Hello everybody. I’ve had this mod idea stewing around in my head for a while now, and I think I’ve finally got the concept down to something to start with. So, without further introduction, here is my project:
Chansons de Geste
Introduction:
It is the year of our lord, 768, and the world is changing. It has been a little less than three centuries since the fall of the Western Roman Empire. Since then, a dark age has settled across Europe as education and culture have given way to an era of total war. The Franks, Goths, Lombards, and other "barbarian" peoples have struggled for centuries, trying to form their own empires out of the rubble, but so far none have been successful. Now, new threats loom on the horizon. In the South, the Moors are once again on the rise, and even now menace southern Italy and what little remains of Christian Spain. In the east, steppe nomads known as the Avars and numerous pagan Slavic tribes frequently raid the borders of their more "civilized" neighbors. Finally in the North, the harsh, cold land and constant conflicts have bred a people who seem to live for nothing but battle. Now, as they unite into larger kingdoms, they are beginning to covet their southern neighbors relative wealth and prosperity. In the face of these threats, it will take a truly strong and wise king to unite the peoples of Europe and restore civilization to the West.
Description:
A dark age mod focussing primarily on the “Matter of France”. IE, the rise of Charlemagne and the Carolingian Dynasty, and the wars fought by his heirs. A lesser focus, there are also the attempts to unite the kingdoms of the British Isles. At the same time, Western Europe faces threat of invasion from all sides. The Moors in the south, the Vikings in the north, and the Avars and Magyars in the East.
Timeframe and Scale:
During the mod’s timeframe, much of Western Europe was politically in flux. The Franks in particular, as it was their custom to divide lands and property equally between their heirs. Because of this, Chansons de Geste will focus on a series of three 75 year campaigns, rather than one long Grand Campaign. As a result, the turns per year ratio will be rather high, at 8 turns per year, or 600 turns per campaign. The first campaign will start in 768 AD, with the death of Pepin the Short and the rise of Charlemagne. The second starts in 843, following the Treaty of Verdun, and the division of his Empire between his grandchildren. The third and final campaign will start in 918, with the fall of the eastern Carolingians and the rise of the Ottonian dynasty. The end date will be 993, with the death of Charles, Duke of Lorraine, the last Carolingian to claim the throne of West Frankia. As the campaigns are released, I intend to retrofit their features into the previous ones, so that eventually all three will be playable until 993.
Factions, Cultures, and Religions:
(Faction nomenclature has not been decided, as such, names are tentative.)
768 Campaign Factions Map:768 Campaign Factions List:Spoiler Alert, click show to read:
Franks (Charlemagne)
Franks (Carloman)
Bavaria
Lombards
Benevento
Papal States
Romans
Saxons
Danes
Norsemen
Swedes
Wessex
Mercia
Northumbria
Britons
Picts
Ui Neill
Munster
Vascones
Asturias
Al-Andalus
Maghreb
Tahert
Ifriqiya
Croats
Avars
Moravia
Polans
Veleti
Magyars (emergent)
rebels
Cultures:
Germanic
Romance
Slavic
Celtic
Steppe
Arabic
Greek
Religions:
Christianity
Sunni Islam
Ibadi Islam
Shia Islam
Germanic Paganism
Slavic Paganism
Steppe Paganism
Judaism
Heresy
Maps Progress:
Most of the work I'm doing at the moment is on getting the map up and running. The heights and regions maps are now mostly completed, and have been successfully implemented into the mod. Next I’ll move on to the ground types, climates, and features maps
Heights Map:Spoiler Alert, click show to read:
Regions Map:Spoiler Alert, click show to read:
Concepts for Mod Features:
These are some ideas I’ve had about potential campaign features. At his stage the are very tentative and subjective to change.
• The Church: The guilds system will be used instead of normal buildings to represent the church. If you wish to build more auspicious Cathedrals, or recruit/promote higher ranking clergy, you will have to prove yourself worthy to the Church and the Pope. This will be particularly important for smaller Christian factions, or converted Pagan ones, as having higher-ranking clergy on your side will be necessary in order maintain and expand your authority.
•The Pope: Crusades, inquisitions, and faction excommunications are all outside the range of this mod’s time-frame. In addition, during this period, no Pope came from outside the Papal States, and only the Roman clergy could elect a new Pope. As a result, many of the Papal State’s special abilities are no longer relevant. If I can get it to work, my hope is to disable inquisitions and crusades, then either figure out a way to only allow Papal State priests to become Cardinals, or use use the free religion slot to give the Pope his own sub-religion.
• Feudal Government Systems: There will be several tiers of feudal government buildings (such as Count, Margraviate, Duchy, etc…) which will affect things like unit recruitment, building construction, and character traits and titles.
• Viking Raids: Similar to Jihads, or the “Warpath” ability in the Americas Campaign, Germanic Pagan factions will have the option to call Viking Raids on wealthy Christian settlements, in order to represent the Viking invasions.
Previews:
First Map Preview (Britain):
http://www.twcenter.net/forums/showt...4#post11301494
Second Map Preview (Ireland):
http://www.twcenter.net/forums/showt...2#post11558382
Conclusion:
I’ve got no problem with collaborating if anyone’s really interested in helping, but I think I can do most aspects of modding myself if necessary. I’m think I’m strongest at mapping, text editing, and some simple scripting. I have less experience with 2D art, and skinning. Modeling is probably the biggest weakness, as I have neither the experience, nor the software, so new units or strat models are probably out of the question for the time being.
As I have said, all information and features are subject to change. Any input or feedback is appreciated. Thank you.





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