Total Vanilla Beyond 1.0 is released...
!!! Important Notice !!!
This version is no longer supported, go get v 1.5!
Description
Total Vanilla Beyond is the successor of my „Total Vanilla“ mod. It is a Vanilla+ experience with the base game greatly expanded, but keeps the feeling of the vanilla experience.
It provides more factions, more units and a bigger campaign map (With Americas and to the East) with more settlements.
There are also some tweaks and features added.
If you look for a mod, that keeps the vanilla feeling but expands the experience, you may like it.
Campaign Map
Mod summary/ change notes
New factions and faction changes
- Mongols – starting far east at Karakorum. (If the Mongols are not played by the player, they will get a huge money boost from 1218-1300. If they feel like it, they could visit europe with some stacks.)
Added from the kingdoms expansion as playable factions:
- Ireland – starting in ireland obviously
- Norway – starting in norway and on iceland
- Lithuania – starting as a pagan faction with the possibility to convert to catholicism with the famous „catholicism wow“ campaign
- Novgorod – starting in the old russia starting position, russland moved to kiev
New non playable factions:
- Added the Apacheans from the kingdoms expansion in north america as non playable faction, Idle until discovered
- Added the Tuareg as a non playable faction to counter egypt and moors expansion in north africa
New playable factions:
- Damascus – starting in Damascus, with a mix of egyptian and turkish units and focus on heavy infantry and an elephantastic surprise.
- Khwarazmian Empire – starting east of the caspian sea, with a mix of Middle Eastern Troops
- Cumans – starting north of the caspian sea, with a mix of turkish and mongol troops.
Units
- 500 Units in game
- Changed Pikemen spacing and values, should be more useful now
- Integrated units from the Kingdoms Campaign (used GUAM v6 + others that were not included in GUAM)
- Made some new units, like the Holy Sepulcher Sergeants, Berserkes, etc.
- Changed the firing stance of every gun unit, so they wont shuffle around more range for ribault units + more ribaults
- New units for the knightly orders (dismounted knights, teutonic hochmeister, sergeants, crossbow, etc.)
- New units for the holy land, recruitable by catholic factions in the outremer training grounds, and available in special places like Jerusalem, Antioch, Edessa (Constable of Jerusalem, Knights of Antioch, Tripolitan Squires, and many more. They are replenishable troughout the Holy Land.
- Welsh Unit Rooster available in Wales by the Welsh Mercenary Building Chain. Can be replenished throughout Britannia.
- Gunpowder Units now pack a lot more punch, but are reduced in unit size.
- Dismounted mailed knights are available
- Pike and sword mercenaries are available in the new world
Events
- World is round event happens on turn one
- You can now travel to the Americas with every ship using the northern route.
- No Mongol invasion, as they are playable now
- Removed Timurid invasion, because the timurids are now the Cumans
- Small handcrafted movie cutscene if you have conquered half the world
- Smallpox event in the new world
- New event movie when apacheans get discovered
- Lithuania can converse to christendom
Script
- Debt Script for AI Factions to prevent them from going into crushing debt. If the Ai is in debtthey cant build any more armies before they are out of debt, but they can still build buildings to help them get out of debt. So they wont stay dormant, because of a negative treasury. When they get out of debt and have a positive income, they will continue as normal and get no building cost bonus.
Misc
- Added 2 new intro movies when the game starts up. Replaced the old one with them.
- Added new main menue movie
- Added new loading screens
- Changed the campaign and battle interface for the european factions
Campaign Map
- Added new settlements (198 now in total)
- Expanded the Map to the east to Karakorum (a little bit squished), Americas are still there
- Added new landmasses (Iceland, Greenland)
- 3 new Trading ressources (Salt, Honey, Tar)
- There are 2 ressources in every province, they yield now more money
- Changed some starting positions and settlements to accomodate new factions
- Doubled movement range for agents and ships
- No more floods, because after they occured they prevented building of watchtowers in this region
- Slightly altered Campaign Map Ground Textures with more saturation and contrast
- Ocean Routes. Specific Routes to the americas should now be much faster, because i made water corridors
- Toned down Rebel, Heretic and Witch spawn
- Buildable Stone forts, they tend to crumble if left not garrisoned
Buildings
- Reduced Building Time. No Building takes longer than 5 Turn.
- Tier 3 Roads (Highways) can now be built after the gunpowder event
- Roads slight trading boosts
- Ballista/ Cannon Towers provide a bit of Happiness
- Explorers Guild now provides Diplomats with traits (Journeyman, etc)
- Merchants Guild gives Merchants Journeyman Trait
- Theologians guild now provides a conversion bonus and gives priests journeyman traits
- Thieves Guild is now harder to get. Removed the trigger that gave all settlements Thiefes Guild points if a spy ended his turn in a foreign settlement
- Masons Guild now gets a small amount of points from unit recruited in a settlement
- Swordsmith guild now grants experience to all units created, instead of the weapon upgrade
- Woodsmen Guild now available for all factions
- New World Garrison let France, England, Spain, Portugal recruit conquistadores and cuirassers (only in america)
- New World Mission provides religious conversion and morale bonus in america
- Supply Lines – Guild and Knightly Order units now can get replenished where this is build.
- Unique Buildings (St. peters Basilika, Hagia Sophia, Kaaba, Dome of the Rock, Church of the holy sepulcher) with factionwide boni to religion and happiness
- Unique Buildings in Toledo and Damascus – provides Weapon upgrades, first local, the factionwide
- A complete new set of buildings for the non playable tuareg faction
- New Guild (Hanseatic League, Sub saharan traders, silk road traders) (Provides special units, Ships, Trade bonus) only buildable in port towns. You have to recruit ships to get this guild.
- Castle Market – Provides a small trade boost in castles
Knightly Orders
- The Knightly orders get a whole set of buildings. If you have a minor Chapter House in a city or castle, you can build the foot Quarters that give you access to the foot troops or other troops of the order, escpecially as the teutonic Order.
- It is possible to get the hospitaller and the templar order at the same time.
- Every order gives a special bonus, so it is now more viable to go for templars too.
- Example: Templar provide Morale for recruited troops.
Rebel/Mercs
- Slave/Rebel Faction Changed to Free Cities.
- Dismounted Knights (Frankish, German,...) are now available as mercs
Other Changes
- There May be other changes i can‘t recall, because i have not kept track of them In my book of grudges.
Mods used as a base for this mod
(Much thanks for this work and effort)
- Retrofit Mod by Unspoken Knight (TWCenter)
- Grand unit addon mod by Calendarius (TWCenter)
- Stone Forts Complete by Gigantus (TWCenter)
- Dismounted Mailed Knights by Lord Condormanius (TWCenter)
- G5 Settlement Tweaks v1.01 for M2TW\Kingdoms by Germanicu5 (TWCenter)
- And much inspiration and help from the TW Center Forum
FAQ
- No, it does not require any previous Total Vanilla releases. It is a standalone mod.
- No, it's the same AI as in vanilla
- No, I can't make "insert faction", I already reached the faction limit
- No, it's not hardcore realism and historicaly accurate, it plays like vanilla
- No, it is not comparable with Stainless Steel (hole team, many years of development), it's just me doing the modding
- If you enjoy the vanilla Medieval 2 experience you should probably check this mod out
- Yes I would love a cookie
Installation instructions:
Installation Steam
I only have the Steam version of this game, so this is the only installation
instruction i can give you.
1. copy the totalvanillab folder in the zip to the mods/ folder of the medieval 2
installation This is found whereever steam installs your games
2. Open up steam
3. Right click on Medieval 2
4. Open up Properties
5. In the General Tab, Click on Launch Options
6. Put this in: --features.mod=mods/totalvanillab
6a. Do not forget the "b" in totalvanillab
7. Save it, go back to steam and start up the game
8. Enjoy, it should run now
Installation CD Version
As stated above i don‘t know if this works. I have provided Two .bat files inside
the totalvanilla folder and two cfg files. But i can not confirm any of this,
because i can‘t test it.
1. copy the totalvanilla folder in the zip to the mods/ folder of the medieval 2
installation.
2. Maybe you have to manually adjust the settings in the provided cfg file,
resolution, etc to your specific settings.
3. Run one of the .Bat files and see if it works
Bugs/Known Issues
- New Factions use the english soundfiles, I do not want to mess with this, so you have to live with that or change it yourself
- Maybe some typos, missing unit portraits, text etc.
- Rarely a CTD, but this could be the normal Medieval 2 CTD unrelated to this mod.
- Skins for the Cumans and Kwahrezmians are not changed, but may be part of a future update
- If you start a campaign, it could take a while to load, so please do not be impatient. When it is started up, it will play just fine.
- For some people the mod does not load up. baselhun has found a possible solution for this, please read the posts on page 2.
- It seems, that the entries in the totalvanilla.cfg file can lead to a startup error. Please copy your original game cfg file config lines into the total vanilla cfg file (found in the mod folder).
- replace everything starting from [audio] with the lines from the original cfg file. leave the first three entries intact, save and start the game.
If you find any bugs, please let me know. I will try to fix them.
If you run into an issue, I will do what I can to help you, if you ask.
Download Link approx 1.5 GB (3.7 GB unpacked)
http://www.mediafire.com/file/53539s8w96aby5g/totalvanillabeyond_1.0.zip
Thanks for the attention, enjoy the mod
azumi














