We are proud to announce the next version of Tsardoms Total War. This version is not savegame compatible and will require a brand new mod installation.
Installation
- Download the mod from the following link: https://drive.google.com/file/d/1Bs3...ew?usp=sharing
- 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
- Alternative torrent download
CURRENLY NOT AVAILABLE (will be back soon)
- 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_beta-1.5
Basically for Steam the actual name of the Tsardoms folder and executable file must be there
Patch Notes
Here is a small summary:
- the UI crash linked to right clicking on buildings has been fixed
- the crash which was fixed in the latest hotfix related to the recruitment has been fixed
- hopefully the bug with the insta death of the Byzantines and the Kantakouzenos at the same time has been fixed. We think this happened when the faction leader and heir died at the same time. We have enhanced the family trees of all the noble Byzantine families so there should now be plenty of heirs preventing this insta death to happen
- a major rework of the AI which will make the AI factions a lot more aggressive and active. They will no longer just stay within their territory
- more aggressive rebels which will actually attack your armies
- VINC's new ancillaries based on historical characters which will appear at historical times in specific settlements
- there will be a host of new historical characters spawned for Venice, Genoa, Milan, Austria, Hungary and others
- a new famous Condottiere event (Alberico Barbiano) in Italy for Milan and Naples
- a corruption script which will severely hit the player's economy if their treasury is higher than 30,000
- the spawned rebel armies scripts (Hussite Wars, Polish invasion, Lithuanian invasion) will now only happen if the player controls the affected faction. This was previously an issue as the AI could not handle those invasions and was actually
- the Savoyard Crusade will hit Bulgaria in 1366 with the Green Prince Amadeus of Savoy invading Nesebar and Varna
- a rework of the Ottoman unit availability which will reduce the rate of Janissary recruitment and aim towards more historical number of janissaries in armies (historically they were about 15% of Ottoman armies) and more forced use of lower tier azaps and yayas
- a reduction in the Timurid armies (experience and number reduced) due to the fact that the AI can not handle them as well as the player and they cripple the Ottomans
- a tweak in unhappiness due to religion
- a new colonial building for Genoa, Venice and Ragusa to help them hold on to colonies with high foreign religions
- new raider script and a spawned fleet script added
The raiders script will involve frequent raiding in your territory by Tatars, Ottomans, Hospitallers, Aydinids etc if they own certain settlements. For example, if you are playing as Moldova and the Tatars own Cetatea Alba they will be sending frequent raids into Suceava lowering your money (plundering). This makes it imperative that the player quickly attacks those settlements to prevent raiding.
The spawned fleet script will help the AI for the maritime states (Venice, Ragusa, Genoa) who were known to use their fleets to raid and attack their enemies. These spawned fleets will blockade your ports and be a terrible nuissance.