Anatolia between the Turks and Rhomanians between 1100 and 1300.

  12. #12
    Christonikos's Avatar Centenarius
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    Default Re: The Medieval World: A Kingdoms Mod

    Well, may I say something about unit rosters? At the first release of the mod, which is as you said mostly a map mod, could you include only units from vanilla and kingdoms?
    And yes, Ireland has a little more provinces than it should. You may could add a permanent fort instead of a castle.
    And BTW, how arre Inverness and Aberdeen called in your mod? These were their original names back then?

  13. #13

    Default Re: The Medieval World: A Kingdoms Mod

    @Giorgios I'll certainly take that into consideration. I'm about to do a British Isles revision anyway just because the method I used to implement settlements was much simpler and less precise than the one I use now. I'm not familiar with the Sultanate of Ifriqiyah...are you referring to the Zirid Dynasty of North Africa? (I only know them from playing Crusader Kings ) And thank you very much for the map! I'll definitely use that to help me fill out Anatolia.

    @Christonikos I definitely agree that the initial release will only cover the mapping aspects of the game, as well as renaming of factions and little changes like that. Once I get that out to everyone, then I'll start working on new factions, new units, more advanced balancing, etc. Inverness and Aberdeen were called as such in medieval times to the best of my knowledge, however I used the Scottish Gaelic forms of their names instead of the English ones to more accurately simulate the language of the local people at the time. Thus Inverness becomes Inbhir Nis and Aberdeen becomes Obar Dheathain.

  14. #14
    Giorgios's Avatar Campidoctor
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    Default Re: The Medieval World: A Kingdoms Mod

    Yes, sorry, I'm on about the Zirids.

    I like Middle Eastern factions personally, since I tend to play as Rhomania. From that perspective, adding the Danishmend Turks and Cilician Armenians could be fun too. British Isles are definitely overcrowded- and I say that as a Briton myself! I'd take out two or three from Ireland, and one each from Scotland and England.

  15. #15

    Default Re: The Medieval World: A Kingdoms Mod

    Overcrowded you say? In terms of too many regions or cities too close together? I was thinking about playing around with which cities to include anyway so maybe if I spread them out a little bit more it'll seem less imposing? I just want to make the British Isles at least somewhat interesting for a human player. In vanilla, I was always annoyed that once I took Caernarvon and York then I would basically be left with a clear shot to steamroll Scotland.

  16. #16
    Giorgios's Avatar Campidoctor
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    Default Re: The Medieval World: A Kingdoms Mod

    Too many regions. Britain should be sparsely populated- it's France that should be packed full of cities. There's a reason the English monarchs fought so hard to maintain a hold on France, after all...

  17. #17

    Default Re: The Medieval World: A Kingdoms Mod

    Alright. I think I can take out Cornwall without losing too much sleep, and push it in with Hampshire. Norwich can go too, I'll lump it with London or Nottingham (soon to be Lincoln). And Aberdeen can join Scoine to have one Lowlands province. Not sure how I'll combine Ireland. Probably Ulaidh + Laighin and Connachta + Mumhain.

    No man is an island, and apparently neither is Venice. Will keep working on that.

  18. #18
    Giorgios's Avatar Campidoctor
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    Default Re: The Medieval World: A Kingdoms Mod

    Looking at what you've got, I'd take out Gloucester and Southampton, but keep Norwich and Cornwall. Norwich was the largest city by some way in medieval England, aside from London, while Cornwall was always a very distinct region from the rest of southern England until the 18th century.

  19. #19

    Default Re: The Medieval World: A Kingdoms Mod

    I'd really like to preserve the Welsh-English border situation though...maybe if I move Gloucester to Chester it'll seem less crowded? And I have since changed Southampton to Winchester, which was the Norman capital before London, but I suppose its important was diminished by 1080.

  20. #20
    Christonikos's Avatar Centenarius
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    Default Re: The Medieval World: A Kingdoms Mod

    Another question. Are the Vikings going to have any region at the british isles? A small island maybe. I don't know anything about the viking invasion, but if they had already invaded at the beginning of the mod's time-frame, you could give them a settlement in british isles. Or, at least then, when game begins, let them have a strong fleet with some army near Great Britain.

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