ChC:tempesta` mediterreano`
is a stand alone mod focused on the Italian city-states & greater Mediterranean
all new music,ui, etc. everything! (if your like me & love some eye candy you`ll love this mod! )
the map is huge! 510x485 it uses the maximum regions of 199
factions are
Italian:
Napoli
Sicilia
Milan
Venice
Florence
The Vatican Offices ( now destroyable!)
the Republic of Ragusa (historically accurate)
Genova
Pisa
Il Ducato Di Caliabra
French:
Le` Dauphinous`
Le` Comte` Burgun` (Burgundy)
Le` Duchie` De Savoy
Le Duchie` De Aquitaine
German:
Herzogtum von Saxony
Konigh Bohmen (bohemia)
Islamic:
Halfsid dynasty
Zayyayid dynasty
spanish:
Corona De` Aragon`
Corona De Espanzia
Eastern European:
Hungary
many new buildings & landmarks
extensive modification of buildings already present in game (what they do & recruit etc.)
almost complete overhaul of all imagery in game
many y/n and new historic events which cover the daily life of Southern Renaissance Europe
Princesses have been removed & replaced with Courtesans (historically more accurate for the Italians particularly)
important! this requires a manual install:
winrar (unzip) the folder ( do not get confused, the folders name is "chc") to desktop then copy to mods
optional create a desktop shortcut (right click on your mouse then hit create shortcut & move it to the desk top)
video preview:
http://youtu.be/w6l8-i4kEHo
NEW LINK: http://www.fileswap.com/dl/OeXYI9rAVR/chc.rar.html
updated (03/18/12) with Hungary & De Caliabra
(graphics update in post #31)
(older version)
http://www.filehosting.org/file/deta...7475/spada.rar
credits
Ashton: base scripts (used to make new events)
Russian Gondor some of the mapping (most ground types & topography)
druvatar (all around! all ui, all coding, most scripting, most mapping etc.)
important: Game play dynamics have been "tweaked" a bit
the economy is inflated (as for what things they give in return & what they cost)
some building changes: all factions now have public baths, aqueducts, military & officers academy)
important because these buildings have new recruitment parameters; (for instance a "military academy" allows Italians to recruit dismounted broken lances & the french to recruit dismounted noble knights, the officers academy allow for both dismounted & mounted versions of these units & the recruitment of a general for all factions)
spies & assassins can only be recruited through the "rogues den" Rogues Roy-ale"
all siege & gunpowder are only recruitment available in castles
all recruitment for town thru large city has been eliminated (you can recruit not a problem if you build the proper military buildings, but when your settlements hit huge city or citadel you will have full recruitment! by then you should be ready for total war! also I have expanded the recruitment slots of all levels) my hope is the first part of the game will be as it should a time to build & grow, then when gunpowder hits in 1375 you will have the infra-structure for real ToTaL WaR! also you will start out with only one family member so you must build everything from the ground up hopefully this will keep your military growing consistently with your economy (many campaigns I have played I start out with only a general but less than a 100 turns into it I have atleast ten full stacks of feudal knights & other advanced units
I removed all masters & grandmasters guilds (they are redundant)
removed Swordsmith`s guild entirely!, you can get the benefit derived from them by building a "Combat refinery" (one of the many new buildings)
the campaign is from 1350-1575
900 turns
4 turns per year
gunpowder comes in 1375 ( a 100 turns in)
also it is "mod-foldered"
& completely compatible with geo-mod