Realistic Building Tree 3.0
Version History:
3.0
-new historic events and text corresponding to the eras
-slight modification of eras
-English and German release (big thanks to Godzilla)
-event pictures for eras (thanks again to Godzilla)
2.0
-restored vanilla building capabilities for flexibility
-fixed a few errors in the building tree
1.0
-first release
Description:
I have looked into every building and unit in the game and changed many prerequisates as well as added eras for these buildings/units.
There are now 8 eras in the game where buildings or units may appear and correspond to historical events within the game and the dates that these events happened in real life.
1) Pavise Shield 1100: pavise shields and mounted crossbows
2) Knights Orders 1175: Teutonic and Santiago Knights
3) Mongols Invasion 1208-1224: new knights, early polearms
4) Gundpowder Discovered 1240-1250: some new buildings - however does not allow immediate building of gunpowder units
5) A New Era 1300: longbows, late polearms, first cannons, early pikes
6) Timurids Invasion 1368-1384: Plate armor, better pikes, more cannons
7) End of Ages 1400-1408: Gothic armor, arquebus, hand guns
8) World is Round (true time) 1446-1453: Carracks, muskets
And of course, era 0, which are the units available from the start.
Units can be recruited from buildings that match their unit type, relative strength, armor level, training, skill, ability, and specialization. For example, Quapukulu, an elite Turkish cavalry unit with armor level 4 (heavy armorer) is only available at a King's Stables, which requires a heavy armorer. Also this unit is available after the Timurids invasion.
Example 2: Lancers (era 7) have armor level 6 (armor factory) so they can be built in a armor factory building which requires a barracks and earl's stables.
Example 3: Mamluk Archers (Egypt) are recruitable in Baron's Stables but building a Racing Track or better (specialized middle eastern building) will give them more experience.
In other words, you won't be pumping out Gothic Knights with only a leather tanner in 1100 AD.
Recruitment pools are also slightly smaller and slower especially for artillery and mounted units, which, in theory, should help the AI recruit better armies.
While I edited the building tree for realism, I also balanced the tree so that no faction gets left behind with this system. Each faction has new available units according to the eras. Creative Assembly did a great job with unit balancing in vanilla M2TW and I have sought to keep that dynamic while improving the realism to create a truely immersive feel to this epic game.
Main Features:
-balance of realism and gameplay
-completely new building tech tree
-units correspond to realistic eras
-units are built in buildings that correspond to their armor, training, skill, and specialization
-more building dependencies (prerequesites making buildings important, especially smiths)
-faction specific buildings tweaked
-Horsebreeder's Guild now built in castles (by looking at the triggers, I'm convinced that this guild was meant to be in castles)
-added in the "realistic" missing units for balance
-compatible with Norman Prologue campaign
-strengthens AI army composition
I encourage all modders to give this mod a try and add their own tweaks to it. The reason this is a "vanilla" version is so modders can add their own ideas to it.
Castle building tree example:
Download here:
http://www.twcenter.net/forums/downl...o=file&id=1123
German version: http://files.filefront.com/6726022





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