Presenting the Historical Units Region Buildings mod.
29 playable faction massively adjusted map, a very very different roster, very very different building system, general concept is to focus more on a smaller time frame based on the starting point, so there are less historical oddities
2019/8/11 : 5.6 update, religion change and some minor Cuman adjustments
current version 5.6
http://www.mediafire.com/file/pfjz5w...1/HURB5.6.rar/
Older Versions
FEATURES
1.Major map adjustments: with much much stronger consideration given to the relative population and political situation of the high medieval era, generally reduced areas that had over representation of settlements to their population (most notablly the British Isles, Scandinvia and the eastern half of the steppes and the Arabian Penisula ) and added them to areas that were underrepesented (most notablly France, Northern Italy, and the Ukrainian / Belarus region) Many regions had their regional center changed or renamed as well usually with consideration to relative development and/or political importance at the time.
2.New Factions!:
Volga Bulgaria
Kingdom of Georgia
Cilicia Armenia
Abbasid Caliph
Principality of Serbia
Sultanate of Rum
Ghor Sultanate
Obotrite Confederation
3. Complete overhaul of how the recruitment system works, you no longer build Barracks / Stables / Ranges for units, as that's simply utterly unrealistic towards historical reality, the vast majority of the Medieval armies were assembled VIA feudalism callups and/or tribal alliances, for all factions now one building will be responsible for most of the units recruitment. (usually termed relavant to that faction's history, for example most catholic faction is feudalism, while Moors would be split between Berber Tribal Alliances and Andaluisan Taifas while the Cumans and Mongols would be Nomadic Migrations), different faction's recruitment building will have significant differences, some might cost more money to maintain, some might even make money instead of costing them, some can recruit many units in one turn, some can recruit only a few , some have a lot more free up keep slots etc.. obviously trying to generally reflect the different strength and weaknesses of the various factions
4. New Buildings and wonders, many many new economic buildings including slave markets, winery, salt trade, amber trade just to name a few, most buildigs now have a combination of effects, i.e most buildings will have some negatives along with their positives, for example brothels will reduce law, while certain buildings will have upkeep costs etc... along with 12 new Wonders to give a much more resonable representation of the medival era, most are concentrated in the Islamic world (though not all of them are neccesarily related to Islamic holy sites) but HRE / Kiev also gets new wonders
Most wonders now are really "wonders" they'll have pretty strong effect, some even have global effects.
the list of New wonders I added are
5. New units and types of units : new units that were previously unused or little used, such as two handed spearmens, two handed lancers, javelin/ spear combos. as a whole nearly half or more of the units in the game have been touched already and at least a couple dozen completely new units with more to come.
6. Princess for everyone! : it's an absurd stereotype that somehow Muslims marriage weren't political or relevant, it simply wasn't the case, though less influential than marriage in the catholic world, it was almost certainly just as political as the West. HURB address this as now all factions have princess, and marriage traits are now more logical.. aka, even if you don't marry a princess, you'll still get some Wife traits. (thx to SSHIP team for the Islamic princess portraits)
How to Install
Step 1: use a SS6.4 clean install (i if your not sure if it's clean just run the ss6.4 install files again ), this is optional but if your installation doesn't work then start again from here.
Step 2: Download the 7zip file from the link and at the bottom
Step 3: Open the zip files and the folders , you should see a "data" folder after going past the "HURBx.x" folder and just move it over your data folder in your ss6.3 directory (which should normally be C:\Program Files\SEGA\Medieval II Total War\mods\SS6.3 ) and press yes to all overwrites
Step 4:run the SS setup.exe again and you should see a new campaign, "Early 2tpy with HURB", just choose it, BGR II works and most other submod works too, but BGR V won't and also permenant watch tower is risky too.
Step 5: now go inside the data folder, open the "sounds folder" (usually C:\Program Files\SEGA\Medieval II Total War\mods\SS6.3\data\sounds and delete all the non folder files, (the dat and idx files, should be 8 of them) This move is optional but unless you want to hear middle eastern factions suddenly having French Accents it's probably advisable that you do this. (if you wonder why I didn't just attach the newly created idx / dat files, the reason is because they are biggggg )
How you can contribute to this project!
This is an ON GOING PROJECT, I am NOT satisfied with the current configuration, some factions more than others, I will continue to make updates and add in more interesting units / models. (for example the Maygar mod's Hungary!) but you can also help me, and the SS community as a whole by....
A. Play the game! : obviously with a mod of this scope and only one person doing it, it's bound to have some errors , some likely potential errors are...
B.Give me new ideas and infos!
My primary concern is historic, though obviously playability is also a part of the problem and also the avalibilty of unit slots, but if you have a good clue to the historical background of any particular faction , and can present them in a coherent matter with reasonable degree of source to back them up, I'll try my best to put your research into the roster! try to stay on more widely common units, and not dwell on very rare onces.
Credits!
Alpha Delta and the Broken Crescent team for the incrediable models , UI cards, Seljuq Banners and the generosity of letting people use them.
Tzar and the Roma Surrectum II team for many of the brillant UI cards and also their incrediable generosity for letting me uses them.
Fair Prince and the SSHIP team for the Islamic Princess portraits
Soulson for his Soulson campaign AI!
Madtao and his Lithuanian models.
King Sama for the basic Abbasid files
Fair Prince for his name project
Kings Banner for their banners
Ruschi for Materials
The SS 6.3 Team! especially Point Blank who gave me a ton of info on how RC functioned.
Byzantium Guard for some of the models I'm using for the Norse and Scottish roster!
Rusnmat for adjusting the EDU stats.
Roz for advices on the scripts
The Chivalry II mod and Roma Surrectom II mod for many inspirations
Many Thanks to the following members who helped me catch my numerous bugs and errors including (hopefully I'm not forgetting anyone)
Andytheplatypus
WarlordZ
PerXX
Rusnmat
Ichon
Diversus
Tibu17
Silver Legionary
Ferdiad
Overlord.Ru
Maxstill
Smokey Beacon
Mr. Hammer
Ayyubid
K/T
The many people who gave me ideas on how to make a more reasonablly historic roster, especially, PedroL's great info on Iberia and princeps.omnis on the Stepps.
Many others who helped me along the way, including, Ishan, Iberia Auxillia , Shoryn, Meneth and others
Future Plans