After more than 12 years of development the team of Tsardoms Total War is proudly presenting the full Campaign v2.2
The campaign includes factions which have been painstakingly modeled to recreate the historical reality of the period 1345 to 1530. Many of the units have been made and remade several times by several of our members. We have tried to stay as close to historical reality as possible within game limitations and also gameplay considerations. Huge amounts of time and research have gone into creating the units, factions, unit descriptions and faction descriptions. We would like our mod to be used as a reference for the time period and be a fully playable historical simulation. That being said we are always open to criticism and will endeavour to fix any inaccuracies or any issues raised.
Installation
- Download the mod from one of the following links:
https://www.moddb.com/mods/tsardoms-...war-version-22
https://drive.google.com/file/d/18TG...8S8bRISTf/view
https://mega.nz/file/ElhgmQiJ#Z6L6k4...ZRyDBZPTfs8iDM
- Unpack the mod in the Mods folder of your Medieval 2 Total War folder using the installer. PLEASE ENSURE YOU UNPACK IN THE MODS FOLDER NOT THE MAIN MEDIEVAL 2 FOLDER
- Steam installation: follow the same instructions as above, than go into Steam right click on the Medieval 2 Kingdoms game, go to Properties, then go to Set Launch Options and replace what is there with the following --features.mod=mods/Tsardoms-2.2
Basically for Steam the actual name of the Tsardoms folder and executable file must be there
Mod Features
This post has a detailed breakdown of mod features, scripts, factions and more https://www.twcenter.net/forums/show...1#post15943175
Tutorials and Guides
Guide and explanation of the Settlement Administration Policy and recruitment: https://www.twcenter.net/forums/show...1#post15943134
Explanation of the ancillary title system and the various crowns: https://www.twcenter.net/forums/show...1#post15943136
Explanation of unit AOR and availability dates/events: in progress
Known issues and things to be aware of:
- Merchants can only be trained by the merchant republics - Venice, Genoa, Ragusa and Florence and by Aydin
- Bavaria and Albania were added at the last minute to fill in an empty part of the map, it is not fully developed and may have some issues
- The vanilla mercenary recruitment from the strat map is now used for the AOR recruitment of local units (for example Albanians, Vlachs, Szekely, Cossacks etc), mercenaries are recruited through the mercenary barracks and are also specific to certain factions and map areas
- There are quite long turn times, we are looking into ways to reduce this
Please make sure you report any bugs or CTDs in this thread: https://www.twcenter.net/forums/show...gs-and-Reports
Credits
A full list of credits can be found here below.
If you have contributed to the mod or your materials were used and you are not listed in the credits please contact us. The mod has been in development for over a decade and there have been dozens of people working on it so it is possible that it might have been omitted or the team member that used the materials left the mod without letting us know.
Permission to use materials
We have a fairly open policy in regards to permission to use materials. First and foremost we will give permission to use our materials to any mod team that has given us help or that have given us their materials. After that we are happy to trade our units and materials to anyone that will be happy to share their materials with us. If your mod has nothing we need we can still give permission to use the materials. Historical mods will get permission first and only later we will give permission to fantasy mods as we would like to encourage the creation of historical simulations first and foremost. We will deny permission to use materials if we believe your mod is either purposefully not historical or has other issues. Also, permission to use, modify or take parts of our units is given on a faction by faction basis depending on the original creator. Also, some factions or units (such as the Magyar infantry units) come from other mods and as such permission is not ours to give and you must contact the original creators. Please ask Wallachian for permission to use and he will confirm whether it is given or not.
If no member of the team has been active in the forum for more than 6 months and has not replied for more than 6 months we give permission to anyone to use our mod and materials.
Future Plans
The mod is by no means ready. We have a lot of plans to improve all of the aspects, add more unique buildings, add more building chains (education, religious buildings, cathedrals, sanitation, hopsitals, economic buidlings), add more scripts and historical events (hussite invasions, tatar raids, aragonese invasions, burgundian invasions, french invasions, mamluk invasions etc.), add more emerging heroes (the plan is for each faction to have its own set of emerging heroes), further refine the ancillary title system, further work on the administration system and the feudal system and much much more.
We also would love to have a late era campaign to feature the fall of Constantinopole, showcase all of the late era units without having to wait 150 turns to see them and role play with heroes of the age such as Vlad the Impaler, Mehmed the Conqueror, Janos Hunyadi or Skanderbeg. Another idea is to have a 1400 campaign and have the Timurids playable.
However, for all of this to happen we badly need assistance as we are a very small team. We are looking for coders and scripters mainly to help with adding all of the above and do things such as change the starting position, the settlement ownership, the family trees. If you are passionate about history and interested in the period please do not hesitate to contact us.