The sub-mod "Mini-factions of Thera" continues, I'm going to root out any bugs I can find and continue to improve the submod, adding more units to the new factions, improving the game-play, balancing the economy and the units, adding more portraits and ancillaries and creating new interesting factions and stories.
The sub mod will be ready in late October
The sub mod “Minifactions of Thera” has the following changes:
-----GAME-----
- 9 new factions (Men of Ysmirr, Varia Noble Seats, House Vexille, Blessed Armada of Deliverance, The Decadent Republic of Vezzarra, Padméa-Phobosia, The Triarchy, The Hadean Priesthood and the Sons of Areus)
- 12 changed factions (Sovereign Order of the Dragon, Vikian Jarldoms, Black Army of Faust, The Golden Bank, Order of the Valiant Knights, Clerical Island, Holy Sword Brethren, The Wise Taharids, Slaver Corsairs of Vashta Dynasty, Sublime Shahdom of the Immortals, The Hegemony of Constantium and The Horde of Lao)
- removed old vanilla ancillaries and replaced with new ancillaries (faction ancillaries: Throne of Chromirr, Golden Scimitar; office ancillaries: Order Reclusiarch, Vizier of the Slave Soldiers; person ancillaries: Shelamzion the Courtesan, Jan Helman the Reformer; regional ancillaries: Padméan Dancer, Numari Slave Guard; and the Spoils of War, given to the commanders who take rich cities of Mesocala and other important cities)
- changed units (some have regional names, ex: Corellian Company, Vleh Shepards, Beustrian Battle Brothers; faction elites have other names, ex: Angels of Death, Courtier Horsemen, Leonguard)
- changed unit owners
- Constantium has 4 political parties with different ideologies
- regions, cities and castles renamed (ex: Haar-City of Light, Vezzarra-City of Carnivals, Bendeli-Seray of Thiefs, Sybaryon-City of Pleasure)
- starting campaigns in the middle of wars (ex: Armada of Deliverance and the League of Privateers are engaged in a huge naval battle; Tushkans led by Tahar are about to destroy the retreating crusaders in the desert, Vlad Dracule sent his eldest son to deal with a traitor boyar)
- all rebels reworked, they have now their own specific regional names and troops (ex: Thiefdoms, Huang Prefects, Patrician Conspiracy, City-States of Hesperos, Plague Horrors, Wolfmen) and are more connected to the playable factions stories and campaigns
- 13 personalized Legions of Constantium
- changed stories
- changed religions (ex: The Creed, Pleasure Cults)
- all starting rulers, commanders and princesses have personalized portraits
- Crusade changed to “Purge” -in the name of the Demiurge, for the Purity of The Faith
- Jihad changed to “Serpent's Retribution” -The priests and shamans visited by the Serpent God will preach for new campaigns of retribution, greater the Greystoke's Retribution over the Inquisition's capital of Haar
- changed interface
- N&S content
- changed cultures
- new loading screens
- changed offices, titles and names
- proper portraits for Jotnarr Commanders
-proper portraits for Zuabii Commanders
-proper portraits for Tushkan Commanders
-proper portraits for Numari Commanders
-proper portraits for Taifa Commanders
-proper portraits for Immortals Commanders
-proper portraits for Corsair Commanders
-proper portraits for Hesperosi Commanders
-proper portraits for Lykan Commanders
-proper portraits for Reptarri Commanders
-proper portraits for Sumari Commanders
-proper portraits for Chuan Commanders
- new banners
- legendary generals (ex: mercenary commander Comrebo Labienza for the Golden Bank; Tashfin the Scorpion for the Taharids; tribune Quintus Torvus for the Legions; Haluk the Viper for the Immortals; Grand Admiral Makabius Vulker for the Armada of Deliverance)
- changed quotes
- re-balanced unit upkeep
- new diplomatic relations
- new provinces and cities
- new recruitment buildings for naval troops and slave soldiers
- rebels are more powerful and harder to conquer
- major ongoing revolutions (ex: Vexille Rebellion and Peasant Uprising on Salia landmass; Boravian religious unrest on Bellika landmass; Gladiator Rebellion on Avernus landmass; Reptarri Slave Revolt on Hadealandmass)
- all Chivalric Kingdoms and Grand Duchies transformed to Religious Military Orders
- 3 rival maritime powers (League of Privateers, Armada of Deliverance and the Slaver Corsairs)
- now all continents have at least one playable faction
- new victory conditions
- new AI campaign labels, borrowed from Europa Barbarorum II
- some small errors with family trees and buildings in descr_strat repaired
- new faction images
- all unit-infos appear now
- more units for the mini-factions
- rebels have distinct religions, dominant in their respective regions (ex: Keshim are heretic, Otjuks adopted Elgabalus as their god, Reptarri and Zacatecos worship animal deities, and so on)
- more realistic and more limited AOR
-----NORSELUND-----
- the Warlord of Ysmirr has become a Serpent cultist. Now Ysmirr, Padmea, the Chosen of Kukulkan and the League of Privateers have the same religion, making the cult of the Serpent God, a serios rival to the Demiurgic Creed
- the assassination of the Ruler of Chromirr at his wedding with a princess of Brewall started a succession crisis that implicate the forces loyal to the new princess of Chromirr and her Brewalic Heroes, the Order of the Holy Sword, the son of the Warlord of Ysmirr and the Zhulaki Raiders.
-----CHIVALRIC WORLD-----
- new portraits for all Chivalric leaders, generals, princesses and priests
- landmasses renamed (Europa becomes Salia, Avalon becomes Mistland and Thetra becomes Galba) along with some provinces and cities
- now House Vexille is beyond redemption, as the faction religion is changed to heretic so they wont appear in the circle who elects the Grand Inquisitor, they are isolated and will have to resist against the full power of the Inquisition and the militant Orders
- the Good Knights failed to secure Salia and the Grand Inquisitor placed them under the authority of the Valiant Knights
- Northern Invasions on Translavia, Salia, Mistland and Galba
- the islands of Translavia are home for the main castle of the Valiant knights, an Inquisitorial Mining Prison and the Fortified Depositary of the Inquisition
- changed diplomatic relations, the Inquisition has more power over the Chivalric Orders
- the alliance system is more dynamic and the player will now have to consider more seriously if he attacks a faction, because next turn, the faction’s allies will declare war, or if he enters in alliance with a faction that has powerful enemies; for the Chivalric Orders and Armies will be especially difficult to be at war with a Chivalric rival and not suffer excommunication, isolation and crusades, from the Inquisition; the player will have to prepare his faction to face those consequences …or pursue, by other means, a secret war against rivals; disrupting their economy or social order, eliminating powerful rulers or undermining their alliances, to isolate them and then start the military invasion, while keeping good relation with the Inquisition, by tributes or religious zeal
- the Slaver Corsairs have assembled a vast fleet, planning to make a surprise attack on Haar, the center of the Inquisition, but the fleet was caught by a great storm and failed to reach the Inquisitorial island. The remnants landed somewhere on the shores of Translavia, where the Corsairs started to raid and enslave the locals.
- new scenario in Translavia, a decisive battle is about to begin as the Varia Boyars have betrayed Vlad Dracule and have joined with the Vikian Warbands, blocking the Vlohian Host after crossing a river
- the conflict between the warring factions of Translavia will be dwarfed a far greater and terrifying threat that is beginning to unleash upon the Landmass.
-----BELLIKA-----
- new portraits for all Moderate leaders, generals, princesses and priests
- Otterbach, the greatest crusading noble house (that was the main rebel sub-faction antagonist of Faust), becomes playable, so the players can have the option to resist against sectarian tendencies that spread in Northern Bellika and defend the Inquisition’s interests, fighting with zeal and swords against the guns of Faust, the mercenaries of the Golden Bank and the heretics; and, perhaps, save the doomed crusade in the Tushkan Desert (or, at least, recover the lost banner)
- the starting regions of all Mercantilist Factions in Northern Bellika are changed, so these factions will have more room to expand
- new faction: Vezzara
- “the Money States”, as are collectively known the city-states of Vezzara, Sardova and Tyragliano, belong to the Bellikan Mercantilist Culture and the Vezzarans have colonies on Mesocala and Huang-Chuan
- Vezzara has a different religion, inspired by an ancient cult of a Bellikan tribe that once inhabited the region at the coming of the Demiurgic Creed. The Money States and especially Vezzara, were wronged by the Inquisition and Otterbach Overlords and Vezzaran Patricians chose to reject the Demiurge and replace him with The Laughing God at the center of worship, and, they also have developed a hedonistic decadent society obsessed by pleasure, luxury and never ending carnivals
- in Vezzara, all the patricians and commanders are wearing masks in public
-----SLAVERS WORLD-----
- new portraits for all Slaver leaders, generals, princesses and priests
- after Immortals takeover the Malikate, the Vashta escaped and became corsairs
- the ministerial offices of the slaver factions become more important, and all slavers start with holders of the titles in positions of power, in accordance with their offices
- new infrastructure system for the slavers
-----MESOCALA-----
- The Inquisition commanded the Order of Blood Knights to establish a base on Mesocalan coast, competing with the explorers of Faust, of the Golden Bank and those of the Money States
- new Meso ancillaries
-----SOUTHERN CONTINENTS-----
- The Renegade Legion becomes the second pillar of the Sons of Areus
- new faction: Priesthood of Death, (it’s the former Hispania moved from between the Cross and the Crescent, between the Uruks and the Legions)
- the former priests of callisto are transferred to the Priesthood of Death
- now the Freehold has only former gladiators and slaves of all species in its armies, becoming a true Spartacus-like faction
- gladiator rebels from Avernus, and the Reptarri miners from Hadea, joined the Freehold
- new spark of conflict: the people of the island of Samotra were attacked by pirates and desperately called for help both the Hegemony of Constantium and the Padmeans. When help arrived, the pirates were gone, but the two rival armies are on the same tiny island, beginning a war that can mean the end o one of them (like in the real time history, Rome and Carthage started the First Punic War when they were called to help by the same city-state in Sicily)
- The Tyrant of Sybaryon joins forces with the Ethureans and the lost colony of Trantosia, to resist against the Legions of Constantium, forming the Triarchy
- now the Freehold has not only Uruk but also Lykan, Reptarri and Human commanders
- the Lao Horde wont be the single playable faction on the continent of Huang-Chuan, now there are three factions competing for it’s domination, along with three rebel groups: Huang Prefects, Chuan Military Junta and Sumari Hordes