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Thread: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

  1. #1
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    Default [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    SEBIDEE'S CHARLEMAGNE EXPANDED - UNIT ROSTER OVERHAUL
    Steam: http://steamcommunity.com/sharedfile.../?id=662116630




    I proudly present Charlemagne Expanded, a massive overhaul of the campaign's unit rosters. This mod replaces the vanilla rosters and adds almost 300 new units to the playable factions. Each faction now has 37-40 units which appear throughout the playthrough ensuring that your armies are always interesting and fresh. It's made with great attention to detail with handmade unit cards and detailed unit variants. Each unit is balanced and fits seamlessly into the campaign and are as historically accurate as gameplay will allow. But that's just a brief summary, here's what this mod attempts to do!


    Features



    • Realistic and diverse unit variants - Each unit has a unit variant packed with variety with dozens of items of clothing which attempts to make no man identical.
    • Gradual unit progression - In my opinion a good roster will progress and continue to feel new from turn 1 to 300. Even in the late game you will be unlocking new units. This will prevent your campaign from becoming boring in it's later stages.
    • Technological Upgrades and Unlocks - This mod makes use of Attila's upgrade and unlock systems and is built on each faction's tech tree. I believe such a system is vital for variety and player choice, it also cuts down on roster bloat meaning that you won't have dozens of obsolete units clogging up your recruitment menu. As the player you will be responsible for deciding how to develop your units as you must decide which must be unlocked or upgraded. The choice is yours and as we all know, choice is fundamental in strategy games!
    • Permanent Levy Options - In the Attila grand campaign tech upgrades would make levy units unavailable past the early game. In this mod they are untouched so you will always have cheap options for your army.
    • Updated garrisons and mercenaries - Garrisons and mercenaries have also been updated to fit with the new units, nothing has been left out.
    • Faction diversity - Though each faction has a wider selection of units I have made sure that each still retains their original strengths and weaknesses. The Avars have the strongest lancers and horse archers, but have relatively weak infantry. The Danes have strong melee infantry but relatively weak cavalry. Each faction also has a unique look to their units so none of your campaigns will feel the same.
    • New UI Unit Groups - Each unit type with a unique role on the battlefield will now have it's own UI unit group. This means they will have their own icon and information on their tooltip. The new UI unit groups include Berserkers, Cataphracts, Macemen, Two Handed Axemen, Ambushers and Clubmen.
    • Cavalry Animations - Melee cavalry have been given new animations so that they now carry both a spear and sword and wear their shield on their back when not in combat.
    • New Realistic Shot Types - Heavy and whistling shot have been replaced with Rapid Volleys and Precise Shooting. Now Archer's tactics depend on their method of shooting rather than their projectile.



    FAQ




    • Is this mod compatible with small unit mods and others?
      This mod will likely function with most small unit mods, though balancing may be an issue. If you are the kind of person who just likes as many units as possible then I say go for it! Other small tweak mods including all of mine will also work. Needless to say it will not work with reskins of units that have been removed.
    • Is this mod compatible with major overhauls?
      This mod will more than likely not function with major overhauls installed, and if they did then the balancing would be completely wrong. I can't say for sure though because I don't use those mods.
    • Why did you remove the vanilla units?
      The vanilla roster was very generic and it is difficult to add new units. It also would have been impossible to add in upgrade chains with such a system and to add in units which are weaker than vanilla units that are avalible in the first 5 turns. Don't worry though, the new rosters are based on the vanilla ones and each new unit is of far better quality. You won't miss them, I promise!
    • Can I use assets from this mod in my mods?
      I have made a modder's resource which includes all the new armour variants used in this mod and you can find that here (Sebidee's Charlemagne Expanded - Modder's Resource). It also includes the UI groups and cavalry animations which are free to use, though please give credit
    • How can I find out how to unlock, upgrade and recruit units?
      Upgrades will be displayed in the tech tree and recruitment will be displayed on buildings and in the building browser. Unlocked units will not be displayed on buildings until they unlock and the information on them will be in the technology descriptions. When you start a campaign I advise you to study the tech tree and also to check out the forum page for more information on your chosen faction.




    UNIT SYSTEM

    Generals
    General unit types are unique units which may only be recruited as generals and not as regular units. They are much stronger than other unit types and will upgrade twice from technologies which follow the central line of your text tree. This means they will upgrade in time with your primary units.

    Levy units
    Levy units are recruitable from main town buildings and may be recruited with extra experience points from garrison posts. They aren't the best fighters, but they are dirt cheap and their upkeep will hardly effect your treasury at all. They should not be used in invading armies and they won't do well against trained units but they are very good for maintaing public order in your provinces and garrisoning cities which may be in danger of attack. Levies will have their stats raised significantly when they are upgraded in the mid to late game.

    Primary units
    Primary units represent the the units most associated with the faction historically and will be the ones you will use the most in the campaign. They are typically stronger than than the same non-primary unit types from other factions and are cheaper than ancillary units. They are usually upgraded together from the same technologies and from the main technology chain which goes straight from the first tech to the last. They also upgrade more than any other units and will therefore rise above ancillary units in the later game. Each faction also has a "primary primary" which is their specialist unit which upgrades 4 times instead of 3.

    Ancillary Units
    Ancillary units represent units used less often by a faction, certain national or cultural groups which existed historically within that faction or specialist units with a more focused role on the battlefield. In some cases they must be unlocked with technology or may be upgraded only with technology which branches off from the main technology chain. This means that in order to unlock or upgrade ancillary units you must deviate from the main path of the tech tree which will delay the upgrading of your primary units. Essentially every player will have a choice: Have a powerful core of upgraded primary units or have a more diverse and rounded roster with plenty of ancillary units. Ancillaries are typically more expensive than primaries and upgrade less.

    Elites
    Elite units act as a reward for getting to the end game. They are very, very strong but limited in number. Elites are recruited from the level 3 barracks building for all factions which is itself unlocked about 80% of the way through the tech tree so normally you won't get them until very late in the game. It is possible to rush through the tech tree and get them earlier, but that will sacrifice many of your ancillary units' upgrades and is another decision that the player has to make about their unit roster.


    Thanks



    This mod would not be possible without the help of my Beta testers, Rewan, Job 4 a Cowboy, Philip O'Hayda, jwalsh and Ares Total War who played countless custom battles and campaigns to make sure this mod was fit for relase. Special thanks also goes to Job 4 a Cowboy for his help on artwork for the mod and The Big Bad Wolf for his help in making a new leather armour model in the game. I must also thank everyone on the forums who followed the making of this mod on the forums for their motivation!


    If you like the mod then please leave a comment and like it. You should also join my steam group to keep up with new update. Thank you and enjoy!


    - Sebidee

    Click on the content box below to see more screenshots

    screenshots




























    Last edited by Sebidee; April 20, 2018 at 04:56 AM.
    Hey! Check out my mods!
    Over 60 mods on the workshop, and a mod group in steam. Click the icons to see them for yourself!



  2. #2
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    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    THE KINGDOM OF ASTURIAS
    Asturia is a composite kingdom made up of two distinct groups: The remnants of the Visigoths who make up the nobility and the native Spaniards who make up the bulk of the population. The Visigoths provide a more traditional Germanic roster of heavy units, though of a lesser quality to other factions due to their diminished status. The Spaniards fight in the same way as they had before even the Romans arrived in Iberian and take the field as exceptional light infantry and cavalry, the best in the game. Light troops will be the backbone of an Asturian army and can be used to wear down enemies and cause them to break ranks with stinging attacks. They can then support the Visigothic troops as they take on the weakened enemy. Their roster is shared by the Pamplona and Gallician separatists.



    Roster Preview

    GENERALS:

    Heavy Cavalry
    Asturia has a 3 unit chain of generals in the form of heavy Gothic knights, they are slightly faster than other heavy cavalry generals though slightly less resilient.

    Visigothic Nobles > Royal Bodyguard > Royal Companions


    LEVY UNITS:

    Levy units are poor in quality but are very inexpensive to maintain meaning that they are more useful in a role behind the front lines or to make up numbers in an army. They upgrade once with a late game technology that significantly increases their stats. They are recruited from main town buildings or from garrison posts with extra experience points.


    Asturia's levy units come from the ranks of their tribal militias. They fight in the same manner as their ancestors did 1000 years ago against the Romans.

    Swordsmen
    Asturia is the only faction which currently has levy swordsmen. They are light weight and quick but their weapons are of poor quality and they will fail to bring down armoured foes. They are recruited from level 1 main buildings and garrison posts and upgrade once.

    Tribesmen > Sword Militia


    Slingers
    Slingers are not powerful and their stones don't cause much damage. However, they have triple the ammunition of other missile troops and can stay shooting for most of a battle. Their shots are best used against unarmoured enemies and ranged units. They are recruited from level 1 main buildings and garrison posts and upgrade once.

    Tribal Slingers > Slinger Militia


    Light Cavalry
    Better quality Spanish tribesmen can afford to bring a pony to battle. They have javelins and are decent in melee against light troops and their speed mean they can quickly escape fighting heavier enemies. They are recruited from level 2 main buildings and garrison posts and upgrade once.

    Tribal Horsemen > Mounted Militia



    PRIMARY UNITS:
    Primary units represent the the units most associated with the faction historically and will be the ones you will use the most in the campaign. They are usually upgraded together from the same technologies and from the main technology chain which goes straight from the first tech to the last and upgrade more times than other units.

    The Asturian primaries are made up of their traditional Iberian warrior types as well as the retainers of the remaining Visigothic nobility.


    Skirmishers
    Asturias main primary chain is their skirmishers. Skirmishers behave a little differently than in vanilla, they are stronger in melee and can act as decent light infantry rather than just ranged units, although they will suffer against dedicated melee troops. The Spaniards were always famous for their skirmishers and light infantry which could wage a guerilla war on an invader and sting them with hit and run attacks. They are recruited from level 1 barracks and upgrade 4 times.

    Tribal Warband > Spanish Javelinmen > Spanish Skirmishers > Almogavars > Mailed Almogavars


    Light Cavalry
    The Spaniards were also famous for their light cavalry which were mounted on hardy jinetes which could easily negotiate rough ground and escape pursuing enemies. They use javelins at range and have a stronger melee attack than light cavalry of other factions which means they can be more useful as melee troops. They are recruited from level 1 barracks and upgrade 3 times.

    Raiding Cavalry > Horse Skirmishers > Jinetes > Scaled Jinetes


    Swordsmen
    The Visigothic nobility provide the only heavy primary units for the Kingdom of Asturias. They have decent melee skills although after losing most of their kingdom they can no longer afford the kind of heavy armour used by other factions and also suffer from somewhat lower morale. However, they are still useful in battle when supported by their light Spanish subjects. They are recruited from level 2 barracks and upgrade 3 times.

    Visigothic Swordsmen > Armoured Swordsmen > Scaled Swordsmen > Royal Swordsmen



    ANCILLARY UNITS:
    Ancillary units represent units used less often by a faction, or specialist units with a more focused role on the battlefield. In some cases the must be unlocked with technology or may be upgraded only with technology which branches off from the main technology chain.

    For Asturia their ancillary units gives them access to more specialised unit types. It also expands their Visigothic roster and gives them access to more competitive heavy unit types in the mid game so that players can better round out their roster.


    Ambushers
    When facing superior enemies the Spaniards often resorted to ambush tactics to give them the upper hand. Ambushers can be difficult units to use as they will not normally win in a fair fight, but if they can take enemies unawares, cut off from other units or on their flanks then they can cause much more damage than what they are worth. Asturia's ambushers take the form of medium swordsmen who as well as being able to sneak are also much faster than other units. They are recruited from level 1 barracks and upgrade once.

    Ambushers > Guerilla Warriors


    Archers

    The native Spaniards were never fond of using bows so the Asturian bowmen come from the ranks of the non-noble Visigothic population. They are of relatively poor quality and will not stand up to archers of other factions although may be needed to have a well rounded army. They require the Militia technology to be recruited and are then recruited from level 2 barracks. They upgrade once.

    Visigothic Archers > Armoured Archers


    Spearmen
    Asturias' spearmen also come from the lower ranks of the Visigothic population and, like other Gothic troops are less effective than spearmen of other factions. They also require the Militia technology to be unlocks and come from the level 2 barracks. They upgrade once.

    Visigothic Spearmen > Scaled Spearmen


    Heavy Cavalry
    These units hail from the Visigothic nobility and offer the only real melee counter against heavy cavalry of other factions, although they will need to be supported in order to win in those engagements. They require the Call Vassals technology to be unlocked and are recruited from the level 2 barracks. They upgrade once.

    Visigothic Horsemen > Mailed Knights


    Axemen
    These anti-infantry axemen are the only real weapon besides javelins that Asturia can field. They come from the small remaining population of Suebi migrants living in Spain, though they have come to be known by the local name of Sueve. They are late game units and require Master Smiths. They are recruited from level 2 barracks and upgrade once.

    Sueve Warband > Sueve Nobles


    ELITE UNITS
    Elite units are more powerful than versions of the same unit types. They are very expensive and are limited in number. They are recruited from the level 3 barracks which itself must be unlocked late into the campaign. The Kingdom of Asturia has 3 elites, a Melee Cavalry unit, a Skirmisher unit and a Light Cavalry unit.

    Cantabrian Champions
    The Cantabrians were famous for their horsemenship and skill in battle since even before the Romans arrived in Iberia. They are a Iberian tribe native to northern Spain. Their best and bravest warriors are chosen as champions and put at the disposal of the Asturian king.


    Knights of the Sign
    "With this sign thou shalt defend the pious, with this sign thou shalt defeat the enemy". The cross which appears on Asturias' banners was a source of inspiration for their warriors who understood that they were the last bastion of Christianity in Spain. These knights are devoted to the defence of their faith and bring that devotion to the battlefield.


    Gallician Guardsmen
    The mountains of Gallicia are a rough and rugged place perfectly suited to guerrilla warfare wherein small bands of warriors could wreak havoc on an invader. The first Asturian kings used such warriors to resist the first invasion by the Ummayids. As a result there are trusted warriors and supreme skirmishers who are equally capable in close combat and at range.





    THE AVARS
    The Avars are a nomadic faction and are very similar to the various nomadic tribes in the Grand Campaign. The Avars have the best cavalry roster in the game and specialise in shock tactics and ranged warfare. They are among the most unique factions in the game and at present are the only faction with cataphracts (but the Byzantines will have them soon). Their best units are their horse archers which are highly mobile and strong at range. The Avars and their seperatist sub factions are the only ones in game to have this roster.




    Roster Preview

    GENERALS:

    Cataphracts

    Like all other rosters the Avars will have a 3 unit chain of generals which are upgraded with technology. The Avars have Cataphract generals, they have relatively poor mobility but strong armour and charge.

    Avar Chieftain > Avar Warlord > Khagans Guards



    LEVY UNITS:
    Levy units are recruitable from main town buildings. They aren't the best fighters, but they are dirt cheap and are very good for maintaining public order in your provinces and garrisoning cities which may be in danger of attack. Levies will have their stats raised significantly when they are upgraded in the mid to late game.

    The Avars' levy units come from the poorest ranks of their society who must fight on foot or on poor quality horses.

    Archers
    The Avars first levy unit are Archers and are recruited from level 1 main buildings and garrison posts. They upgrade once.

    Tribal Hunters > Tribal Archers


    Spearmen
    Next are their spearmen also recruited from level 1 main buildings and garrison posts. They upgrade once.

    Armed Tribesmen > Tribal Spearmen


    Light Cavalry
    The Avars also have light cavalry as one of their levies. They use javelins at range but are also decent in melee especially against light infantry. They are recruited from level 2 main buildings and garrison post and upgrade once.

    Mounted Tribesmen > Tribal Raiders



    PRIMARY UNITS:
    Primary units represent the the units most associated with the faction historically and will be the ones you will use the most in the campaign. They are typically stronger than than the same non-primary unit types from other factions and are cheaper than ancillary units. They are usually upgraded together from the same technologies and from the main technology chain which goes straight from the first tech to the last.

    The Avar's core units are their mounted warriors in direct service of the Khagan and dismounted archers.

    Horse Archers
    The Avars primary primary chain is their horse archers. At present they are the only faction to have this unit type. Horse archer are very maneuverable and also double as light cavalry as they have decent melee skills, enough to tackle light infantry when needed. They will suffer in melee combat against heavy infantry or other cavalry types and may lose in a shooting match with foot archers. They upgrade 4 times are recruited from Mead Hall level 1.

    Avar Horse Archers > Armoured Horse Archers > Scaled Horse Archers > Noble Horse Archers > Khagan Horse Archers


    Archers
    The Avars have the strongest foot archers in the game. They have the most powerful bows, decent armour and they also have strong melee skills which means they can double as melee infantry if adequately supported by cavalry. They upgrade 3 times and are recruited from Mead Hall level 1.

    Avar Archers > Armoured Archers > Scaled Archers > Noble Archers


    Lancers
    Lancers are light cavalry units which are highly maneuverable and are useful for quick charges. They have a bonus against cavalry but may see their charge falter against infantry units in formation. They upgrade 3 times and are recruited from Mead Hall level 2.

    Avar Lancers > Armoured Lancers > Scaled Lancers > Noble Lancers



    ANCILLARY UNITS:
    Ancillary units represent units used less often by a faction, certain national or cultural groups which existed historically within that faction or specialist units with a more focused role on the battlefield. In some cases they must be unlocked with technology or may be upgraded only with technology which branches off from the main technology chain. This means that in order to unlock or upgrade ancillary units you must deviate from the main path of the tech tree which will delay the upgrading of your primary units. Essentially every player will have a choice: Have a powerful core of upgraded primary units or have a more diverse and rounded roster with plenty of ancillary units. Ancillaries are typically more expensive than primaries and upgrade less.

    For the most part the Avars' ancillaries are drawn from their various allied and subject nations. They allow the Avars to improve their infantry roster, which gives them access to a wider range of tactics, but be warned, their infantry are not on the same level of other factions.

    Melee Cavalry
    The Avars have a 3 unit chain of melee cavalry made up of the Bulgars, an allied nation to the east. Though less maneuverable than lancers they are also heavier and are more versatile. Their superior attack, defense and weapons also means they are better when fighting prolonged battles against infantry. They are upgraded twice and are recruited from Mead Hall level 2.

    Bulgar Horsemen > Bulgar Warriors > Bulgar Noble Warriors


    Cataphracts
    Armour may be scarce in the nomadic tribes but the Avars may field Cataphracts as a mid game unit. Unlike lancers they are not very maneuverable and are some of the slowest cavalry units. However, this is compensated with their devastating charge and heavy armour. They are a mid game unit and must be unlocked before they can be used. They upgrade once and are recruited from Mead Hall level 2.

    They are unlocked with the Master Smiths technology

    Avar Cataphracts > Noble Cataphracts

    Spearmen
    The Avars themselves are not natural infantry and so their infantry must come from the ranks of their vassals and allies. Their spearmen are slavic and are strong defensive troops, though they are outmatched by spearmen from other factions. They are an early mid game unit and must be unlocked before they can be used. They upgrade once and are recruited from Mead Hall level 1.

    They are unlocked with the Conquerors technology.

    Slavic Spearmen > Slavic Nobles


    Swordsmen
    The Avars' swordsmen come from their Gepidic vassals. They are medium swordsmen and are completely out matched by other faction's swordsmen although they can be competent when supported by cavalry. They are a mid game unit and must be unlocked before they can be used. They upgrade once and are recruited from Mead Hall level 2.

    They are unlocked with the Master Smiths technology

    Gepidic Warband > Gepidic Swordsmen


    Long Axemen

    The Avars also have shock infantry to match their shock cavalry in the form of Slavic Long Axemen. They may seem like a powerful unit but they are very lightly armoured and vulnerable to missiles and have a lower attack than the Long Axemen of the Mercians or Danes and will be less skillful than their independent Slavic cousins (when they are updated to have Long Axemen also). They are an mid game unit and must be unlocked before they can be used. They upgrade once and are recruited from Mead Hall level 2.

    They are unlocked with the Hard Training technology.

    Slavic Woodsmen > Slavic Long Axemen



    ELITE UNITS
    Elite units are very, very powerful, far more powerful than regular versions of the same unit types. They are also very expensive and are limited in number. They are recruited from Mead Hall level 3 which itself must be unlocked late into the campaign. The Avars have 3 elites, a Melee Cavalry unit, a Cataphract Unit and a Horse Archer unit.

    Khagan Blood Riders
    Vicious and barbaric, these warriors revel in close combat. They are well armed and armoured and can stay in combat much longer than the traditional shock cavalry of the Avar tribes.


    Champion Cataphracts
    Chosen from the among the tribes as the greatest warriors these champions are given the best mounts and armour that the Khagan can offer. There is virtually no force in the known world which can stand against their charge and live.


    Cataphract Horse Archers

    Though horse archers are normally expected to be quick an maneuverable some exceptions can be made for the best and bravest archers of the Khagan. They and their horses are very heavily armoured and can weather any storm of arrows before dealing their own in turn. Their armour is also of benefit in close combat.




    The Kingdom of Charlemagne




    Roster Preview




    GENERALS

    Heavy Cavalry
    Recruited as general units.

    Frankish Guardsmen > Scara Guardsmen > Paladin Guardsmen



    LEVY UNITS:

    Massed Levies
    Recruited from settlement buildings level 1.

    Grand Levy > Grand Heerban




    Archers
    Recruited from settlement buildings level 2.

    Levy Archers > Archer Heerban



    Spearmen
    Recruited from settlement buildings level 1.

    Levy Spearmen > Spear Heerban



    PRIMARY UNITS:


    Heavy Cavalry
    Recruited from barracks level .

    Knights > Heavy Knights > Scola Knights > Comtal Knights > Scara Knights




    Swordsmen
    Recruited from barracks level .

    Armoured Swordsmen > Mailed Swordsmen > Scola Swordsmen > Comtal Swordsmen



    Archers
    Recruited from barracks level .

    Armoured Archers > Mailed Archers > Scola Archers > Comtal Archers





    ANCILLARY UNITS

    Spearmen
    Recruited from barracks level 2. Unlocked with freemen training technology.

    Mailed Spearmen > Scola Spearmen




    Axemen
    Recruited from barracks level 2. Unlocked with masters of terrain technology.

    Mailed Axemen > Scola Axemen




    Light Cavalry
    Recruited from barracks level 1.

    Scout Cavalry > Light Cavalry




    Crossbowmen
    Recruited from barracks level 2. Unlocked with siege techniques technology.

    Crossbowmen > Mailed Crossbowmen




    Skirmishers
    Recruited from barracks level 1.

    Skirmishers > Armoured Skirmishers



    Lancers
    Recruited from barracks level 2. Unlocked with horse breeding technology.

    Lancers > Scola Lancers



    Elites


    Royal Paladins



    Palace Guardsmen



    Royal Champions



    Last edited by Sebidee; April 20, 2018 at 07:52 PM.
    Hey! Check out my mods!
    Over 60 mods on the workshop, and a mod group in steam. Click the icons to see them for yourself!



  3. #3
    Sebidee's Avatar Artifex
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    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul


    THE EMIRATE OF CORDOBA


    Like Asturia Cordoba is a composite nation with three main groups: The Arabic nobility, their Berber allies and Spanish natives. Cordoba is a very unique faction that has a great selection of light troops, ranged units and cavalry .They do however lack heavy troops in the early and mid game and may struggle against heavier Northern European factions if they are taken northwards too early. Their roster is versatile and can be used to perform a wide selection of battlefield tactics which makes them a very enjoyable faction to play. Their roster is shared with Badjoz, Barcelona, Granada, Sevilla, Toledo, Valencia, Zaragoza and Muslim separatist factions.



    Roster Preview

    GENERALS:

    Heavy Cavalry

    Cordoba has a 3 unit chain of generals in the form of heavy cavalry. Just like Asturia they are slightly lighter and faster than other cavalry generals but slightly weaker in close combat.

    Noble Bodyguard > Sharif Guardsmen > Emirate Guardsmen


    LEVY UNITS:
    Cordoba's levies hail from their Spaniard and Berber populations. The Berbers are new converts to Islam who aided the Ummayids in their invasion of Spain. They are treated as allies and are the second in society behind the Arabic ruling class. The natives are the lowest in society although they could rise a little higher if they voluntarily converted to Islam, at which point they were known as Muladi (plural Mulades),

    Slingers
    Slingers are not powerful and their stones don't cause much damage. However, they have triple the ammunition of other missile troops and can stay shooting for most of a battle. Their shots are best used against unarmoured enemies and ranged units. They are recruited from level 1 main buildings and garrison posts and upgrade once.

    Andalusian Slingers > Muladi Slingers


    Skirmishers
    These native skirmishers are useful for quick maneuvers and for taking on light weight troops in melee combat. Due to the fact that they are not professional soldiers they are a little weaker in combat than other skirmishers but still have their uses. They are recruited from level 2 main buildings and garrison posts and upgrade once.

    Andalusian Tribesmen > Muladi Hillmen


    Spearmen
    These Berber levies are light spearmen, they can be relied to hold the line though for only a short time if they are not properly supported with other units. They are recruited from level 1 main buildings and garrison posts and upgrade once.

    Berber Tribesmen > Berber Levy




    PRIMARY UNITS:
    Cordoba's primary units come from the Arab nobility, they are based heavily on Arabic armies of the time and are well trained with high morale, though they are more lightweight than their European counterparts.

    Heavy Cavalry
    Technically these are heavy cavalry although they are lighter than the cavalry of the Franks and are better classed as medium units in their first few levels. Their name, Fursan, is Arabic and refers to any armoured cavalryman. They are good quality troops but they lack heavy armour in their early stages and are less resilient than other units in the same class, but they make up for this with increased speed. They are recruited from the level 2 barracks and upgrade 4 times.

    Arab Cavalry > Armoured Fursan > Scaled Fursan > Furusiyya Fursan > Sharif Fursan


    Swordsmen
    The Arabic rumat is a formidable infantry unit and is made up of medium weight swordsmen who are very skillful in close combat. They are relatively unarmoured at first but begin to become heavier in their later stages. They are recruited from the level 1 barracks and upgrade 3 times.

    Arab Rijal > Armoured Rijal > Scaled Rijal > Furusiyya Rijal


    Archers
    Cordoba's archers are the second best in the game after the Avars. Their bows are more powerful and have a longer range than European short bows and the men behind them are skillful in their trade. These archers are also relatively well armoured and are much stronger in melee than other archer units. They are recruited from the level 1 barracks and upgrade 3 times.

    Arab Rumat > Armoured Rumat > Scaled Rumat > Furusiyya Rumat



    ANCILLARY UNITS:
    Cordoba's ancillary units are a mixed bag. They are made up of Arabic, Berber and native groups and each unit has a unique role which can completely change the tactics available to an army.

    Light Cavalry
    The Berbers made very good light cavalry which were similar to the cavalry of the native Spaniards. They use javelins at range and are also very useful in melee against light troops. They are recruited from level 1 barracks and are upgraded once.

    Berber Horsemen > Berber Jinetes


    Spearmen
    These Berbers are essentially better equipped and organised versions of the Berber levy units. They may be lighter than other spearmen but they make up for that with a high defence skill and morale. They are recruited from level 1 barracks and upgrade once.

    Berber Spearmen > Berber Tabi'a


    Skirmishers
    The Mulades are native Spaniards who converted to Islam on order to be treated better in the new Emirate. They may have changed religion but they still fight in the way they always have. They can be useful for countering the javelin of Asturias and are equally proficient in melee as they are at range. They require the skirmisher supplies technology, are recruited form level 1 barracks and upgrade once.

    Muladi Skirmishers > Muladi Infantry


    Camel Archers
    At present the only mounted archers in the game besides the Avars' horse archers, these camel riders can be used to skirmish and can be used in close combat against cavalry units. They are exceptional at range but will suffer if they attempt to take on heavy infantry in melee. They require Berber Training and are recruited from level 2 barracks.

    Berber Camel Archers


    Swordsmen
    Mozorabs were Christians living in Al-Andulus who would not convert to Islam voluntarily. Even so they were relatively well treated despite having to pay a the Dhimma tax. The Mozorab Swordsmen represent Visigothic nobility living under Islamic rule. They take the field as heavy swordsmen with some slight touches of Islamic dress. They are a mid game, limited unit which must be unlocked with the Hauberks technology. They are recruited from the level 2 barracks.

    Mozarab Swordsmen


    Lancers
    Lancers are very fast and maneuverable and are useful for quick charges and are especially effective against cavalry. They are lightweight but can upgrade to have better armour later in the game. They upgrade once and are recruited from the level 2 barracks.

    Arab Lancers > Scaled Lancers


    Macemen
    Maces have always been associated with eastern cultures and in the mod are supreme anti infantry troops, but weak to cavalry. They are well armoured and intended to combat heavy infantry. They are however quite expensive and are unlocked late in the game with Master Smiths technology. They upgrade once and are recruited from level 2 barracks.

    Scaled Macemen > Ummayyad Macemen


    ELITE UNITS
    Elite units are more powerful than versions of the same unit types. They are very expensive and are limited in number. They are recruited from the level 3 barracks which itself must be unlocked late into the campaign. The Kingdom of Asturia has 3 elites, a Melee Cavalry unit, a Swordsmen unit and a spear unit.


    Asawira Guard
    The Asawira were Persian nobles who joined the ranks of the Arabic armies when they were converted to Islam, they served in the armies of Islamic conquest and some accompanied the Ummayads in their conquest of Spain. They are mounted on fine mounts with half cataphract armour, they are well armoured themselves and are armed with bows and maces. They are elite melee cavalry often used as guards for high ranking nobles.


    Mubarizun Champions
    The Mubarizun were champions of early Islamic armies and were chosen for their skills in personal combat. Their role on the battlefield was to inspire the troops and to seek out and kill the champions of the opposing army, either in single combat or in battle.


    Ummayad Guardsmen
    Responsible for guarding the palaces of Ummayad princes and their masters' families these are trusted warriors chosen for loyalty from the standing armies. They are well equipped and trained and will hold a line for an entire battle without breaking.



    THE KINGDOM OF THE DANES

    The Danes are a specialist faction, they have incredibly strong melee infantry which are heavy with high morale and fighting stats. Their melee infantry far surpassed that of any other faction but the rest of their roster suffers as a result. Their spearmen are a little above average and their cavalry selection is quite poor and must be unlocked. They have decent archers but have only levy skirmishers meaning that they have poor light infantry options. A Danish player will have to rely on their melee infantry and use those slow units well so that they are not completely out maneuvered by cavalry and light infantry factions. Apart from their separatists they are the only faction to have this roster.



    Roster Preview

    GENERALS:
    The Danes' generals are protected by heavy swordsmen. They are very hardy and will take a lot of punishment in battle while dealing it back in equal share. However, they are slow moving which may make them difficult to use in the general's usual role of moral support.

    Danish Oathmen > Oathsworn Companions > Royal Oathmen


    LEVY UNITS:
    The Danes live in a warrior society though even so there are men who are not warriors and work the land. Their levies are drawn from the ranks of those men. They may not be the best fighters but when upgraded they will have a little more fire in their spirit.

    Spearmen
    Spears are cheap weapons and carry less honour meaning that they were usually used by poorer warriors without much reputation. They are light weight and will hold the line for only a short time before giving way so make sure to support them with strong warriors. They are recruited from level 1 towns and garrison posts and upgrade once.

    Thrall Spearmen > Freeman Spears


    Skirmishers:
    Young men in Danish society were eager to prove themselves in battle and would run ahead of the shield wall to throw spears at the enemy or challenge them to single combat. These young men are not practiced in battle and their equipment is poor, despite their eagerness. They are recruited from level 1 towns and garrison posts and upgrade once.

    Danish Youths > Youth Band


    Axemen
    Though not as prestigious as long swords axes were a respected weapon. It can be used to hook and break shields and carve through helmets. These axemen are light anti infantry troops which can be used to soften up armoured enemies. They will not last long in a prolonged fight however and will be crushed completely if charged by cavalry. They are recruited from level 2 towns and garrison posts and upgrade once.

    Thrall Axemen > Freeman Axes



    PRIMARY UNITS:
    The Danes' primary units are the only faction's to come from one broad class - melee infantry. They are very, very strong and can be trusted to cause a lot of damage in close combat. They are well trained, well equipped and have high morale and should be feared by any who face them.


    Swordsmen
    Swords are the mark of an accomplished and successful warrior. Huscarls are the personal warriors of Danish lords who have earned their place. They are the finest swordsmen in the game and are versatile units who are effective against all unit types. They are recruited form level 1 Mead Halls and upgrade 4 times.

    Huscarls > Armoured Huscarls > Mailed Huscarls > Jarl Huscarls > Royal Huscarls


    Axemen
    Axes are very effective anti-infantry weapons although they lack the reach required to take on mounted enemies. They should be deployed against infantry formations but held back if threathened by cavalry. They are recruited from level 1 Mead Halls and upgrade 3 times.

    Axemen > Armoured Axemen > Axe Hirdmen > Hersir Axemen


    Long Axemen
    The Long Axe, or Dane Axe, is a fearsome weapon. These shock warriors can inflict a tremendous amount of damage in a very short time and can break a unit with a single charge. They don't have much in the way in defence though and will beginning to die if their charge is resisted. They are also very vulnerable to ranged attack due to their lack of shields. They are recruited from level 2 Mead Halls and upgrade 3 times.

    Long Axemen > Armoured Long Axemen > Long Axe Hirdmen > Hersir Long Axemen



    ANCILLARY UNITS:
    The Danes' primary units are strong, but are all very similar in role which limits tactics available to a player. The Danes' ancillary units are more diverse and each present more flexibility. If you want a varied roster with armies that can adapt to different situations then you will need to spend time researching and unlocking these units.


    Archers
    Surprisingly, the Danes made good archers. They are slightly better than archers from other factions though this quality does not come from their bows but from their weapons and armour which makes them better in melee and suitable for a light infantry role when required. They are recruited from level 2 Mead Halls and upgrade twice.

    Archers > Armoured Archers > Mailed Archers

    Spearmen
    Spears were not often used by warriors and went instead to lesser men. These units are drawn from the levy classes but are outfitted in better quality weapons and armour by the 'Hersir' which were like town mayors administering settlements while the Jarl is away viking. They must be unlocked with the Master Smiths technology which means you will need to rely on levies for spearmen in the early game. They are recruited from level 1 Mead Halls and upgrade once.

    Spear Hirdmen > Hersir Spearmen


    Berserkers
    Berserkers are fanatical warriors who throw themselves into battle in a frenzy. They can boost the morale of nearby allies and cause fear among their enemies. They are glass cannons and can inflict a lot of damage but also die quite quickly since they care little for their own defence. They don't wear much armour and are quick as a result, bringing a little more maneuverability to the battle field. Of course, once they are commited to battle they will likely go berserk and will be uncontrollable. They are late game units and are unlocked with Warrior Culture, are recruited from level 2 mead halls and upgrade once.

    Berserkers > Royal Berserkers


    Light Cavalry
    The Danes are not natural horsemen and always prefer to fight on foot. It is also difficult to transport horses by ship but this does not mean that the Danes are completely ignorant to the benefits of mounted men on campaign. Acquiring horses were often their first priority in a raid and horsemen were used to scout the land and to make lighting raids deep into enemy country. These units are not of a high quality and do not carry javelins, but are certainly required for certain tactics. They units are unlocked with the Conquerors technology, are recuited form level 2 barracks and upgrade once.

    Scout Riders > Raiding Horsemen


    Heavy Cavalry
    Personal warriors of a Jarl do not enjoy fighting on horseback, but there are times when it is necessary. These Huscarls are well equipped, though poor in mounted combat when compared to units of other factions. They are a late game unit and can be used to counter heavy Frankish knights if supported by other units. They require Master Smiths and are recruited form level 2 Mead Halls.

    Mounted Huscarls


    ELITE UNITS
    Elite units are more powerful than versions of the same unit types. They are very expensive and are limited in number. They are recruited from the level 3 barracks which itself must be unlocked late into the campaign. The Kingdom of Asturia has 3 elites, a Melee Cavalry unit, a Swordsmen unit and a Berserker unit.

    Saga Berserkers
    Berserkers are brave and inspiring men who are admired and a little bit feared. They are close to the gods and are often celebrated in the Sagas sung by skalds in every hall. These Berserkers are the best fighters alive and are destined to be remembered in song, they seek a glorious death in the service of their people.


    Jomsviking

    The Jomsvikings were a legendary band of Danish warriors, highly valued mercenaries who could be trusted to win the hardest battles. They are skilled and rich, able to afford the finest pieces of armour.


    Jarl Riders
    Jarls were powerful and wealthy men who would ride fine horses are a symbol of their status. They were warlords who could lead dozens of crews of warriors. They, perhaps, were not the best horsemen but their wealth allows them to have the best weapons ad armour and the best companions in battle.



    Kingdom of Bohemia

    Bohemia is named after the Celtic Boii who once inhabited the country. Now its masters are the Slavs, arrivals from the East who are just now establishing themselves in their new home and looking outwards for opportunities to expand.

    Bohemia have an aggressive roster which excels at shock tactics. Most of their units are glass cannons, except for their spear infantry which are one of the strongest in their class. A clever player will need to co-ordinate their spear and shock infantry to get the best results.

    Bohemia must also make do with light infantry at the beginning at the campaign as their early cavalry is limited. In time the Slavs would become famous cavalry, but in their early years they primarily fought on foot.




    Roster Preview


    Generals

    Swordsmen
    Recruited as general units.

    Slavic Chieftain > Slavic Warlord > Royal Bodyguard



    Levies
    The Slavs made great use of guerilla warfare and even managed to repel a Frankish invasion. Each man would be expected to defend his lands regardless of his station in life.

    Spearmen

    Recruited from settlement buildings level 1.

    Levy Spearmen > Tribal Spearmen



    Skirmishers
    Recruited from settlement buildings level 2.

    Levy Skirmishers > Tribal Skirmishers



    Axemen
    Recruited from settlement buildings level 1.

    Levy Axemen > Tribal Axemen



    Primaries
    The Slavs early years in Europe were tumultuous at best as they were always threatened by the neighbours, especially the Avars to their south. Slavs needed to defend themselves and developed the martial traditions to do so.

    Spearmen
    Recruited from mead hall level 1.

    Slavic Spearmen > Armoured Spearmen > Mailed Spearmen > Chosen Spearmen > Bagathur Spearmen



    Axemen
    Recruited from mead hall level 2.

    Slavic Axemen > Armoured Axemen > Mailed Axemen > Chosen Axemen



    Archers
    Recruited from mead hall level 1.

    Slavic Archers > Armoured Archers > Mailed Archers > Chosen Archers



    Ancillaries

    The Slavic ancillary units fill in the gaps in their somewhat limited early roster, especially in the area of cavalry and sword infantry.

    Ambushers
    Recruited from mead hall level 2. Unlocked with militia technology.

    Slavic Raiders > Slavic Ambushers



    Heavy Cavalry
    Recruited from mead hall level 2. Unlocked with master smiths technology.

    Noble Cavalry > Royal Cavalry



    Light Cavalry
    Recruited from mead hall level 1.

    Horse Raiders > Light Horsemen



    Longaxemen
    Recruited from mead hall level 2.

    Slavic Woodsmen > Slavic Long Axemen



    Skirmishers
    Recruited from mead hall level 2. Unlocked with hard training technology.

    Slavic Skirmishers > Armoured Skirmishers



    Swordsmen
    Recruited from mead hall level 2. Unlocked with warrior culture technology.

    Noble Swordsmen > Royal Swordsmen



    Elites


    Champion Archers



    Champion Axemen



    Royal Bondsmen


    Last edited by Sebidee; April 20, 2018 at 07:33 PM.
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  4. #4
    Sebidee's Avatar Artifex
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    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    THE LOMBARDS

    The Lombards are another composite faction which is made up of two main groups, the Lombards themselves and their new Italian subjects. In general the Lombards will make up the heavier more expensive troops while the Italians will be light troops or spearmen. The Lombards are an all round versatile faction with infantry, missile and cavalry units as well as a good selection of heavy and light troops. Their roster is very similar to that of the Franks except perhaps weaker in more areas than it is stronger. A Lombard player will have plenty of choice in their approach to battle and will rarely be limited except in the very early game which makes them attractive to jack of all trades players. Their roster is shared by Benevento, Spoleto and separitist factions.

    As for naming in the roster, the Gastald were the middle nobility while the Dukes were the powerful men in control of the large Italian cities who, in many cases, were more powerful than the King himself. These Urban centres would have housed the majority of Italians who could be raised in arms if the need was great enough.



    Roster Preview

    GENERALS:

    Knights:
    The Lombards use a 3 unit chain of heavy knights as their general units. They are excellent melee cavalry with good armour and skills in close combat, they are quite a bit slower than other cavalry classes but they should still be well able to act in the traditional morale buffing role of generals.

    Gastald Guardsmen > Ducal Guardsmen > Royal Guardsmen


    LEVIES:
    The Lombards' levies come from the lower ranks of their Lombard populations, they are not the best units but they are very cheap which makes them useful for garrisons or for policing secured provinces.

    Spearmen
    These Lombard spearmen are light weight and mostly unarmoured. Like other levy spearmen they can hold a line but for only a short time if unsupported. They are recruited from level 1 towns and garrison posts with extra experience. They upgrade once.

    Levy Spearmen > Spear Militia


    Clubmen
    Even though in theory clubs are the worst possible weapon imaginable (I mean wooden sticks?), these units which are unique to the lombards do have their use on the battlefield. They are lightweight and very cheap and so can be useful for flanking attacks and quick maneuvers. Their weapons aren't much use against armour or cavalry but can be quite effective against infantry units. They are recruited form level 1 towns and garrison posts and upgrade once.

    Levy Clubmen > Club Militia


    Skirmishers
    Skirmishers are light and quick, perfect for flanking and their skills in melee mean that they will prevail in most fights against light troops. These levies are poorer in melee than regular skirmishers but their javelins will earn them a place in organised armies if they can be used effectively. They are recruited form level 2 towns and garrison posts and upgrade once.

    Levy Skirmishers > Skirmisher Militia


    PRIMARY UNITS:
    The Lombards' primary units consist of the personal warriors raised by the Gastald and Ducal nobility as well as Italian troops taken from their large cities. They are very similar to the units used by the Franks and are heavy, well armoured and well trained. The fact that they consist of melee infantry, spearmen and cavalry makes them robust and versatile and Lombard armies will be very flexible in the early game.

    Swordsmen
    The Lombards originated in Germania before migrating eastwards to Dacia and then pulling a U-turn to invade Italy which at that time was weakened by the Gothic wars of Belisarius. Their swordsmen are some of the best in the game and carry on the traditions of ancient Germanic warriors and supported by the wealth and armaments of the Italian cities. They are heavy units which can cause tremendous damage in close combat and can rely on their armour for protection. In the mod swordsmen are great all-rounders who are equally useful against all other unit types without specialising. They are recruited from level 1 barracks and upgrade 4 times.

    Armoured Swordsmen > Mailed Swordsmen > Gastald Swordsmen > Ducal Swordsmen > Royal Swordsmen


    Spearmen
    The Lombards' primary spearmen are recruited from the large Italian cities. The Italians themselves may have fallen from power in recent centuries but their spearmen are formidable, especially when upgraded to carry heavy armour. Such units were used as part of the late Roman legions and would also form the back bone of militia armies used by medieval city states. They are recruited from level 1 barracks and upgrade 3 times.

    Italian Militia > Italian Spearmen > Urban Spearmen > Urban Guardsmen


    Knights
    The Lombards were one of the few Germanic tribes reported to be adept cavalrymen and they have brought that tradition into the Carolingian era with their heavy knights. They pale in comparison to the knights used by the Franks themselves but far out match the melee cavalry avaliable to other european factions. They are heavily armoured and relatively slow but they have a great charge and will easily destroy infantry in melee combat. They are recruited from level 2 barracks and upgrade 3 times.

    Knights > Heavy Knights > Gastald Knights > Ducal Knights


    ANCILLARY UNITS:
    Their ancillary units is where the Lombards really begin to shine. They have some of the best ancillary selections of any factions and offer a huge amount of flexibility and diversity in army builds. Just to refresh your knowledge on how the rosters are designed ancillary units represent units used less often by a faction, or specialist units with a more focused role on the battlefield. In some cases the must be unlocked with technology or may be upgraded only with technology which branches off from the main technology chain.


    Archers
    The Lombards' archers are made up of Italians and though they fill a gap in the roster they are nothing special. They are average units which don't stand up to the quality of archers from specialised factions. They are an early game unit which will be replaced later by better quality ranged troops. They are recruited from level 1 barracks and upgrade once.

    Italian Archers > Urban Archers


    Crossbowmen
    Crossbowmen are unlocked relatively early in the game due to the prevalence of crossbows in Italy prior to the Lombards occupation. Crossbows are slower to load than bows so they may be less useful in a skirmishing role. However they are more accurate and powerfull meaning they cause more normal and armour piercing damage and are best used against armoured enemies. They require the Militia tech, are recruited from level 2 barracks and upgrade once.

    Italian Crossbowmen > Urban Crossbowmen


    Light Cavalry
    The Lombards' cavalry traditions allow them to field good quality light cavalry armed with javelins and swords. They are best used for flanking or for skirmishing and kiting enemy units. They are recruited from the level 1 barracks and upgrade once.

    Raiding Horsemen > Light Cavalry


    Lancers
    Though not quite up to the standards of the Avars and Islamic factions the Lombards can field good quality Lancers. These units are very quick and maneuverable and are useful for flanking charges especially against cavalry and light troops. They are recruited from level 2 barracks and upgrade once.

    Lancers > Gastald Lancers


    Skirmishers
    Skirmishers are light troops armed with javelins who are also well suited to melee combat against other light troops. The Lombards' skirmishers are nothing special but they do fill a gap in the roster. They require the Masters of Terrain technology, are recruited from level 2 barracks and upgrade once.

    Italian Skirmishers > Urban Skirmishers


    Macemen
    The Lombards might be famous for their use of clubs, but they also know how to make them out of metal! Macemen use their heavy weapons to batter downenemy infantry and crush through their armour. They act in an anti infantry role similar to axemen but with more armour piercing damage. However they are vulnerable to cavalry as their weapon do not have the reach required to fight a mounted man. They are a mid game unit and require Master Smiths. They are recruited from level 2 barracks and upgrade once.

    Gastald Macemen > Ducal Macemen


    ELITES:
    The Lombards have Macemen, Swordsmen and Lancers as Elite units. As said before Elite units are far, far stronger than regular units but arrive late in the game and are limited in number.

    Duke's Guard
    Entrusted with the lives of powerful Dukes and their closes retainers these warriors are the best Swordsmen the Lombards can field. They are outfitted in the best armour available and are veterans proven in combat.


    Champion Macemen
    These men are wrecking balls on the battle field and will hammer their way through enemy formations and armour. Plucked from among the regular forces for feats of bravery, they are tried and tested warriors.


    Royal Lancers
    With fine mounts and stout lances these personal warriors of the king make excellent cavalry and an eagerness to prove themselves for their master.



    THE KINGDOM OF MERCIA

    The Kingdom of Mercia has one of the most difficult starting positions in the game, but they have a strong roster which the player can use to help this! They are a heavy infantry faction which is quite similar to that of the Danes, though slightly more robust and adaptable with other unit types also being available in the roster. Their roster is also used by Northumbria, Wessex, Kent and English separatists.



    Roster Preview

    GENERALS:

    Swordsmen
    Like the Danes Mercia has a 3 unit chain of swordsmen generals. They are powerful units with excellent stats though they lack the maneuverability of typical cavalry generals, which may make them somewhat difficult to use as for morale buffs

    Thegn Bodyguard > Royal Bodyguard > Royal Companions



    LEVIES:
    Useful for garrisons and policing provinces, levies are very cheap but poor in quality. They can be upgraded with late game technologies to significantly boost their effectiveness. Mercia's levies come from the Fyrd which was the English kingdom's system of massed conscription. When the fyrd was called all men of fighting age would take up arms. There were two branches of the Fyrd, the select fyrd which was made up of selected troops with some training and the Great Fyrd which was the entire population who in many cases would not even have proper weapons.

    Spearmen
    This is another light spear levy, do I really need to tell you how they are used anymore? Well just in case... they can be used to hold a position but only for a short time if unsupported! The are recruited from level 1 towns and garrison posts with extra experience. They upgrade once.

    Fyrd Spearmen > Buhrfyrd Spearmen


    Massed Levy
    A massed levy is a unit unique to this mod. They are armed with two handed scythes and, to be honest, do not have the best skills in combat. They should not be relied upon to fight effectively but they have at least two things working in their favour: The have extra large unit sizes and are incredibly cheap, even cheaper than normal levy units. They can be used to overwhelm with numbers, or bulk up an army but only a fool would rely on them in battle. They are recruited form level 1 towns and garrison posts and upgrade once.

    The Great Fyrd > The Great Buhrfyrd


    Axemen
    Light axemen, useful for flanking and for fighting infantry. Levies who fight as axemen tend to be more versatile and damaging than their spear armed counterparts although they are very vulnerable to cavalry. They are recruited form level 2 towns and garrisons and upgrade once.

    Fyrd Axemen > Buhrfyrd Axemen



    PRIMARIES:
    Mercia's primary units are heavy and well armoured, unlike the Danes they include Spearmen which makes their primaries slightly more versatile if players wish to focus on upgrading them at the expense of their ancillaries. Their primaries are designed to take a lot of punishment although may be out maneuvered by factions specialising in cavalry or light units. They are drawn mostly from the personal warbands of the Earldormen, the powerful lords in control of the English shires. Personal warriors would form the backbone of armies and support the Fyrd in battle.


    Swordsmen
    Mercian lords would have a small band of personal warriors who are permanently under arms, to protect their lord or to enforce his will in the shires. The Shire reeve was a noble of lesser rank who would administer his lord's land and enforce law and order. The revee would have men at his disposal to assist in his duties, although they were probably more in the league of hired thugs rather than professional soldiers. They are recruited from level 1 barracks and upgrade 4 times.

    Reveesmen > Armoured Reveesmen > Mailed Swordsmen > Thegn Swordsmen > Royal Guardsmen


    Axemen
    Not all warriors would fight with a sword and an axe could be just as useful in a shield wall. An axe can break shield and helmets, or be used to hook shields and pull them downwards, opening the warrior to attack. In them mod axemen are an anti infantry unit, but are not very effective against cavalry. They are recruited from level 2 barracks and upgrade 3 times.

    Ceorl Axemen > Shire Axemen > Mailed Axemen > Thegn Axemen


    Spearmen
    Spears were the main weapon used in Germania and Saxony, the original home of the English people. It has also made the journey over the North sea. Spearmen are heavy troops who fight best in formation, which suits the English method of warfare, the shield wall. They are recruited from level 1 barracks and upgrade 3 times.

    Ceorl Spearmen > Shire Spearmen > Mailed Spearmen > Thegn Spearmen



    ANCILLARIES:
    Mercia's ancillaries are stronger than those of the Danes and offer more versatility with slightly stronger cavalry and light troops. They are still a heavy infantry faction though and their light troops and cavalry is not in the same league as other factions.

    Archers
    There is nothing particularly special about Mercia's archer chain. They do not have the powerful bows of the Avars or Cordoba and do not have the armour or skills in melee as the Franks. They fill a gap though and do not require any technologies. They are recruited from level 2 barracks and upgrade once.

    Ceorl Archers > Shire Archers


    Light Cavalry
    Light cavalry are vital to any army on campaign, they are used for scouting and foraging as well as for harassing the scouts of enemies. Mercia's light cavalry do not carry javelins but can be used in a melee role. They should be used for flanking attacks, for chasing down fleeing enemies and for taking on light troops. They are recruited from level 1 barracks and upgrade once.

    Scout Riders > Vanguard Riders


    Long Axemen
    Carrying heavy two handed axes Long Axemen make terrifying enemies. They are shock infantry and can cause a huge amount of damage when charging. They are however somewhat of a glass cannon as they do not carry shields and will begin to falter in prolonged combat. They are also very vulnerable to missile weapons. They require the Warrior Culture technology, are recruited from level 2 main buildings and upgrade once.

    Long Axemen > Mailed Long Axemen


    Skirmishers
    The English of this period did not make good light troops and preferred to to fight in heavy formations. However, young men eager to prove themselves would run ahead of the shield wall to throw spears at the enemy and brave the spears thrown in turn. Poorly armed men of the Fryd may also choose to use this tactic rather than face superior enemies in open battle. They require the Fyrd Training technology, are recruited from level 2 barracks and upgrade once.

    Ceorl Skirmishers > Ceorl Skirmishers


    Heavy Cavalry
    Again, English warriors of this period preferred to fight on foot in formation rather than on horseback. However, there are certain times when being mounted has it's advantages, especially when assaulting an enemy who has broken their shield wall. Horses were also a status symbol and only the richest lords could provide battle trained mounts for their followers. They require Master Smiths, are recruited from level 2 barracks and upgrade once.

    Mailed Horsemen > Thegn Horsemen



    ELITES:

    Avaliable late in the game elites are far above the standard of regular troops, though they are quite expensive and limited.

    Royal Housecarls
    Chosen for their skill in battle the Royal Houscarls are the personal warriors of the king himself. They carry fearsome long axes and can carve through enemy shield walls and inspire the men around them.


    Hearth Guard
    To guard the halls of their masters is a responsibility given to only the most trusted and loyal warriors. To guard the hall of the king these men are outfitted in the finest armour and weapons. They will not break easily.


    Ealdorman Retinue
    The Ealdormen were the rich and powerful lords of the English shires. Each would have hundreds of warriors at his beck and call, the best and brightest would take their honoured place in his personal retinue. A lord is often measured by his generosity and must reward his followers with gold and loot. An Ealdorman's chosen companions would ride the finest mounts and wear the best armour available in recognition of the service and to display the wealth of their lord.




    THE KINGDOM OF MUNSTER

    In the 8th century the Kingdom of Munster, in south west Ireland was ruled by the Éoghanacta a powerful and influenctial dynasty. The Éóghanacta were good rulers who greatly improved the wealth and prosperity of Munster and exerted their authority over neighbouring kingdoms.

    The Irish roster has a decent level of diversity, though generally their unit quality is low. However, the Irish favour light troops which in the hands of a talented commander can be devastating.



    Roster Preview


    Generals

    Heavy Cavalry
    Recruited as generals' units.

    Gaelic Chieftain > Gaelic Warlord > Gaelic Royal Cavalry



    Levies
    In Gaelic Ireland it was a privilege and a duty to be able to take up arms for your tuath. Irish levy units are enthusiastic, if somewhat poorly equipped.

    Spearmen
    Recruited from settlement buildings level 1.

    Levy Spearmen > Tribal Spearmen



    Axemen
    Recruited from settlement buildings level 2.

    Levy Axemen > Tribal Axemen



    Slingers
    Recruited from settlement buildings level 1.

    Levy Slingers > Tribal Slingers




    Primaries
    During this time period Ireland was a warlike country with each small king waging frequent wars against his neighbors. Mercenaries were common and many made a living in the service of their King and fueled his ambitions.

    Skirmishers
    Recruited from settlement buildings level 1.

    Gaelic Youths > Kerns > Armoured Kerns > Heavy Kerns



    Swordsmen
    Recruited from barracks level 1.

    Fianna > Armoured Fianna > Mailed Fianna > Royal Fianna



    Light Cavalry
    Recruited from barracks level 2.

    Horse Raiders > Hobiguir > Armoured Hobiguir > Mailed Hobiguir



    Ancillaries
    The Irish ancillaries are somewhat limited, but are useful for employing alternative tactics.

    Heavy Cavalry
    Recruited from barracks level 2. Unlocked with master smiths technology.

    Ridire > Royal Ridire



    Ambushers
    Recruited from barracks level 2.

    Gaelic Raiders > Gaelic Ambushers




    Axemen

    Recruited from barracks level 2. Unlocked with warrior culture technology.

    Armoured Axemen > Mailed Axemen



    Archers
    Recruited from barracks level 2.

    Gaelic Hunters > Gaelic Archers



    Longaxemen
    Recruited from barracks level 2.

    Longaxemen > Armoured Longaxemen


    Spearmen
    Recruited from barracks level 1. Unlocked with improved siege engines technology.

    Armoured Spear Band > Mailed Spear Band



    Last edited by Sebidee; April 22, 2018 at 06:16 PM.
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  5. #5
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    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    WESTPHALIA

    Westphalia is one of the last pagan kingdoms remaining in western Europe. As a more old fashioned Germanic kingdom they do not benefit from the heavy armor or discipline of other factions. The player must rely on using lightweight and disorganized units. This may put them at a disadvantage when fighting more developed factions such as the Franks. In the early game the player must use a wide range of tactics with their maneuverable troops such as flanking attacks or kiting. in the late game the Westphalians develop heavy troops that can be used in more traditional roles. Historically the Westphalians were far outmatched by their Frankish enemies and needed to use the terrain to their advantage and this is reflected in their roster. Their roster is shared by Angria, Eastphalia and Nordalingas.



    Roster Preview

    GENERALS

    Swordsman
    Westphalia has a three unit chain of heavy swordsman, and they are an excellent fighting unit in themselves with good attacking defense but lack the mobility of usual cavalry generals.

    Saxon Chieftain >Saxon Warlord >Champion Bodyguard


    LEVIES:
    The Westphalian levies are not warriors and they are drawn from the ranks of farmers and workers, they are poor fighters but are cheap, and should be used for garrisons and policing provinces. They can be upgraded with a mid-game technology or recruited from garrison posts with extra experience.

    Spearmen
    Like the levy spearmen of other factions these are lightweight units. They can hold the line but not for long if unsupported. They are recruited from level 1 buildings and garrison posts. They upgrade once.

    Levy Spearmen > Freeman Spears


    Slingers
    In a pagan culture such as the Westphalians youths were eager to prove themselves in battle. They would not have much in they way of equipment and very little training. Slings are a weak but cheap weapon with the benefit of increased ammunition. They are useful against light troops but will fail to damage armored enemies. They are recruited from level 1 buildings and garrison posts. They upgrade once.

    Saxon Youths > Youth Band


    Axemen
    Light axemen can be used in an anti-infantry role. Their heavy weapons are useful against armor but lack the reach to take on mounted enemies. They are recruited from level 2 buildings and garrison posts. They upgrade once.

    Levy Axemen > Freemen Axes



    PRIMARIES:
    Westphalia's primary units are made up of the small warbands commanded by local chieftains. They are far from professional troops and lack the discipline of more developed factions and are relatively poorly equipped with only light armor. More powerful chieftains would have men permanently under but the majority of their forces would have been part time soldiers with very little training. However, as the Westphalians progress through the tech tree their units become better equipped and disciplined as your faction becomes a more dominant force in the campaign.

    Spearmen
    Germanic warriors have always favored the spear and shield as their primary weapons. and nobles who could afford good weapons and armor would fights in large densely packed formations presenting a shield wall to the enemy. Westphalias spearmen are some of the best in game and are one of their heaviest units. They should form the backbone of any army, holding the enemy troops, while light units assault their enemies flank and rear. They are recruited level 2 Mead Halls and upgrade 4 times.

    Spearmen > Saxon Spearmen > Scaled Spearmen > Wodanaz Spears


    Swordsmen
    Most warfare between Saxon tribes consisted of raids on each others lands. Where young lightly armed men would attempt to steal loot and livestock and also win themselves reputation. Westphalia have some of the lightest units in the game which are more used to this kind of warfare than pitched battles. Their speed and maneuverability make them useful for quick attacks and flanking but they should not be relied upon to hold ground against heavier units. Though they start the game game lightweight they can be upgraded to become more traditional sword units with late game technologies. They are recruited level 1 Mead Halls and upgrade 3 times.

    Seax Raiders > Seax Warriors > Saxon Swordmen > Bloodsworn Swordmen


    Skirmisher
    The best tactics to use against superior enemies are ambushes and hit and run attacks. These skirmishers would use the rough terrain and dense forests of Saxony to their advantages against invading Franks. They would first shower their enemy with javelins and then close with axes if the enemy was sufficiently weakened. If they were still at a disadvantage they would use the terrain to escape from their enemies. These units are useful against armor at range and against light troops in melee. They are recruited level 1 Mead Halls and upgrade 3 times.

    Woodsmen > Forester Warband > Saxon Skirmishers > Bloodsworn Skirmishers



    ANCILLARIES:

    Ancillary Units are units less associated with the faction or which offer a unique battlefield role. Westphalias ancillaries provide some heavier and hitting troops which can be used to bolster their mostly light roster.

    Light Cavalry
    Light cavalry were traditionally used as scouts and foragers. The were also used to harass scouts of other armies. Westphalias light cavalry is armed with javelins and axes and can be used to take on light troops in melee combat. They are recruited from level 1 Mead Hall and are upgraded once.

    Scout Riders > Skirmisher Cavalry


    Archers
    Hunting was an important part of Germanic society. The same weapon to kill a deer can also kill a man. Unlike other European playable factions the Westphalians carried longbows which have greater damage and range. They are recruited from Mead Hall 2 and upgrade once.

    Saxon Hunters > Saxon Archers


    Axemen
    Westphalia's ancillary axemen are well armored. They are a useful mid-game unit for taking on the heavy infantry or other factions. Their weapons can easily crush shields and armor but are not suited for taking on cavalry. They are unlocked with Master Smith Technology. They are rectuited from Mead Hall level 2 and upgrade once.

    Saxon Axemen > Scaled Axemen


    Berserkers
    Wolf dancers were fanatical believers in the god Woden. Before battle they would perform the wolf dance in front of the shield wall. It was believed that this would summon Woden to battle and would strengthen spirits of their warriors. Wolf dancers fight in a frenzy and cause terrific damage in a short spell of time. However, they care little for their own defense and will begin to fall if they fail to break the enemy in their first wild charge. They require Warrior Culture Technology. They Mead Hall level 2 and upgrade once.

    Wolf Dancers > Woden Wolf Dancers


    Heavy Cavalry
    Wealthy nobles who could afford horses could also chose to fight on horseback. Their training and armor makes them useful against melee infantry and they will easily crush light troops. However, they are far outmatched by the knights of other factions and should by suported in combat. they require Hard Training Technology. They are recruited from Mead Hall level 2 and upgrade once.

    Saxon Horsemen > Mailed Horsemen


    Long Axemen
    The Long Axe, or Dane Axe, is a fearsome weapon. These shock warriors can inflict a tremendous amount of damage in a very short time and can break a unit with a single charge. They don't have much in the way in defence though and will beginning to die if their charge is resisted. They are also very vulnerable to ranged attack due to their lack of shields. They require Battle Experience technology are recruited from level 2 Mead Halls and upgrade once.

    Long Axemen > Armoured Long Axemen



    ELITE:
    Elite units are only available in the late game. They are far stronger than regular versions of their unit types.

    Chosen Long Axemen
    These personal warriors of the king are fearsome shock shock infantry armed with long axes. They are ideal for crushing armor and breaking shield walls. Few units can withstand a charge from them.


    Hearth Guard
    Their is honor in guarding the hearth of your king. Only the bravest and most loyal are chosen for the task. These warriors are well armored and outfitted by the king. They will not break in combat.


    Riders of the Wild Hunt
    During the wild hunt the gods themselves would race and thunder across the sky. These devoted horsemen emulate their gods and charge into battle with a ferocity to make them proud.




    THE THEME OF SICILY

    The Themes of the Byzantine Empire were martial provinces which were developed to guard the borders of the empire from their increasingly aggressive neighbours. They have a diverse and well balanced roster which is well trained and equipped. This faction is good for players who want an easier challenge or who like to have a lot of options on the battlefield.



    Roster Preview


    General

    Heavy Cavalry
    Recruited as general units.

    Dux's Guard > Dux's Hetaireia > Dux's Hikanatoi



    Levies
    As martial states with the sole function of protecting the Empires borders the Themes were expected to raise large citizen armies at a moments notice. As a result they have good levies which are relatively well trained and equipped.

    Spearmen
    Recruited from settlement buildings level 1.

    Levy Spearmen > Thematic Spearmen



    Slingers

    Recruited from settlement buildings level 1.

    Levy Slingers > Thematic Slingers



    Skirmishers
    Recruited from settlement buildings level 2.

    Levy Skirmishers > Thematic Skirmishers



    Primaries

    The Theme of Sicily has a large standing army of professional troops from which all of their primary units are derived.

    Heavy Cavalry
    Recruited from barracks level 2.

    Koursorses > Heavy Koursorses > Tagmata > Scholai Tagmata > Imperial Tagmata



    Swordsmen
    Recruited from barracks level 1.

    Iuvenes Skutatoi > Skutatoi > Heavy Skutatoi > Imperial Skutatoi



    Archers

    Recruited from barracks level 1.

    Iuvenes Toxotai > Toxotai > Mailed Toxotai > Imperial Toxotai



    Ancilliaries
    The Theme of Sicily's ancillary help them to round out their already varied roster to plug in every gap and give the player more tactics to chose from.

    Cataphracts
    Recruited from barracks level 2. Unlocked with master smiths technology.

    Kataphractoi > Clibanorophoi



    Crossbowmen
    Recruited from barracks level 2. Unlocked with siege techniques technology.

    Manuballistae



    Horse Archers

    Recruited from barracks level 2.

    Horse Archers > Armoured Horse Archers



    Lancers
    Recruited from barracks level 2. Unlocked with conquerors technology.

    Lancers > Scaled Lancers



    Light Cavalry
    Recruited from barracks level 1.

    Scout Cavalry > Light Cavalry



    Skirmishers
    Recruited from barracks level 2. Unlocked with troop organisation technology.

    Skirmishers > Armoured Skirmishers



    Spearmen
    Recruited from barracks level 1. Unlocked with militia technology.

    Kontarioi > Heavy Kontarioi



    Elites



    Hikanatoi Clibinariphoi

    The Hikanitoi were the elite guard units based near the Imperial capital of Constantinople.



    Excubitors

    The Excubitors were famous bodyguards of the Emperor himself who gained much power and influence in the empire.



    Numeroi Guardsmen

    The Numeroi form the elite guard of Constantinople.

    Last edited by Sebidee; April 20, 2018 at 06:47 PM.
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  6. #6

    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    Thanks for release. I`ll try it out later.

  7. #7

    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    Magnificent! Been playing it for a few hours or so and I'm really enjoying it. A few things I noted and wrote down, I'm unsure if they are intended or not but they struck my eye:

    Saxon Swordsmen lose "ignore terrain" flag when upgraded to Bloodsworn Swordsmen
    Saxon Champion Bodyguard lacking "disciplined" flag
    Lombard Swordsmen lacking many flags like "disciplined" and "hide"
    "Wedge" should be reconsidered, causes units to lose prolonged combat when used by AI. Also makes ranged units fire at the "tip" of the formation, so skirmishers throwing volleys at infantry in Wedge don't try to hit center mass.
    Lombard first three levels of "Knights" lacking nearly all flags
    Some units have really short soldiers

  8. #8

    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    Excellent Mod! You have done a superb work. Downloading... I think that these weeks I will enjoy fairly of the game.
    Last edited by Miguel_80; April 10, 2016 at 03:18 PM.

  9. #9

    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    Is it possible to get a DL link for non PC players ?

    Beautiful work!

  10. #10
    Civis
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    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    Does this mod alter the startpos?

    Regards

    Trym

  11. #11
    PhilipO'Hayda's Avatar Vicarius
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    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    We all love you seb.

    Irish Historical adviser for Albion:Total war


  12. #12
    Sebidee's Avatar Artifex
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    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    Yes it alters the startpos, it was necessary to make sure all the starter armies and garrisons had new units. The mod wouldn't be possible without it.
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  13. #13
    Civis
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    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    Thanks for clearifying
    Then I wish for minor factions unlocks as you expand your mod, (Bavaria, Croatia, Slavs etc) I love your mod so far btw

  14. #14

    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    Any changes to the Campaign and/or Battle AI behavior with this?

  15. #15
    Nordling's Avatar Semisalis
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    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    Seb, I gotta say, this mod looks awesome. I love your approach of making expanded yet compact roster that allows many strategies using every faction not making them universal in the meantime. This mod highlights factions' specialities and makes every one unique. By far most attractive unit mod out there.
    I gotta ask although - is there any possibility you upload a non steam link? I think that fixing minor bugs is over by bow and from what I read you moved on to expanding minir factions' rosters. According to one of your posts, you planned on adding such link and I've got a feeling that it is about time
    Congratz on the mod, looks beautiful! I'm amazed by how much effort you made to do research for those rosters

  16. #16

    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    You should make unique mercenaries too.

  17. #17
    Sebidee's Avatar Artifex
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    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    Added two more units to the mod. Long Axemen and Armoured Long Axemen for Westphalia. Adding them to the roster preview too!
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  18. #18

    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    Really gotta release a version of this mod that doesnt change the startpos. I'm sure you're aware of how limiting that is for a unit mod. A simple fix for this would be keeping the vanilla units in your mod, but changing them, rather than removing them.
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  19. #19
    Sebidee's Avatar Artifex
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    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    Doing that would have made making and balancing the mod quite a bit more time consuming and since time is always limited editing the startpos for the starter armies was the easier solution. So what if you can't use TPY mods for the time being? Alternative TPY versions will be made. Have patience.

    In the future I might change the mod so that it doesn't need a startpos but you have to remember that I don't get paid for this so sinking a lot of time into something which can easily be worked around isn't a big priority.
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  20. #20

    Default Re: [Release] Sebidee's Charlemagne Expanded - Unit Roster Overhaul

    Ignore that guy, he clearly doesn't understand anything about the mechanics under the hood of any mod.

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