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	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Extended_Cultures&amp;diff=30771</id>
		<title>Extended Cultures</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Extended_Cultures&amp;diff=30771"/>
		<updated>2010-09-12T15:20:27Z</updated>

		<summary type="html">&lt;p&gt;88.203.68.115: /* Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod3|mod=Extended Cultures (XC)|image=|platform=RTW 1.5 / BI 1.6 / Alex 1.9|era=280 BC - 14 AD|leader=[[User:CaesarVincens|CaesarVincens]]|mod-folder=In mod-folder (xc)|release=[http://www.wmwiki.com/hosted/cv/ Extended Cultures version 4 Gamma v3]|map=[[Image:Mundusmagnus.PNG]]}}&lt;br /&gt;
Also known as the Extended Greek Mod-Extended Cultures, XGM-XC, or just XC.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Extended Cultures (XC) is a modification of [[Rome:_Total_War|Rome: Total War]] that aims to bring historical accuracy but also show how different factions could have evolved had history taken a different path, with an eye to fun and challenging gameplay. The mod is similar to vanilla (unmodified) RTW in look and feel, but expands the original by bringing new factions, many reworked and new units, and new buildings. In addition to this, a culture system that makes an unique use of [[Barbarian_Invasion|Barbarian Invasion]] features and a large set of new character traits that extensively helps in role-playing will ensure an unique feeling of diversity for many factions.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Designed to work with RTW 1.5, RTW:BI 1.6, or Alexander. It uses a [[mod folder]] so it does not make any changes to your data directory. Extended Cultures sports nine culture specific barracks: Roman, Hellenic, Persian, Arabic, Punic, Nomadic, Thracian, Iberian, and Celto-Germanic. The stable and archery range buildings are no longer primary use buildings and missile and cavalry units are recruited from the barracks. In addition to a factional barracks, each faction can build an auxiliary barracks to recruit local troops in many regions. Another pillar of XC gameplay is the culture system. Developed from BI&#039;s religions, every region has a native culture, which may be at odds with your culture, and each faction can build colonies to convert that region to their own culture.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
Most of the vanilla factions are preserved, though the Romans have been integrated into a single faction. There are 16 playable factions and four non-playable. New playable factions include Saba and Bactria.&lt;br /&gt;
&lt;br /&gt;
===Roman Factions=== &lt;br /&gt;
[[Image:RomeTW-BI 2010-09-12 01-55-38-75.jpg |thumb|right|200px|alt=none|Central Mediterranean]]&lt;br /&gt;
*Roman Republic/Empire &lt;br /&gt;
*Roman Rebels (Non-playable) (This faction becomes the Senate in the Carthaginian Senate campaign.)&lt;br /&gt;
&lt;br /&gt;
===Hellenic (Greek) Factions===&lt;br /&gt;
*Greek Cities  [[Image:RomeTW-BI 2010-08-24 20-42-07-93.jpg |thumb|right|200px|alt=none|The Greek Peninsula]]&lt;br /&gt;
*Macedon&lt;br /&gt;
*The Seleucid Empire&lt;br /&gt;
*The Ptolemaic Empire&lt;br /&gt;
*Bactria&lt;br /&gt;
*Independent Greek Cities (Non-Playable)&lt;br /&gt;
===Eastern Factions===&lt;br /&gt;
*Carthage&lt;br /&gt;
*Pontus&lt;br /&gt;
*Armenia&lt;br /&gt;
*Parthia&lt;br /&gt;
*Saba&lt;br /&gt;
*Eastern Kingdoms (Non-Playable)&lt;br /&gt;
===Barbarian Factions=== [[Image:RomeTW-BI 2010-08-26 20-56-47-15.jpg |thumb|right|200px|alt=none|Iberia]]&lt;br /&gt;
*Thrace&lt;br /&gt;
*Gauls [[Image:RomeTW-BI 2010-09-12 01-54-33-89.jpg |thumb|right|200px|alt=none|Britain]]&lt;br /&gt;
*Germans &lt;br /&gt;
*Iberians &lt;br /&gt;
*Scythia&lt;br /&gt;
*Celts (Non-Playable)&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&lt;br /&gt;
* [[User:CaesarVincens|CaesarVincens]] is the man behind the mod and team leader.&lt;br /&gt;
* [[Zarax]] works as a historian and experiments with new features.&lt;br /&gt;
* [[Suppanut]] is XC&#039;s master of traits and ancillaries.&lt;br /&gt;
* [[Maraxus]] is the primary modeler for Extended Cultures and is also one of the skinners.&lt;br /&gt;
* [[Anakarsis]] and [[Andalus]] are the other two skinners of Extended Cultures.&lt;br /&gt;
&lt;br /&gt;
Due mention also to [[DimeBagHo]] and to all the people who worked on and contributed to [[Extended_Greek_Mod|XGM]], the mod that formed the base of Extended Cultures.&lt;br /&gt;
We&#039;d also like to thank the [[EB]] team and [[Redfox]] for lending us units from EB and DTW respectively.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Extended Cultures began as an offshoot of the Post-Marian Project for [[DimeBagHo]]&#039;s [[Extended_Greek_Mod|XGM]], a project that aims to bring new units to XGM along with further use of the Marian Reforms. One idea that was kicked around was upgrading Barbarian building trees post-reforms to allow new buildings, including huge cities. CaesarVincens made some simple changes and released the first version of what would later be named Extended Barbarians, in homage of Dime&#039;s mod&#039;s name. Around the same time, Zarax suggested expanding the culture system present in XGM.&lt;br /&gt;
CaesarVincens liked the idea, and made a mock up of it. Combining Extended Barbarians with this new cultural extension, CaesarVincens released the first edition of Extended Cultures on May 4, 2008. Since then, the mod has grown greatly and on January 9, 2009, the Extended Greek Mod-Extended Cultures was released as a full, self-installing mod.&lt;br /&gt;
Following the release of Extended Cultures 3, Zarax joined full-time providing support, developing the Carthaginian Senate and emerging factions. While Suppanut expanded his work on ethnic traits to better suit the new faction and culture system. XC4 has recently been released&lt;br /&gt;
&lt;br /&gt;
===Current Version===&lt;br /&gt;
The latest official release of Extended Cultures is V4 Gamma version 3&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
[[Image:GallicHorde.jpg|Rome vs Gauls]]&lt;br /&gt;
[[Image:XC 03.jpg]]&lt;br /&gt;
[[Image:RomeTW-BI 2010-08-25 21-15-10-12.jpg]]&lt;br /&gt;
[[Image:Next.jpg]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=1101 Extended Cultures forum at TWC]&lt;br /&gt;
*[http://www.wmwiki.com/hosted/cv/ Official Extended Cultures website]&lt;br /&gt;
*[http://www.wmwiki.com/hosted/cv/xcreadme.html Extended Cultures Readme]&lt;br /&gt;
&lt;br /&gt;
[[Category: RTW Mods]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:RTW_Mods_%28Released%29]]&lt;/div&gt;</summary>
		<author><name>88.203.68.115</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=30553</id>
		<title>Viking Invasion II</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=30553"/>
		<updated>2010-09-08T05:44:07Z</updated>

		<summary type="html">&lt;p&gt;88.203.68.115: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title= Viking Invasion II&lt;br /&gt;
|compatibility= [[Barbarian Invasion|Barbarian Invasion 1.6]]&lt;br /&gt;
|type=Complete Overhaul&lt;br /&gt;
|members=Aradan, MasterofNone, Halie Satanus, Uranos, Antagonist, Keyser Soze&lt;br /&gt;
|release=[http://www.twcenter.net/forums/showthread.php?t=221299 &#039;&#039;Viking Invasion II 1.7&#039;&#039;]&lt;br /&gt;
|description=A recreation of the original Viking Invasion for MTW&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Viking Invasion II recreates the infamous Viking Invasion from MTW on the Rome BI Engine. It&#039;s a complete overhaul of Rome BI, with a new campaign, new factions, new units and a new challenge.&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
The campaign is almost identical to the original, with only minor changes made, and of course utilising a new engine. The map covers all of Britannia and parts of Scandinavia adding up to about 50 regions occupied by eight different playable factions.&lt;br /&gt;
The mod portrays the Viking raids and internal strife of Britain as historically accurate as possible, while providing interesting gameplay and a fun, yet challenging, campaign&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
Eight playable factions, all forming part of three different cultures :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saxons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The West Saxons&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Select Fyrd units; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mercians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Marcher Horsemen units&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Northumbrians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to cheaper Lithsmen mercenary units; ability to build priories; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vikings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Danes&#039;&#039; - Strong close-combat infantry, especially in attack; superior boats; leaders can convert to Christianity after AD 878; very poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Norwegians&#039;&#039; - Strong close-combat infantry, especially in attack; powerful berserkers; superior boats; leaders can convert to Christianity after AD 878; no cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Celts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Welsh&#039;&#039; - Good mix of infantry and cavalry; superior cavalry; longbowmen; can build priories; weak ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Men of Alba&#039;&#039; - Good mix of infantry and cavalry; can build priories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Irish&#039;&#039; - Good mix of infantry; can build monasteries; can recruit Monks; poor cavalry; no archers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some major features of the game include&#039;&#039; :&lt;br /&gt;
&lt;br /&gt;
* Provincial Information structures give flavour text and custom bonuses for every Province&lt;br /&gt;
* Incorporates Aradan&#039;s unit and unit-autoresolve balance (now even more advanced!)&lt;br /&gt;
* Saxon and Celtic Emissaries may travel with princesses and bishops to increase their effectiveness&lt;br /&gt;
* Provincial and Kingdom titles for family members implemented, including Local Lord traits for better settlement-specific management&lt;br /&gt;
* Recruitable mercenaries&lt;br /&gt;
* Culture-specific recruitment buildings and limited Zone of Recruitment&lt;br /&gt;
* Campaign Script customizes game-start conditions according to faction selected by player to make for a greater challenge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
The team of Viking Invasion II includes :&lt;br /&gt;
&lt;br /&gt;
*[[Aradan]]&lt;br /&gt;
*[[MasterofNone]]&lt;br /&gt;
*[[Halie Satanus]]&lt;br /&gt;
*[[Uranos]]&lt;br /&gt;
*[[Antagonist]]&lt;br /&gt;
*[[Keyser Soze]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= External Links =&lt;br /&gt;
* [http://www.twcenter.net TWCenter.net][http://www.twcenter.net/forums/forumdisplay.php?f=1036 &#039;&#039;Viking Invasion II&#039;&#039; forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:BI_Mods_%28Released%29]]&lt;/div&gt;</summary>
		<author><name>88.203.68.115</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=30552</id>
		<title>Viking Invasion II</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=30552"/>
		<updated>2010-09-08T05:38:22Z</updated>

		<summary type="html">&lt;p&gt;88.203.68.115: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title= Viking Invasion II&lt;br /&gt;
|compatibility= [[Barbarian Invasion|Barbarian Invasion 1.6]]&lt;br /&gt;
|type=Complete Overhaul&lt;br /&gt;
|members=Aradan, MasterofNone, Halie Satanus, Uranos, Antagonist, Keyser Soze&lt;br /&gt;
|release=[http://www.twcenter.net/forums/showthread.php?t=221299 &#039;&#039;Viking Invasion II 1.7&#039;&#039;]&lt;br /&gt;
|description=A recreation of the original Viking Invasion for MTW&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Viking Invasion II recreates the infamous Viking Invasion from MTW on the Rome BI Engine. It&#039;s a complete overhaul of Rome BI, with a new campaign, new factions, new units and a new challenge.&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
The campaign is almost identical to the original, with only minor changes made, and of course utilising a new engine. The map covers all of Britannia and parts of Scandinavia adding up to about 50 regions occupied by eight different playable factions.&lt;br /&gt;
The mod portrays the Viking raids and internal strife of Britain as historically accurate as possible, while providing interesting gameplay and a fun, yet challenging, campaign&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
Eight playable factions, all forming part of three different cultures :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saxons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The West Saxons&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Select Fyrd units; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mercians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Marcher Horsemen units&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Northumbrians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to cheaper Lithsmen mercenary units; ability to build priories; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vikings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Danes&#039;&#039; - Strong close-combat infantry, especially in attack; superior boats; leaders can convert to Christianity after AD 878; very poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Norwegians&#039;&#039; - Strong close-combat infantry, especially in attack; powerful berserkers; superior boats; leaders can convert to Christianity after AD 878; no cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Celts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Welsh&#039;&#039; - Good mix of infantry and cavalry; superior cavalry; longbowmen; can build priories; weak ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Men of Alba&#039;&#039; - Good mix of infantry and cavalry; can build priories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Irish&#039;&#039; - Good mix of infantry; can build monasteries; can recruit Monks; poor cavalry; no archers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some major features of the game include&#039;&#039; :&lt;br /&gt;
&lt;br /&gt;
* Provincial Information structures give flavour text and custom bonuses for every Province&lt;br /&gt;
* Incorporates Aradan&#039;s unit and unit-autoresolve balance (now even more advanced!)&lt;br /&gt;
* Saxon and Celtic Emissaries may travel with princesses and bishops to increase their effectiveness&lt;br /&gt;
* Provincial and Kingdom titles for family members implemented, including Local Lord traits for better settlement-specific management&lt;br /&gt;
* Recruitable mercenaries&lt;br /&gt;
* Culture-specific recruitment buildings and limited Zone of Recruitment&lt;br /&gt;
* Campaign Script customizes game-start conditions according to faction selected by player to make for a greater challenge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
The team of Viking Invasion II includes :&lt;br /&gt;
&lt;br /&gt;
*[[Aradan]]&lt;br /&gt;
*[[MasterofNone]]&lt;br /&gt;
*[[Halie Satanus]]&lt;br /&gt;
*[[Uranos]]&lt;br /&gt;
*[[Antagonist]]&lt;br /&gt;
*[[Keyser Soze]]&lt;br /&gt;
&lt;br /&gt;
= External Links =&lt;br /&gt;
* [http://www.twcenter.net TWCenter.net][http://www.twcenter.net/forums/forumdisplay.php?f=1036 &#039;&#039;Viking Invasion II&#039;&#039; forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:BI_Mods_%28Released%29]]&lt;/div&gt;</summary>
		<author><name>88.203.68.115</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=30551</id>
		<title>Viking Invasion II</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=30551"/>
		<updated>2010-09-08T05:37:52Z</updated>

		<summary type="html">&lt;p&gt;88.203.68.115: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title= Viking Invasion II&lt;br /&gt;
|compatibility= [[Barbarian Invasion|Barbarian Invasion 1.6]]&lt;br /&gt;
|type=Complete Overhaul&lt;br /&gt;
|members=Aradan, MasterofNone, Halie Satanus, Uranos, Antagonist, Keyser Soze&lt;br /&gt;
|release=[http://www.twcenter.net/forums/showthread.php?t=221299 &#039;&#039;Viking Invasion II 1.7&#039;&#039;]&lt;br /&gt;
|description=A recreation of the original Viking Invasion for MTW&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Viking Invasion II recreates the infamous Viking Invasion from MTW on the Rome BI Engine. It&#039;s a complete overhaul of Rome BI, with a new campaign, new factions, new units and a new challenge.&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
The campaign is almost identical to the original, with only minor changes made, and of course utilising a new engine. The map covers all of Britannia and parts of Scandinavia adding up to about 50 regions occupied by eight different playable factions.&lt;br /&gt;
The mod portrays the Viking raids and internal strife of Britain as historically accurate as possible, while providing interesting gameplay and a fun, yet challenging, campaign&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
Eight playable factions, all forming part of three different cultures :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saxons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The West Saxons&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Select Fyrd units; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mercians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Marcher Horsemen units&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Northumbrians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to cheaper Lithsmen mercenary units; ability to build priories; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vikings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Danes&#039;&#039; - Strong close-combat infantry, especially in attack; superior boats; leaders can convert to Christianity after AD 878; very poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Norwegians&#039;&#039; - Strong close-combat infantry, especially in attack; powerful berserkers; superior boats; leaders can convert to Christianity after AD 878; no cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Celts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Welsh&#039;&#039; - Good mix of infantry and cavalry; superior cavalry; longbowmen; can build priories; weak ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Men of Alba&#039;&#039; - Good mix of infantry and cavalry; can build priories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Irish&#039;&#039; - Good mix of infantry; can build monasteries; can recruit Monks; poor cavalry; no archers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some major features of the game include :&lt;br /&gt;
&lt;br /&gt;
* Provincial Information structures give flavour text and custom bonuses for every Province&lt;br /&gt;
* Incorporates Aradan&#039;s unit and unit-autoresolve balance (now even more advanced!)&lt;br /&gt;
* Saxon and Celtic Emissaries may travel with princesses and bishops to increase their effectiveness&lt;br /&gt;
* Provincial and Kingdom titles for family members implemented, including Local Lord traits for better settlement-specific management&lt;br /&gt;
* Recruitable mercenaries&lt;br /&gt;
* Culture-specific recruitment buildings and limited Zone of Recruitment&lt;br /&gt;
* Campaign Script customizes game-start conditions according to faction selected by player to make for a greater challenge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
The team of Viking Invasion II includes :&lt;br /&gt;
&lt;br /&gt;
*[[Aradan]]&lt;br /&gt;
*[[MasterofNone]]&lt;br /&gt;
*[[Halie Satanus]]&lt;br /&gt;
*[[Uranos]]&lt;br /&gt;
*[[Antagonist]]&lt;br /&gt;
*[[Keyser Soze]]&lt;br /&gt;
&lt;br /&gt;
= External Links =&lt;br /&gt;
* [http://www.twcenter.net TWCenter.net][http://www.twcenter.net/forums/forumdisplay.php?f=1036 &#039;&#039;Viking Invasion II&#039;&#039; forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:BI_Mods_%28Released%29]]&lt;/div&gt;</summary>
		<author><name>88.203.68.115</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=30550</id>
		<title>Viking Invasion II</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=30550"/>
		<updated>2010-09-08T05:25:36Z</updated>

		<summary type="html">&lt;p&gt;88.203.68.115: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|title= Viking Invasion II&lt;br /&gt;
|compatibility=[[Barbarian Invasion|Barbarian Invasion 1.6]]&lt;br /&gt;
|members= Aradan, MasterofNone, Halie Satanus, Uranos, Antagonist Keyser Soze&lt;br /&gt;
|release= Viking Invasion II 1.7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Viking Invasion II recreates the infamous Viking Invasion from MTW on the Rome BI Engine. It&#039;s a complete overhaul of Rome BI, with a new campaign, new factions, new units and a new challenge.&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
The campaign is almost identical to the original, with only minor changes made, and of course utilising a new engine. The map covers all of Britannia and parts of Scandinavia adding up to about 50 regions occupied by eight different playable factions.&lt;br /&gt;
The mod portrays the Viking raids and internal strife of Britain as historically accurate as possible, while providing interesting gameplay and a fun, yet challenging, campaign&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
Eight playable factions, all forming part of three different cultures :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saxons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The West Saxons&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Select Fyrd units; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mercians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Marcher Horsemen units&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Northumbrians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to cheaper Lithsmen mercenary units; ability to build priories; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vikings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Danes&#039;&#039; - Strong close-combat infantry, especially in attack; superior boats; leaders can convert to Christianity after AD 878; very poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Norwegians&#039;&#039; - Strong close-combat infantry, especially in attack; powerful berserkers; superior boats; leaders can convert to Christianity after AD 878; no cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Celts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Welsh&#039;&#039; - Good mix of infantry and cavalry; superior cavalry; longbowmen; can build priories; weak ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Men of Alba&#039;&#039; - Good mix of infantry and cavalry; can build priories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Irish&#039;&#039; - Good mix of infantry; can build monasteries; can recruit Monks; poor cavalry; no archers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some major features of the game include :&lt;br /&gt;
&lt;br /&gt;
* Provincial Information structures give flavour text and custom bonuses for every Province&lt;br /&gt;
* Incorporates Aradan&#039;s unit and unit-autoresolve balance (now even more advanced!)&lt;br /&gt;
* Saxon and Celtic Emissaries may travel with princesses and bishops to increase their effectiveness&lt;br /&gt;
* Provincial and Kingdom titles for family members implemented, including Local Lord traits for better settlement-specific management&lt;br /&gt;
* Recruitable mercenaries&lt;br /&gt;
* Culture-specific recruitment buildings and limited Zone of Recruitment&lt;br /&gt;
* Campaign Script customizes game-start conditions according to faction selected by player to make for a greater challenge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
The team of Viking Invasion II includes :&lt;br /&gt;
&lt;br /&gt;
*[[Aradan]]&lt;br /&gt;
*[[MasterofNone]]&lt;br /&gt;
*[[Halie Satanus]]&lt;br /&gt;
*[[Uranos]]&lt;br /&gt;
*[[Antagonist]]&lt;br /&gt;
*[[Keyser Soze]]&lt;br /&gt;
&lt;br /&gt;
= External Links =&lt;br /&gt;
* [http://www.twcenter.net TWCenter.net][http://www.twcenter.net/forums/forumdisplay.php?f=1036 &#039;&#039;Viking Invasion II&#039;&#039; forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:BI_Mods_%28Released%29]]&lt;/div&gt;</summary>
		<author><name>88.203.68.115</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=30549</id>
		<title>Viking Invasion II</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=30549"/>
		<updated>2010-09-08T05:18:19Z</updated>

		<summary type="html">&lt;p&gt;88.203.68.115: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title=&lt;br /&gt;
|compatibility=&lt;br /&gt;
|type=&lt;br /&gt;
|members=&lt;br /&gt;
|release=&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Viking Invasion II recreates the infamous Viking Invasion from MTW on the Rome BI Engine. It&#039;s a complete overhaul of Rome BI, with a new campaign, new factions, new units and a new challenge.&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
The campaign is almost identical to the original, with only minor changes made, and of course utilising a new engine. The map covers all of Britannia and parts of Scandinavia adding up to about 50 regions occupied by eight different playable factions.&lt;br /&gt;
The mod portrays the Viking raids and internal strife of Britain as historically accurate as possible, while providing interesting gameplay and a fun, yet challenging, campaign&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
Eight playable factions, all forming part of three different cultures :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saxons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The West Saxons&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Select Fyrd units; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mercians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Marcher Horsemen units&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Northumbrians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to cheaper Lithsmen mercenary units; ability to build priories; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vikings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Danes&#039;&#039; - Strong close-combat infantry, especially in attack; superior boats; leaders can convert to Christianity after AD 878; very poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Norwegians&#039;&#039; - Strong close-combat infantry, especially in attack; powerful berserkers; superior boats; leaders can convert to Christianity after AD 878; no cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Celts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Welsh&#039;&#039; - Good mix of infantry and cavalry; superior cavalry; longbowmen; can build priories; weak ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Men of Alba&#039;&#039; - Good mix of infantry and cavalry; can build priories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Irish&#039;&#039; - Good mix of infantry; can build monasteries; can recruit Monks; poor cavalry; no archers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some major features of the game include :&lt;br /&gt;
&lt;br /&gt;
* Provincial Information structures give flavour text and custom bonuses for every Province&lt;br /&gt;
* Incorporates Aradan&#039;s unit and unit-autoresolve balance (now even more advanced!)&lt;br /&gt;
* Saxon and Celtic Emissaries may travel with princesses and bishops to increase their effectiveness&lt;br /&gt;
* Provincial and Kingdom titles for family members implemented, including Local Lord traits for better settlement-specific management&lt;br /&gt;
* Recruitable mercenaries&lt;br /&gt;
* Culture-specific recruitment buildings and limited Zone of Recruitment&lt;br /&gt;
* Campaign Script customizes game-start conditions according to faction selected by player to make for a greater challenge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
The team of Viking Invasion II includes :&lt;br /&gt;
&lt;br /&gt;
*[[Aradan]]&lt;br /&gt;
*[[MasterofNone]]&lt;br /&gt;
*[[Halie Satanus]]&lt;br /&gt;
*[[Uranos]]&lt;br /&gt;
*[[Antagonist]]&lt;br /&gt;
*[[Keyser Soze]]&lt;br /&gt;
&lt;br /&gt;
= External Links =&lt;br /&gt;
* [http://www.twcenter.net TWCenter.net][http://www.twcenter.net/forums/forumdisplay.php?f=1036 &#039;&#039;Viking Invasion II&#039;&#039; forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:BI_Mods_%28Released%29]]&lt;/div&gt;</summary>
		<author><name>88.203.68.115</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=30548</id>
		<title>Viking Invasion II</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=30548"/>
		<updated>2010-09-08T05:13:38Z</updated>

		<summary type="html">&lt;p&gt;88.203.68.115: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title=&lt;br /&gt;
|compatibility=&lt;br /&gt;
|type=&lt;br /&gt;
|members=&lt;br /&gt;
|release=&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Viking Invasion II recreates the infamous Viking Invasion from MTW on the Rome BI Engine. It&#039;s a complete overhaul of Rome BI, with a new campaign, new factions, new units and a new challenge.&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
The campaign is almost identical to the original, with only minor changes made, and of course utilising a new engine. The map covers all of Britannia and parts of Scandinavia adding up to about 50 regions occupied by eight different playable factions.&lt;br /&gt;
The mod portrays the Viking raids and internal strife of Britain as historically accurate as possible, while providing interesting gameplay and a fun, yet challenging, campaign&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
Eight playable factions, all forming part of three different cultures :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saxons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The West Saxons&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Select Fyrd units; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mercians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Marcher Horsemen units&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Northumbrians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to cheaper Lithsmen mercenary units; ability to build priories; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vikings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Danes&#039;&#039; - Strong close-combat infantry, especially in attack; superior boats; leaders can convert to Christianity after AD 878; very poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Norwegians&#039;&#039; - Strong close-combat infantry, especially in attack; powerful berserkers; superior boats; leaders can convert to Christianity after AD 878; no cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Celts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Welsh&#039;&#039; - Good mix of infantry and cavalry; superior cavalry; longbowmen; can build priories; weak ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Men of Alba&#039;&#039; - Good mix of infantry and cavalry; can build priories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Irish&#039;&#039; - Good mix of infantry; can build monasteries; can recruit Monks; poor cavalry; no archers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some major features of the game include :&lt;br /&gt;
&lt;br /&gt;
* Provincial Information structures give flavour text and custom bonuses for every Province&lt;br /&gt;
* Incorporates Aradan&#039;s unit and unit-autoresolve balance (now even more advanced!)&lt;br /&gt;
* Saxon and Celtic Emissaries may travel with princesses and bishops to increase their effectiveness&lt;br /&gt;
* Provincial and Kingdom titles for family members implemented, including Local Lord traits for better settlement-specific management&lt;br /&gt;
* Recruitable mercenaries&lt;br /&gt;
* Culture-specific recruitment buildings and limited Zone of Recruitment&lt;br /&gt;
* Campaign Script customizes game-start conditions according to faction selected by player to make for a greater challenge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
The team of Viking Invasion II includes :&lt;br /&gt;
&lt;br /&gt;
*[[Aradan]]&lt;br /&gt;
*[[MasterofNone]]&lt;br /&gt;
*[[Halie Satanus]]&lt;br /&gt;
*[[Uranos]]&lt;br /&gt;
*[[Antagonist]]&lt;br /&gt;
*[[Keyser Soze]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINK: [http://www.twcenter.net/forums/forumdisplay.php?f=1036]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:BI_Mods_%28Released%29]]&lt;/div&gt;</summary>
		<author><name>88.203.68.115</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=30547</id>
		<title>Viking Invasion II</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=30547"/>
		<updated>2010-09-08T05:13:08Z</updated>

		<summary type="html">&lt;p&gt;88.203.68.115: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title=&lt;br /&gt;
|compatibility=&lt;br /&gt;
|type=&lt;br /&gt;
|members=&lt;br /&gt;
|release=&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Viking Invasion II recreates the infamous Viking Invasion from MTW on the Rome BI Engine. It&#039;s a complete overhaul of Rome BI, with a new campaign, new factions, new units and a new challenge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
The campaign is almost identical to the original, with only minor changes made, and of course utilising a new engine. The map covers all of Britannia and parts of Scandinavia adding up to about 50 regions occupied by eight different playable factions.&lt;br /&gt;
The mod portrays the Viking raids and internal strife of Britain as historically accurate as possible, while providing interesting gameplay and a fun, yet challenging, campaign&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
Eight playable factions, all forming part of three different cultures :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saxons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The West Saxons&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Select Fyrd units; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mercians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Marcher Horsemen units&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Northumbrians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to cheaper Lithsmen mercenary units; ability to build priories; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vikings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Danes&#039;&#039; - Strong close-combat infantry, especially in attack; superior boats; leaders can convert to Christianity after AD 878; very poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Norwegians&#039;&#039; - Strong close-combat infantry, especially in attack; powerful berserkers; superior boats; leaders can convert to Christianity after AD 878; no cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Celts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Welsh&#039;&#039; - Good mix of infantry and cavalry; superior cavalry; longbowmen; can build priories; weak ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Men of Alba&#039;&#039; - Good mix of infantry and cavalry; can build priories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Irish&#039;&#039; - Good mix of infantry; can build monasteries; can recruit Monks; poor cavalry; no archers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some major features of the game include :&lt;br /&gt;
&lt;br /&gt;
* Provincial Information structures give flavour text and custom bonuses for every Province&lt;br /&gt;
* Incorporates Aradan&#039;s unit and unit-autoresolve balance (now even more advanced!)&lt;br /&gt;
* Saxon and Celtic Emissaries may travel with princesses and bishops to increase their effectiveness&lt;br /&gt;
* Provincial and Kingdom titles for family members implemented, including Local Lord traits for better settlement-specific management&lt;br /&gt;
* Recruitable mercenaries&lt;br /&gt;
* Culture-specific recruitment buildings and limited Zone of Recruitment&lt;br /&gt;
* Campaign Script customizes game-start conditions according to faction selected by player to make for a greater challenge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
The team of Viking Invasion II includes :&lt;br /&gt;
&lt;br /&gt;
*[[Aradan]]&lt;br /&gt;
*[[MasterofNone]]&lt;br /&gt;
*[[Halie Satanus]]&lt;br /&gt;
*[[Uranos]]&lt;br /&gt;
*[[Antagonist]]&lt;br /&gt;
*[[Keyser Soze]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINK: [http://www.twcenter.net/forums/forumdisplay.php?f=1036]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:BI_Mods_%28Released%29]]&lt;/div&gt;</summary>
		<author><name>88.203.68.115</name></author>
	</entry>
</feed>