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	<id>https://wiki.twcenter.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Serious+samurai</id>
	<title>TWC Wiki - User contributions [en]</title>
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	<updated>2026-06-19T11:23:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Babur&amp;diff=15802</id>
		<title>Babur</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Babur&amp;diff=15802"/>
		<updated>2008-04-17T22:50:38Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: New page: Chaghatai Khan, referred to often as Agha Khan or Agha Azeem Siddiqui Akbar Ali Khan is the leader of Rise of the Caliphate. A suitable task for a man who is not only a legitimate candidat...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chaghatai Khan, referred to often as Agha Khan or Agha Azeem Siddiqui Akbar Ali Khan is the leader of Rise of the Caliphate. A suitable task for a man who is not only a legitimate candidate under Sunni tradition, but also actively trying to become the first Indian caliph. He is a renowned Mujahid and has close links with Faris Sariyah&#039;s (AKA Spamurai, Spammy, Serious, SS) Jaish al-Jihad bil pwnzring (The army of pwnzring Jihad).&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Crandar&amp;diff=9561</id>
		<title>Crandar</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Crandar&amp;diff=9561"/>
		<updated>2007-08-11T20:36:04Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox bordered&amp;quot; style=&amp;quot;width: 25em; text-align: left; font-size: 90%;&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; font-size: large;&amp;quot; | &#039;&#039;&#039;Crandar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Image:Crandar.gif|44px|]]&amp;lt;br&amp;gt;Former [[Moderator]] of [[Total War Center]]&lt;br /&gt;
|- &lt;br /&gt;
! In Office: &lt;br /&gt;
| [http://www.twcenter.net/forums/showthread.php?t=21163 March 27, 2005] - Late April 2005&lt;br /&gt;
|- &lt;br /&gt;
! Sponsor:&lt;br /&gt;
| [[Siblesz]]&lt;br /&gt;
|- &lt;br /&gt;
! Patron of:&lt;br /&gt;
| [[Invoker]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, [[Epistolary Richard]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, [[Simetrical]], [[Ardeur]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: smaller;&amp;quot; | {{{footnotes|1 - Transferred to [[Marshal Qin]]&amp;lt;br&amp;gt;2 - Became an independent Civitate and later left the [[Curia]] }}}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Crandar&#039;&#039;&#039; is a former moderator of &#039;&#039;Total War Center&#039;&#039;, made infamous for what is often considered by some to be a draconian and unique style of moderation, as well as his many conflicts with other members. Using what is seen by many as a harsh moderating style, Crandar forced the general community into wanting more power in running the site via the [[Curia]]&lt;br /&gt;
&lt;br /&gt;
Ironically however he pioneered many of the moderating techniques that were adopted and made conventions by the staff that followed him. Editing a member&#039;s post and adding a coloured comment in place of what was already there, for example. &lt;br /&gt;
&lt;br /&gt;
Today the image of his avatar has become a symbol of harsh forum moderation.&lt;br /&gt;
&lt;br /&gt;
==Extra information:==&lt;br /&gt;
Regarding Crandar&#039;s rise to power: http://www.twcenter.net/forums/showpost.php?p=2055319&amp;amp;postcount=4&lt;br /&gt;
&lt;br /&gt;
[[Category: Famous Characters]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Crandar&amp;diff=9560</id>
		<title>Crandar</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Crandar&amp;diff=9560"/>
		<updated>2007-08-11T20:34:53Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox bordered&amp;quot; style=&amp;quot;width: 25em; text-align: left; font-size: 90%;&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; font-size: large;&amp;quot; | &#039;&#039;&#039;Crandar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Image:Crandar.gif|44px|]]&amp;lt;br&amp;gt;Former [[Moderator]] of [[Total War Center]]&lt;br /&gt;
|- &lt;br /&gt;
! In Office: &lt;br /&gt;
| [http://www.twcenter.net/forums/showthread.php?t=21163 March 27, 2005] - Late April 2005&lt;br /&gt;
|- &lt;br /&gt;
! Sponsor:&lt;br /&gt;
| [[Siblesz]]&lt;br /&gt;
|- &lt;br /&gt;
! Patron of:&lt;br /&gt;
| [[Invoker]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, [[Epistolary Richard]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, [[Simetrical]], [[Ardeur]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: smaller;&amp;quot; | {{{footnotes|1 - Transferred to [[Marshal Qin]]&amp;lt;br&amp;gt;2 - Became an independent Civitate and later left the [[Curia]] }}}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Crandar&#039;&#039;&#039; is a former moderator of &#039;&#039;Total War Center&#039;&#039;, made infamous for what is often considered by some to be a draconian and unique style of moderation, as well as his many conflicts with other members. Using what is seen by many as a harsh moderating style, Crandar forced the general community into wanting more power in running the site via the [[Curia]]&lt;br /&gt;
&lt;br /&gt;
Ironically however he pioneered many of the moderating techniques that were adopted and made conventions by the staff that followed him. Editing a member&#039;s post and adding a coloured comment in place of what was already there, for example. &lt;br /&gt;
&lt;br /&gt;
Today the image of his avatar has become a symbol of harsh forum moderation.&lt;br /&gt;
&lt;br /&gt;
[[Extra information:]]&lt;br /&gt;
Regarding Crandar&#039;s rise to power: http://www.twcenter.net/forums/showpost.php?p=2055319&amp;amp;postcount=4&lt;br /&gt;
&lt;br /&gt;
[[Category: Famous Characters]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Pagan_(M2TW_Religion)&amp;diff=9542</id>
		<title>Pagan (M2TW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Pagan_(M2TW_Religion)&amp;diff=9542"/>
		<updated>2007-08-08T21:07:16Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: New page: One of the religions in Medieval 2: Total War and Barbarian Invasion. In Medieval 2: Total war the Aztecs are a Pagan faction, otherwise Paganism is restricted to a religious minority foun...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the religions in Medieval 2: Total War and Barbarian Invasion. In Medieval 2: Total war the Aztecs are a Pagan faction, otherwise Paganism is restricted to a religious minority found in Eastern Europe and the Baltic.&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_sm_factions.txt&amp;diff=9058</id>
		<title>Descr sm factions.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_sm_factions.txt&amp;diff=9058"/>
		<updated>2007-07-30T22:18:38Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==In M2TW==&lt;br /&gt;
The &amp;quot;descr_sm_facions.txt&amp;quot; is an important file in Medieval 2 total war, it determines various features of the various factions in-game, such as whether they are available in custom battles or not, what faction symbol to show on the loading screen and several other things. An example entry from the file is shown below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
faction						england&amp;lt;br&amp;gt;&lt;br /&gt;
culture						northern_european&amp;lt;br&amp;gt;&lt;br /&gt;
religion					catholic&amp;lt;br&amp;gt;&lt;br /&gt;
symbol						models_strat/symbol_england.CAS&amp;lt;br&amp;gt;&lt;br /&gt;
rebel_symbol				models_strat/symbol_rebels.CAS&amp;lt;br&amp;gt;&lt;br /&gt;
primary_colour				red 215, green 0, blue 0&amp;lt;br&amp;gt;&lt;br /&gt;
secondary_colour			red 255, green 210, blue 0&amp;lt;br&amp;gt;&lt;br /&gt;
loading_logo				loading_screen/symbols/symbol128_england.tga&amp;lt;br&amp;gt;&lt;br /&gt;
standard_index				12&amp;lt;br&amp;gt;&lt;br /&gt;
logo_index					FACTION_LOGO_ENGLAND&amp;lt;br&amp;gt;&lt;br /&gt;
small_logo_index			SMALL_FACTION_LOGO_ENGLAND&amp;lt;br&amp;gt;&lt;br /&gt;
triumph_value				5&amp;lt;br&amp;gt;&lt;br /&gt;
custom_battle_availability	yes&amp;lt;br&amp;gt;&lt;br /&gt;
can_sap						no&amp;lt;br&amp;gt;&lt;br /&gt;
prefers_naval_invasions		yes&amp;lt;br&amp;gt;&lt;br /&gt;
can_have_princess			yes&amp;lt;br&amp;gt;&lt;br /&gt;
has_family_tree					yes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breaking it down, What it all this means:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Faction: This is the faction the data applies to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Culture: The culture group the faction is a part of, this determines what UI it uses and the character portrait set that characters from that faction will use.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Religion: The faction&#039;s religion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Symbol: What faction symbol the faction will use.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primary_colour: The main colour of the faction (this determines the middle colour within the border lines on the stratmap, not the colour of stratmap and battlemap models, it also determines the colour of deployment zone borders on the battlemap).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Secondary_colour: The secondary colour of the faction (this determines the outer colour of the border lines on the stratmap).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loading_logo: Determines the symbol displayed on loading screens when entering a battle with that faction or loading a campaign.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Logo_index: ?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Small_logo_index: ? &#039;&#039;In RTW this is the index to the position of the relevant logo on the UI interface tga&#039;s&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triumph_value: ?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Custom_battle_availability: Whether or not the faction can be used in custom battles (There is a limit of 20 factions that can be displayed on the custom battle &amp;quot;choose faction screen&amp;quot;, any more will not show up unless others are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can_sap: Whether the faction cap sap in seiges (leftover from Rome: Total War, doesn&#039;t work)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prefers_naval_invasions: Whether the faction prefers to use naval invasions, important for island nations or factions without much room to expand in their local area (such as spain, portugal and sicily)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can_have_princesses: If the faction can have princesses (must have appropriate stratmap models)&lt;br /&gt;
&lt;br /&gt;
Has_family_tree: Whether or not the faction has a family tree (In vanilla only the Papal States has this, the faction leader must be determined through scripting otherwise the faction will be leaderless when their first leader dies).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In RTW and BI==&lt;br /&gt;
&#039;&#039;needs writing&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Emergent_Factions_-_M2TW|Emergent Factions in M2TW]] for section to add if emergent faction is required.&lt;br /&gt;
&lt;br /&gt;
[[Category:MTW2Modding]]&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sir_Dinadan&amp;diff=9056</id>
		<title>Sir Dinadan</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sir_Dinadan&amp;diff=9056"/>
		<updated>2007-07-30T21:48:42Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DEFAULTSORT: {{PAGENAME}}}}&lt;br /&gt;
Current staff member for the [[Eagle_Standard#Current_Staff|Eagle Standard]]&lt;br /&gt;
&lt;br /&gt;
Original TWC name &amp;quot;The Walrus&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Likes coke. Approachable fellow&lt;br /&gt;
&lt;br /&gt;
Patronized by [[Katrina]]&lt;br /&gt;
&lt;br /&gt;
Patron of [[Serious samurai]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=14865 Profile on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Patrician]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Eagle_Standard_Archive&amp;diff=9055</id>
		<title>Eagle Standard Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Eagle_Standard_Archive&amp;diff=9055"/>
		<updated>2007-07-30T21:48:15Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* Volume IV - Issue IV */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For description of the [[Eagle Standard]] and most recent editions see [[Eagle_Standard| here]].&lt;br /&gt;
&lt;br /&gt;
==Volume V==&lt;br /&gt;
===Volume V - Issue I=== &lt;br /&gt;
{{Eagle Standard|contents=[http://www.twcenter.net/forums/showthread.php?t=102484 View this issue here]&lt;br /&gt;
*[[Bulgaroctonus]]&#039;s interview with leader of the Medieval 2: Total War mod [[Clouds Across Europe]], [[Zephrelial]]&lt;br /&gt;
*&amp;quot;Sons of Drest&amp;quot; by [[Bulgaroctonus]] - Part III - King Fergus I&lt;br /&gt;
*Strategy Guide for [[Poland]] by [[dad savage]]&lt;br /&gt;
*Picture of the Week}}&lt;br /&gt;
&lt;br /&gt;
==Volume IV==&lt;br /&gt;
=== Volume IV - Issue XII===&lt;br /&gt;
{{Eagle Standard|contents=[http://www.twcenter.net/forums/showthread.php?t=102484 View this issue here]&lt;br /&gt;
*[[Bulgaroctonus]] interviewing [[mirage41]] and [[AlphaDelta]], the co-leaders of the Medieval II: Total War mod, [[Broken Crescent]]&lt;br /&gt;
*Interview with [[oscarreeve]], leader of the [[Narnia Total War]] mod&lt;br /&gt;
*&amp;quot;Sons of Drest&amp;quot; by [[Bulgaroctonus]] - Part II&lt;br /&gt;
*The comic &amp;quot;The Last Crusader&amp;quot; by [[Halie Satanus]] - part III&lt;br /&gt;
*Picture of the Week&lt;br /&gt;
*Modders Classified Ads}}&lt;br /&gt;
&lt;br /&gt;
=== Volume IV - Issue XI===&lt;br /&gt;
{{Eagle Standard|contents=[http://www.twcenter.net/forums/showthread.php?t=95875 View this issue here]&lt;br /&gt;
*A (very humorous) interview with [[DARTH VADER]]&lt;br /&gt;
*A look into the mind of a caged lion, aka [[Hex Khan]]&lt;br /&gt;
*&amp;quot;Sons of Drest&amp;quot; by [[Bulgaroctonus]] - Part I&lt;br /&gt;
*Modders Classified Ads}}&lt;br /&gt;
&lt;br /&gt;
=== Volume IV - Issue X===&lt;br /&gt;
{{Eagle Standard|contents=[http://www.twcenter.net/forums/showthread.php?t=94697 View this issue here]&lt;br /&gt;
*Interview with [[Age of Darkness]] leader [[Agronak_gro-Malog]] (RTR Fan)&lt;br /&gt;
*strategy guide from [[dad_savage]] &lt;br /&gt;
*&amp;quot;The Rus Chronicles&amp;quot; by [[Bulgaroctonus]] - Part II&lt;br /&gt;
*Picture of the Week 55&lt;br /&gt;
*Modders Classified Ads}}&lt;br /&gt;
&lt;br /&gt;
=== Volume IV - Issue IX===&lt;br /&gt;
{{Eagle Standard|contents=[http://www.twcenter.net/forums/showthread.php?t=93499 View this issue here]&lt;br /&gt;
*Interview with [[Kagemusha]] leader of the RTW: BI mod [[Ran no Jidai]] by [[Hex Khan]]&lt;br /&gt;
*The comic &amp;quot;The Last Crusader&amp;quot; by [[Halie Satanus]] - part II &lt;br /&gt;
*&amp;quot;The Rising Star&amp;quot;, an AAR by [[Hex Khan]]&lt;br /&gt;
*Picture of the Week 54&lt;br /&gt;
*Modders Classified Ads}}&lt;br /&gt;
&lt;br /&gt;
=== Volume IV - Issue VIII===&lt;br /&gt;
{{Eagle Standard|contents=[http://www.twcenter.net/forums/showthread.php?t=92114 View this issue here]&lt;br /&gt;
*Interview with [[deRougemont]], of the [[Character Names Project]] by [[Bulgaroctonus]]&lt;br /&gt;
*The comic &amp;quot;The Last Crusader&amp;quot; by [[Halie Satanus]] - part I &lt;br /&gt;
*&amp;quot;The Rus Chronicles&amp;quot; by [[Bulgaroctonus]] - Part I&lt;br /&gt;
*Picture of the Week 53}}&lt;br /&gt;
&lt;br /&gt;
=== Volume IV - Issue VII===&lt;br /&gt;
{{Eagle Standard|contents=[http://www.twcenter.net/forums/showthread.php?t=90758 View this issue here]&lt;br /&gt;
*Interview with [[dvk901]], of [[Roma Surrectum]], for RTW, by [[Hex Khan]]&lt;br /&gt;
*Modding Award winners of the first half of 2007&lt;br /&gt;
*&amp;quot;The Bear&amp;quot;-Russian AAR by [[Ippius]]}}&lt;br /&gt;
&lt;br /&gt;
=== Volume IV - Issue VI===&lt;br /&gt;
{{Eagle Standard|contents=[http://www.twcenter.net/forums/showthread.php?t=89838 View this issue here]&lt;br /&gt;
*Interview with [[Repman]], [[derdrakken]], and [[Tokus*Maximus]], leaders of M2TW mod [[Deus lo Vult]], by [[Plutarch]] (aka Comte de Laconia)&lt;br /&gt;
*Interview with [[Hader]], TWC Modding Registrar, by [[Plutarch]]&lt;br /&gt;
*&amp;quot;Sons of Alexander&amp;quot; AAR by [[Hex Khan]]&lt;br /&gt;
*Picture of the Week 51}}&lt;br /&gt;
&lt;br /&gt;
=== Volume IV - Issue V===&lt;br /&gt;
{{Eagle Standard|contents=[http://www.twcenter.net/forums/showthread.php?t=88786 View this issue here]&lt;br /&gt;
*Interview with picture-editing extraordinaire [[Crypel]], by [[Titus Atius Labienus]]&lt;br /&gt;
*&amp;quot;The Italian Duke&amp;quot; AAR by [[Hex Khan]] - Chapter II: Italy United&lt;br /&gt;
*Picture of the Week 50&lt;br /&gt;
*Helios Coverage}}&lt;br /&gt;
&lt;br /&gt;
=== Volume IV - Issue IV===&lt;br /&gt;
{{Eagle Standard|contents=[http://www.twcenter.net/forums/showthread.php?t=87677 View this issue here]&lt;br /&gt;
*Interview with [[tnick777]], (then) leader of M2TW mod, [[Wrath of the Norsemen]], by [[Bulgaroctonus]]&lt;br /&gt;
*&amp;quot;The Italian Duke&amp;quot; AAR by [[Hex Khan]] - Chapter I: The Forging of the North&lt;br /&gt;
*Picture of the Week 49}}&lt;br /&gt;
&lt;br /&gt;
=== Volume IV - Issue III===&lt;br /&gt;
{{Eagle Standard|contents=[http://www.twcenter.net/forums/showthread.php?t=86523 View this issue here]&lt;br /&gt;
*Interview with [[Re Berengario I]], leader of M2TW mod, [[Anno Domini]], by [[Sir Dinadan]]&lt;br /&gt;
*Interview with [[byzantineklibanophori]], member of the M2TW mod [[Medieval Total Realism]], by [[Bulgaroctonus]]&lt;br /&gt;
*Picture of the Week 48&lt;br /&gt;
*Helios Coverage}}&lt;br /&gt;
&lt;br /&gt;
=== Volume IV - Issue II===&lt;br /&gt;
{{Eagle Standard|contents=[http://www.twcenter.net/forums/showthread.php?t=85826 View this issue here]&lt;br /&gt;
*Interview with [[Lusted]], leader of M2TW mod [[Lands to Conquer]], by [[Titus Atius Labienus]]&lt;br /&gt;
*&amp;quot;Into the West&amp;quot; AAR by [[Hex Khan]]&lt;br /&gt;
*Picture of the Week 47}}&lt;br /&gt;
&lt;br /&gt;
=== Volume IV - Issue I===&lt;br /&gt;
{{Eagle Standard|contents=[http://www.twcenter.net/forums/showthread.php?t=84451 View this issue here]&lt;br /&gt;
*Interview with [[Lord Zimoa of Flanders]], member of the Lordz Game Studio, by [[Bulgaroctonus]]&lt;br /&gt;
*Picture of the Week 46}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Eagle Standard]]&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Total_War_Center_Publications| TWC Publications]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Total_War_Center_Publications]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Gathering_Storm_-_Mod&amp;diff=9038</id>
		<title>The Gathering Storm - Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Gathering_Storm_-_Mod&amp;diff=9038"/>
		<updated>2007-07-30T19:00:02Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: New page: ==Overview:== &amp;lt;br&amp;gt; &amp;quot;The Gathering Storm is a total conversion mod for the Creative Assembly game; Medieval II Total War.&amp;lt;br&amp;gt; Beginning in the late 4th Century, this modification will attem...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview:==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;The Gathering Storm is a total conversion mod for the Creative Assembly game; Medieval II Total War.&amp;lt;br&amp;gt;&lt;br /&gt;
Beginning in the late 4th Century, this modification will attempt to portray the migration period/ late Roman era as authentically as is possible within the confines of the computer game.&amp;lt;br&amp;gt;&lt;br /&gt;
26 factions are currently planned; the majority of these will be playable.&amp;lt;br&amp;gt;&lt;br /&gt;
The research and planning which has gone into this mod has been long, exhaustive and extensive.&amp;lt;br&amp;gt;&lt;br /&gt;
The real-world map stretches from Ireland to beyond Karachi, and will be as accurate as we can possibly get, with the following kept in mind:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1) The maximum number of provinces allowed by the engine is 200, including water.&amp;lt;br&amp;gt;&lt;br /&gt;
2) We don&#039;t want certain factions to become too (inaccurately) powerful or too weak.&amp;lt;br&amp;gt;&lt;br /&gt;
3) We want to include the most important settlements, even though some of the historically accurate ones were in the same region.&amp;lt;br&amp;gt;&lt;br /&gt;
4) The game has to be balanced, with enough open ground to allow for field battles and not just be dominated by sieges.&amp;lt;br&amp;gt;&lt;br /&gt;
5) There can&#039;t be too many rivers because it would make the game unplayable.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The map still needs some tidying up; ground types and climates will need some extra tweaking. Some temporary names are still being used as placeholders. We will need to see how it actually plays before the map will be finalised, but that won’t be until the mod is play tested. So it’s a bit of chicken and egg situation.&amp;lt;br&amp;gt;&lt;br /&gt;
Faction icons and symbols for banners will be as authentic as we can possibly manage. Of those 26 factions, perhaps only two of them actually had what could be described as a national emblem; even so these were not like the established flags of the later periods. We have therefore chosen icon images based on what we know relate to those factions during our timeline.&amp;lt;br&amp;gt;&lt;br /&gt;
The completion date for the mod will have to be an annoying “when it’s finished” because there is a lot of work involved and it’s impossible to say. We hope that we can have something playable ASAP in the form of custom/historical battles.&amp;lt;br&amp;gt;&lt;br /&gt;
We will try to keep people up to date with our progress when we can, but we don’t envisage doing a big preview every few weeks. It makes more sense to post small updates as and when, and to update the content on the website; taking a lead from CA.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Overview taken from the first official preview by the Gathering Storm Team&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction List:==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eastern Roman Empire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Eastern Roman Empire is the most financially strong faction in the game, but certainly not the easiest to play. With the Sassanid Empire as strong as ever to the East as its ultimate goal, and the Germanic and Steppe tribes to the north, the Eastern Roman Empire will be hard pressed to maintain itself in the face of the coming turmoil.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Western Roman Empire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Western Roman Empire has but one major objective; maintain the borders, and weather the storm of Germanic migrations to preserve its ancient heritage. The Western Roman Empire will require complex management of cities and military, sometimes trying to play its foes off against each other to succeed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Romano-British&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Should Roman authority wane in Britain, its people will not simply stand idly by while migrant invaders from Northern Germany, or the ancient peoples north of Hadrians Wall and of Ireland. The Romano-British represent an emergent effort to preserve the Roman way of life, even when it has forsaken them. Using a variety of Roman style militia&#039;s and a variety of mercenary type forces, the Romano-British will first have to struggle to unite the remaining Romano-British people&#039;s, then defend itself against its foes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Sassanid Empire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The ancient land of Eranshahr in this period, saw itself at its potential height; the Persian dynasty in power during this period having an incredible effect on Persia, the Middle East, and ultimately the entire region, it&#039;s empire at some points stretching from India to Asia Minor. In game, as one of the largest and most powerful factions at the games outset, the Sassanid Empire, will, as the Eastern Roman Empire, find itself holding enormous amounts of wealth, cities and armies, yet unable to deliver a hammer blow to its long standing rival, thanks to the invasions of various factions in the East, poor relations with Armenia, and the simple inability for its logistics to at all times maintain its vast size.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armenia&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Historically, the first Christian nation of Armenia found itself wedged between the twin giants of the Eastern Roman Empire and the Sassanid Empire. Long having been a political tool manipulated by the two, Armenia was a divided country, some of its Nacharars siding with Constantinople, the others with Ctesiphon. Despite this, ultimately, Armenia was a nation striving to maintain itself against these twin powers. Throughout the period, time and again, the Armenian people&#039;s fought and largely survived, taking great losses yet proving itself worthy of independence.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alamanni&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Allamanni are not simply one people, but like many of the Germanic factions portrayed in the game, a confederation of smaller tribes. Translated as &amp;quot;All men&amp;quot;, the Allamanni will find themselves initially facing the heavily fortified Rhine lime. Should it break this, the Allamanni may finally be able to take lands from the Empire that has defeated them time and time again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Angles and Saxons - Two Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Densely populated Northern Germania and Scandinavia is home to a multitude of tribal organisations. The Angle&#039;s and Saxons historically occupied regions here, and later migrated to England alongside the Jutes, thus transforming its culture forever. In game, the Angles and Saxons will have the option to either expand from their core territory, or recreate history and using its superior naval technology, cross the seas to Britain to prey upon the weakened Romano-British peoples.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Burgundians&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Historically, The Burgundian tribes were throughout their history, a pawn in the Roman attempts to &amp;quot;manage&amp;quot; the German people&#039;s; used to assist Rome against the Allemanni in the late 4th century, and in the 5the century by Aetius, the Burgundians effectively represent the many peoples of late antiquity simply trying to have its people prosper and grow, using the Western Roman Empire&#039;s patronage to attempt to find its place in the world.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Franks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Frankish confederation ultimately benefited greatly from Rome&#039;s demise; eventually expanding from a core in central and northern Germania, the various Frankish tribes first had to carefully work towards unifying themselves, with various tribes within the lands siding with Rome where others clashed with it. Upon doing this, they were perfectly situated to pursuing a new goal - of settling their people and culture in the rich lands of Gaul.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gepids&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Historically, the Gepids were a vassal of the Hunnic Empire at the outset of the Gathering Storm, providing men and arms to their Hunnic masters. Upon the death of Attila, the Gepids revolted along side other tribes at the battle of Nedao, eventually carving out territory in the Carpathian Mountains for themselves. In game, upon the dissolution of the Hunnic Empire, the Gepids and other tribes could quite easily break out to make a grab for independence.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Langobards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Situated in northern Germany, the Langobards found themselves with little opportunity nor political willpower to enter the crumbling Roman Empire, only finally reaching Italy well after Rome in the West had fallen. Despite this, throughout the period, their migrations through Germany acted to further stir up other confederations in the region as they made their slow migration into Italy. In game however, should a leader such as Alboin find himself at the top sooner,the Langobards could well find themselves establishing themselves far sooner.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Goths (Visi and Ostro) - Two Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When the Huns first reached Europe, their impact upon the Goths north of the Danube was to have wide reaching consequences. Many of the Gothic tribes were turned into vassals of the Huns, and would for the next century find themselves fighting their wars. The rest, the Visigoths, migrated south of the Danube, into the Roman Empire, changing the face of Roman foreign policy forever, with the vast population of Visigoths within the borders continually shifting between aiding and attacking the Empire in equal amount. Sacking Rome on the way, the Visigoths eventually settled in Spain and Aquitaine, where they eventually aided the Empire in defeating the other barbarian elements that had entered the Empire since their arrival in the 4th century. At the start of the game, the Visigoths will already be inside the Empire.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As for the Goths under the Huns, their peoples fought for many years under their banner, and, like the Gepids and other tribes, they revolted and turned on their masters at or proceeding the battle of Nedao. With the political backing of the Eastern Roman Empire, the Ostrogoths eventually claimed Italy from Odoacer, creating a second Gothic Kingdom along side that of their counterparts in Spain. In game, acting as another emergent faction upon the dissolution of the Hun Empire, they will prove unpredictable, powerful and flexible, having adopted steppe cavalry warfare to augment their already powerful fighting abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suevi&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Having long been a powerful political body since before the Roman Empire had even been founded, the Suevi, like the Allemanni, had engaged in conflict with Rome for centuries. In the early 5th century, they, alongside the Vandals and Alans, crossed the Rhine, pushing their way into Spain, where they established a kingdom there, lasting until well after the Roman Empire in the West fell.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vandals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Having been displaced through conflict with the Huns and other Germanic neighbours, the Vandals crossed the Rhine in the early 5th century, embarking on a trail of destruction ranging from France to North Africa, sacking cities along the way, and conquering parts of Spain and most crucially, the financially basis of the Western Roman Empire in North Africa. Seizing this financial base, as well as the bulk of the Western Roman Empire&#039;s navy, they could launch attacks virtually unhindered within the Mediterranean, forcing the Empire&#039;s hand to meet their own ends. In game, meeting these objectives could prove the Western Roman Empire&#039;s undoing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alans&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Upon the Hun&#039;s arrival into Europe, the Sarmatian peoples were the first to find their Nomadic lifestyle broken in the face of Hunnic aggression. The scattered remnants of the largest tribe, the Alans found themselves all over Europe; within the ranks of the Huns, following in the wake of the Vandal and Suevi attacks over the Rhine, and even surviving in some parts of the steppes, even as late as the Medieval period. Their long history as a powerful steppe people will be put to the test in game, with the small remnants attempting to find a new home within the new order of things.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Huns&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Huns, from their arrival into Europe during the 4th century was to prove instrumental in the events of Late Antiquity. With an army composed of horse archers, the likes of which had never been experienced before, they smashed into Europe, forever changing its political environment forever, reducing the delicate balance of diplomatic relations developed by Rome over centuries into turmoil, terrorising lands from the Levant to Italy and ultimately setting the chain reaction of events that lead to Rome&#039;s fall into action. In game, reducing tribes to vassals, and using the superior strength of the Hun horse archers to defeat opponents, the Huns will act as the force pressing others to migrate against their will.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Slavs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Slavic peoples during Late Antiquity were never united, but the period saw them beginning to band together and eventually migrate away from their ancestral lands in what was now modern Russia, and into the Balkans, eventually conflicting with the Eastern Romans. In game, they will start off as one of the smallest factions, having to attempt to grow in stature, attempting to create a population and army large enough to survive the migration over Europe.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hepthalites&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hepthalites, more commonly, albeit incorrectly known as the White Huns were a vast political body that emerged in Bactria in the early 5th century. Despite having a fearsome reputation for their cavalry, and conducting warfare like their often thought to be related Huns, the Hepthalites were a &amp;quot;town dwelling&amp;quot; society, who were responsible for a highly organised civilisation in Tokharistan, with numerous coinage finds proving testament to what was a highly complex society. In game, they appear early in the 5th century, immediately conflicting with the Sassanid Empire, and expanding into India.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berbers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Berbers never had a centralised political power within late antiquity, but instead were composed of numerous nomadic tribes that traded and raided with the Western Roman Empire in equal measure, and later against the Vandals. In game, they will represent the potential for an overall leader to emerge, uniting the tribes to greatness in a land that had until this time remained comparatively at peace.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Picts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Pictish tribes of Northern Britannia were one of the few peoples who had managed to cling onto their ancient way of life following the Roman Invasion. Historically playing a minor role, as a faction in the Gathering Storm, the Pictish tribes could unite and finally reclaim Britainnia, bringing it back into its Celtic roots.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Gaels&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Having never felt the sting of Roman intervention upon their lands, the Gaels of Hibernia represent a people who had long feuded amongst themselves in the ancient manner, never having to face the threat of Rome arriving on their shores. When Rome wanes however, there is potential for them; the minor raids that had long occurred against the Western coast of Britannia could easily become greater, or they could choose instead to focus their attacks against the Picts before trying to assert their authority on Britannia as a whole.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==External Links==&lt;br /&gt;
You can find all of the previews released by the Gathering Storm team here:&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.twcenter.net/forums/showthread.php?t=107319&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Ran_no_Jidai&amp;diff=9037</id>
		<title>Ran no Jidai</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Ran_no_Jidai&amp;diff=9037"/>
		<updated>2007-07-30T18:18:01Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ran-no-Jidai is a mod for Rome Total War: Barbarian Invasion that focuses on the civil war that engulfed feudal Japan following the Onin War and the weakening of the Ashikaga Shogunate. The project has been running for a long time and has appeared on various modding communities under a string of different names and with a number of different contributors, although the current leader of the project, Kagemusha has been a part of the Shogun Mod-Team, which is working on the mod, since an earlier incarnation.&lt;br /&gt;
&lt;br /&gt;
The main objectives of the mod are to harness the RTW engine to create a modification which accurately depicts what was one of the most renowned and longest running civil-conflicts in history, re-create the unique atmosphere and gameplay that made Shogun Total War such a success amongst gamers and to provide an alternative flavor of game to fans of the Total War series.&lt;br /&gt;
&lt;br /&gt;
Despite the fact that this project has been running for over two-years and has experienced a number of significant hick-ups, the current team are making good progress and are confident that it won&#039;t be too long until the mod is finished and released.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Faction List&#039;&#039;&#039;&amp;lt;br&amp;gt;                                                           &lt;br /&gt;
Shimazu&amp;lt;br&amp;gt;&lt;br /&gt;
Otomo&amp;lt;br&amp;gt;&lt;br /&gt;
Chosokabe&amp;lt;br&amp;gt;&lt;br /&gt;
Miyoshi&amp;lt;br&amp;gt;&lt;br /&gt;
Ouchi&amp;lt;br&amp;gt;&lt;br /&gt;
Mori&amp;lt;br&amp;gt;&lt;br /&gt;
Amako&amp;lt;br&amp;gt;&lt;br /&gt;
Urakami&amp;lt;br&amp;gt;&lt;br /&gt;
Hosokawa&amp;lt;br&amp;gt;&lt;br /&gt;
Tokugawa&amp;lt;br&amp;gt;&lt;br /&gt;
Asakura&amp;lt;br&amp;gt;&lt;br /&gt;
Oda&amp;lt;br&amp;gt;&lt;br /&gt;
Imagawa&amp;lt;br&amp;gt;&lt;br /&gt;
Takeda&amp;lt;br&amp;gt;&lt;br /&gt;
Hojo&amp;lt;br&amp;gt;&lt;br /&gt;
Satomi&amp;lt;br&amp;gt;&lt;br /&gt;
Asai&amp;lt;br&amp;gt;&lt;br /&gt;
Uesugi&amp;lt;br&amp;gt;&lt;br /&gt;
Mogami&amp;lt;br&amp;gt;&lt;br /&gt;
Date&amp;lt;br&amp;gt;&lt;br /&gt;
Rebels(other Daimyos)&amp;lt;br&amp;gt;                                                                                                &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Naturally you can find the following descriptions in the Ran No Jidai section of TWC but you came to the wiki so you shall have it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Takeda –&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Like dogs swarming a tiger. Few families can look the Takeda in the eye, they just look to bite off piece by piece. The established traditional overlords of the ore-rich province of Kai the Takeda trace their ancestry directly to the Minamoto. In their Kofuchu Castle of Maruyama-Jo hangs an inscription from two centuries prior that entrusted the Takeda as the lord-high-protectors of Bushido, charged with keeping pure the way of the Samurai. This is the place of the Takeda family, at the center of the aristocracy and at the center of Japan.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The world is not like a Shogi board, the central position is not always to the greatest advantage. The excessive violence and vulgar transgressions of code and ethics during the Onin Wars have opened the gates of hell. Petty retainers in the mountains North of Kai have turned to aggressive banditry during the last one hundred years, they slandered the Bushido by pronouncing themselves Daymio, and now fail to understand their place and pay regular homage to the Takeda. A service should be paid to them and their heads severed and impaled before they rock the boat further with their blasphemous dishonour.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To the south the family’s old friends, the Imagawa, and the Hojo have broken the traditional balanced coexistence between the clan. The Takeda defended both of them in the last century against against rebellious retainers. Now the Hojo have been pushing their frontiers and war has been forced. A full decisive confrontation of armies must be avoided, lest destructions buries the two most deserved families in the region on the same patch of grass; Both are fully aware that they mutually benefit from the traditional balance of power between them.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The current lord Takeda Nobutora had to fight his uncle when he assumed power in 1507, who was supported by the ambitious Hojo. Only five years ago did he finally manage to unite all of Kai under one banner again. The fight with Hojo has never ceased since this civil war. After their cavalry obliterated the western upstart, self-titled daymio, Fukushima Masahige, Hojo adopted his son and made him a full general.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To the northeast the Takeda’s traditional enemy the Uesugi are consolidating territory and now control a large amount of land. They will never forget that the Takeda stopped their rebellious ambitions in 1415, and the hatred of the families has lasted the length of the century. Nobutara’s grandfather Nobumasa killed three Uesugi family members in battle fifty years ago, and their hair still decorates the banner of the famous red-armoured house bodyguard cavalry.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The situation is dire. Surrounded by hostiles on all sides the Takeda must find trustworthy allies among a pack of wolves. Their armies are the most powerful on the field of battle. The Takeda’s neighbors know this, and will wait behind castle walls until the back is exposed. The forces must be either split to cover the North and the South adequately or they will never have sufficient time to lay sieges and consolidate gains.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Shinano, the most worthy objective, has traditionally bred the heavier horses, which form the core of the Takeda cavalry, and now the minor daymio controlling this important refuse to supply the Takeda clan fresh mounts at a fair price having taken control of stables which traditionally were founded by the overlords of Kai. The ample province of Shinano with its fertile valleys and rich mountains should be a target as it could present an opportunity to raise a sufficient army to defeat multiple opponents.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miyoshi –&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Times are changing. The Miyoshi have long served the Hosokawa family as vassals. However their overlord’s greed and internal division have presented opportunities. Opportunities never present before, and unthinkable before…. Now in times of chaos, where the strong have shown pitiful weakness, the lord Buddha’s teachings must be followed, it is finally time to make the family the most outward circle!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Hosokawa’s ambitions have cost the life of Miyoshi Yukinaga. He had capture Imperial Kyoto three times for the Hosokawa, who could not stay unified to consolidate his brilliant victories. The third time, when the rat Hosokawa Takakuni retreated from Kyoto without informing Yukinaga, the family’s beloved father was forced upon pain of honor to commit suicide. It is not the first time that the Hosokawa used the Miyoshi as human shields!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The opportunity is now! One of the most magnificent fortresses in Japan was completed under the close eye of Yukinaga in 1521. Built for the Hosokawa’s ambitions, the magnificent fortress of Saki in Settsu, nicknamed the &amp;quot;Mandokoro,&amp;quot; commands access to Hokkaido and the Miyoshi’s native land of Awa across the strait. More strategically, it also commands all eastern approaches to Kyoto, giving the Miyoshi a very solid position indeed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Hosokawa and their puppets Ashikaga don’t suspect anything. Choose the right moment, and your loyal retainers, which include graduates of the famous archery school in Awa, which was original built by the Minamoto to train bird hunters. The Miyoshi’s famous Ashigaru Archers, capable of firing accurately up to twelve arrows in ten seconds to cut down any audacious enemies foolish enough to charge them in the open.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Miyoshi, on the verge of rupturing their vassalage to Hosokawa, have been training a sizeable army in Awa, under the personal supervision of Miyoshi Motonaga, ready to put authority to the imminent split. Long-term followers of the ways of Lord Buddha, tracing the family back to the original Buddhist patrons of Japan, the Miyoshi have always invested their Awa profits in support of the monasteries. Now, in this new immoral era, when many see the monasteries as pawns in a larger political game, Miyoshi Motonaga has vowed not to abandon the sacred temples, as without them Japan will never preserve its golden traditions through this bloody era!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Asai –&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The massive cast iron gates of Odani castle first opened just three years ago. Behind them, the Asai, descendant from noble family of Ôgimachi, famous heroes of the Minamoto era, plan strategies to regain their former honour which they owe to their venerated ancestors, while overlooking the Omi heartland of Japan and keeping a watchful eye on all movement in Kyoto. Nothing less is expected of this large and talented family.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Already in 1516, Asai Sukemasa broke his link with the Kyôgoku, an underclass family they had been forced to serve after unjustly falling suspect to the Shogun during the Onin wars. The same year the Rokkaku land-merchant dogs tried to raise an army to stop the Asai’s independence, only to flee from the field at the mere site of the proficiency of Asai’s new model army.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
From their impregnable lair of Odani the Asai control the heartland of Japan. In the best position to guard Kyoto from the ambitious, they can also guard the weak Shogun’s willpower before it falls to the greedy likes of the Hosokawa.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Asai are reputed for the beauty of their daughters, with frequent suitors knocking at the gates of Odani, diplomacy forgotten, eager to negotiate terms of marriage. A refined and traditional family, Sukemasa himself is famous from East to West for his poetry and flower arrangement, as is clear from the respect which his fellow lords accord him. As he is artistic, he is innovative in war, the new model army which he created is an emblem of discipline and trained tenacity, but other daymio have understood the value of trained ashigaru and are preparing to repave an even ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Despite a desire for peace, and honourable defense of the status quo, the Asai cannot exclude total war as an option. Their Omi home has many ambitious eyes fixed on it, and its central location guarantees many over-eager neighbors. The extensive military alliance with the Asakura is conditional on the protection of Kyoto, and their actions have seemed to show that they can be trusted. If both of the Asakura and Asai armies remain the strongest in the region, then the balance should be sufficient to maintain peace, despite a clear, crimson history of blood between several of the allies’ retainer families. With every day that goes Japan’s unity becomes only a hazier memory, which is the way that the Asai wind should blow? Strike first, or wait to be struck? Seize Kyoto and witness a sea of enemies, or pick off one-by-one the ones that attempt to control the capital?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mori -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Ôe Hiromoto (1148-1225) was a reputed Minamoto hero, who commanded armies to establish the institution of Shogun. He also founded the Mori clan, and their birthright is the protection of the bushido, of the teachings of the lord Buddha and of the cultivation of Japanese tradition. The Mori have great honour, being the hereditary overlords of most of Eastern Japan from their traditional home of Aki and their second home of Hiroshima. In the 15th Century before the outbreak of the Onin Wars the Mori family served as Jito, or Marshals of the Shogunate, with the unquestionable duty of protecting the Shogun and Kyoto.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When the Onin war broke out they reluctantly supported the Ouchi only to have the Ouchi use the Mori as shields against their rival Amako. For the last 50 years this issue has been a point of bitterness in the noble hearts of the Mori, although the Mori family is the strongest in the region the Ouchi and Amako cannot be absorbed at the same time, although both clans should be made vassals of the Mori.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The times are dark, ambitious peasants title themselves daymio, commanding large peasant armies in an attempt to march on Kyoto and declare themselves Shogun for a day. Emissaries claiming to be from the Shogun have appeared re-appointing the Mori as Jito, but every time it became obvious that the Shogun does not have any word in his appointments.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
What will these ambitious upstarts resort to in their quest for power? What new ways of plotting and assassination will they attempt in their drive for cheap self-glorification? What new weapons will they give their honour-less peasantry to kill the Mori samurai from a distance safe from legendary reputations and skill. The Mori must make it a priority to uphold tradition, and to not let the necessities of war ravage all that is sacred. The Sohei must be aided, already the Onin war tried to spill into the temples, and the Mori were the first to help. Motonari is young for a Daymio, but he already helped his father drive the Takeda out of the East when he was only 15. His trials have resulted in early maturity, and he has already acquired the reputation of a legendary lord and remains an undefeated warrior. In the house of Mori is embedded the honour of carrying the banner of tradition, and this banner must never fall especially to the masses of honour-less sheriffs calling themselves daymio, who would even ally with foreigners if it would allow them to control Japan.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ashikaga -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dogs make better retainers. The Shogun is always chosen by a conspiracy of nature therefore any force that challenges the Shogun’s authority is unnatural and must be removed without a trace. The Ashikaga, descendants of the great and talented Minamoto Yoshiie, filled the void of the Hojo’s weakness when Ashikaga Takauji became Shogun in 1336. But the weakness of Japan, where the ambitious fail to understand the absolute authority of the Shogun continued to find its way between the cracks. Dishonourable, disloyal insolence brought about the Onin wars. So much personal ambition in the provinces made the Ashikaga more and more distant in their Kyoto capital. Even the noble and honourable generals they appointed, like the Takeda or the Mori eventually stopped attending the councils.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now it is 1524. The situation is dire. Many vie for a power they cannot have. Only the Ashikaga have been chosen by nature, only their name was conspired to rule. Loyal retainers like the Mori or the Hosokawa can be trusted to never look away. The Asai can be trusted to protect the gates of Kyoto. The Ashikaga’s military is mediocre comparing to some of the upstarts, and the taxes reaching Kyoto are negligible. There are many that understand that only the Shogun can be at the center. They can be trusted. Now it is necessary to marshal all trustable retainers and to eradicate the ambitious. The Hojo, although distant, must be terminated, their ambitions to plunder Japan again must be checked. The Hosokawa are still Kanrei. They can marshal the shogun’s decree to raise armies. They have, however, an unbecoming attitude. Just because the Ashikaga’s decree raised them from mere servitude does not mean that they can act as they please.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In 1521 when Ashikaga Yoshizumi became Shogun it was the Hosokawa, which nominated him. His brothers however are ambitious. They have more of a right than others to question an appointment, but they should still bow to the waist in his majesty’s presence. It is unfortunate that the annual councils are now empty, and only the Hosokawa can still be relied upon. Such good families as the Mori, Date or Uesugi would be welcome to camp a summer in Kyoto. They follow the bushido; they can understand the authority of the Ashikaga, and join the Shogun in his fight to preserve his right to rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hosokawa -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some would call it profit made from war. They are themselves ambitious vultures. The Hosokawa have brought stability to Central Japan, they have protected the weak and incompetent Ashikaga. Ashikaga Shogun? It is the Hosokawa who have more lineage than them anyways. The title Kanrei is a necessary lie. It is only the Hosokawa who are able to command the will of the Shogun, a will the last few Shogun have not even paused to determine for themselves. How can a will-less lord rule the country in time of crisis?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is, delicate, even very delicate politically to depose a Shogun for another. The Hosokawa have used their status of Kanrei to thrice depose the weak offspring of the Ashikaga sheep. There is only one principle that must be followed in such circumstances, use all means, any means to demolish any snaring opposition and bend it to the “will of the Shogun.” Those who pretend to believe in it always have an unclear agenda. All must again bow to the Shogun, and it is only the Hosokawa that are able to wield the authority, and it is only they that know what will and command is.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The taxes of Kyoto, Shinano and taxes from the highways to Kyoto can furnish the Hosokawa’s anvil of will. Every victory whether in the enemies’ sight or in their sleep makes the fists stronger. There are many who serve the Hosokawa who must be rewarded for their efforts; this one principle must be kept. But they must never be trusted. The present armies rely on ambitious samurai, they must always be in the front line, and must be kept in constant battle. If they sit in the court the shrines or the gardens they will plot. As Kanrei the imperial standing armies, and the edict of raising them is at Hosokawa Takanuki’s disposal. Should any head stick out in ambition or arrogance it must be cut off, including of the Ashikaga themselves.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When the time is right, the changing climate is appropriate, new ways of thinking must be introduced and old one outlawed. All who refuse to bow must be beaten at the knees until they can no longer stand!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Uesugi -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“More than those who hate you, more than all your enemies, an undisciplined mind does greater harm. One who conquers himself is greater than another who conquers a thousand times a thousand on the battlefield.” These words of the Lord Buddha’s are an ancient family moto of the honourable Uesugi. This ancient family that has for ages served as a banner of the Bushido the Uesugi are now at a fog-covered crossroads between life and death. Commanding an army with tradition, and a people who for centuries have enjoyed their beneficial overlordship, and entitlement and recognition from the Shogun, the Uesugi have too many assets.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now Hojo has laid siege to Edo, and the family is so divided that they cannot mobilize their fractioned forces or instruct their confused retainers to a satisfactory defense. These timeless rulers of the Kanto region and Echigo province are beginning to be washed away in a shifting tide. A warrior must now rise again from the sinews of the Uesugi and reclaim the clan’s military reputation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The family is founded on a strong traditional and spiritual foundation. Believing in the balance of nature and ancient Buddhist teachings, they respect their natural link to the Ashikaga and interpret the chaos in Japan as a result of the lack of understanding of Japanese essence and tradition.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Of late animals such as the Hojo or the Takeda have tried to feed on the Uesugi’s disunity. In their Yin-yang of indecision the family has polarized along two branches the Ogigayatsu-Uesugi and Yamanouchi-Uesugi. The internal chaos in the family must be quickly resolved or these traitors will dishonor the lands of the Uesugi’s traditional domain.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How could such disunity have emerged? Has the family been too sensible to these treacherous times? If united the military potential of the Uesugi could unify all of the dissidents under the banner of the Ashikaga. Trusted generals, the service of many exceptional samurai, and a long standing weapons and amour tradition would all serve well to make the Uesugi the most formidable overlords in the region. The question remains, which of the many heirs aspiring can unite the family and take the defense into the Hojo and Takeda domains? And furthermore, can he do it without shedding the sacred blood of his talented kin?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Imagawa -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Those who live by the sword die by the sword. The Imagawa family has turned Suruga province into one of the largest trade centers outside of Kyoto. Although not descendants of the highest nobility, the Imagawa have acquired great honour from a line of the ablest administrators in the land. Today their power is more modern, rooted in the coin, the trained peasant, and the careful word.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Suruga’s strong merchant class has enjoyed great prosperity under the Imagawa’s openness and fair taxation policies. When permitted to speak, the traders have expressed concern by the current tightening of Japan and the constant increase of taxes, and the constant rise of new daymio adding new tolls, duties and highway fares. These profiteers are willing to invest in the protection of their interests, and will willingly give a long term loan to furnish an army who would march against such policies. Takeda Nobutora the resource rich north, for instance, has began raising the prices on Kai’s minerals and horses, while the despicable Hosokawa are channeling the Imperial taxes into their own coffers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
War however, is a slow method of consolidation. The family’s current head, Imagawa Ujichita has had the privilege of learning from the Power of the Land teachings, having spend much of his youth in the Way of the Land monastery. He has so far used his understanding to enhance the natural benefit of the coast, making the Tokai shore an open port to money, weapons, merchants, and most importantly vital political information.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Politics, as much as the land, is the source of power. Ujichita has known to keep the faith of the monasteries, who are also willing to support him. Suruga’s Sohei consider him their temple walls. The Shogun’s father owes the Imagawa a great debt, as on two occasions he sheltered with them when there was no other shelter, soon should come the time to collect on this debt.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If the shogun cannot unify Japan, then Japan should stay dis-unified! It is dangerous that the ambitious Hojo are gaining an upper hand on the Uesugi. It is time to set them on the Takeda. The Imagawa’s Shinobi are already seeding the necessary rumors to create the favorable atmosphere of strife.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If politics and diplomacy are, as often, insufficient, then the Imagawa should not shun the support of certain other groups which are in their favour. The open minded policies in Suruga, have allowed a favorable harbor to groups of “night diplomats,” who see the Imagawa as worthy patrons. These groups, despite their occult status, can be called upon at any time by the Imagawa to “pass through walls like black poisonous water” and “wash away political logjams.” These masters should be used sparingly, as they are frighteningly effective. The very presence of their schools and training grounds in Suruga should be openly denied, and the accusers should be granted the honour of not waking up to their false accusations.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Imagawa must create opportunities to expand their influence, at whatever the cost. They are certainly no less deserving than all those that would approach the present chaos and disunity with swords drawn. And when the sword does fall, it should fall on the soft neck of a demoralized and dishonoured enemy, this should make the Imagawa’s blade last longer!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Few Daymio are as rooted to their land as the 36 year old Date Tanemune, and from such an ample land can grow the strongest and greatest tree. Sensing the beginning of strife, the Shogun Ashikaga awarded the Date title of Shugo of Mutsu two years ago, giving them rule of one of the greatest and most fertile provinces in all of Japan in the name of the Emperor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This act justifies the Date with the mandate to be the rulers of all of northern Japan between the Uesugi, their traditional allies, and the sea. Many small and ambitious creatures have declared themselves daymio, and, like those Hatekayama family swine-herders, they must be submitted or eliminated.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The farm income generated from the Date’s large holdings will be needed by most of Japan in this time when trade networks and economic systems begin to fail. Others will seek to augment the depopulation of their farms and towns by purchasing from the Date at an advantage. The land which has been held by the Date for 4 centuries is protected by a large network of powerful castles, and interconnected with a relatively highly developed and sophisticated farming system to exploit the fertility of its valleys.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A poem composed by Tanemune’s reputed grandfather begins “When inner peace is achieved the wind stops blowing unrest, the stream of life no longer renders cold change….” The Date admire peace, but cultivate their ability to destroy all those who would disrupt its natural flow. They believe that they must preserve their region to avoid the man-made tempests, which have begun engulfing the rest of Japan.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Date’s traditional military machine is famous and feared. Although not large, it was undefeated in the conflicts of the last century. They have unlike other military rulers, a small standing dedicated force. Each retainer family contributes several of their bravest to form a force of crack foot units, depicted in murals as masters of the traditional Naginata, which devote themselves to the art of severing trouble’s head before it rears. The family also has a tradition of an archery school in Misawa, whose art has since the Gempei wars been extended to commoners as well. The Date must use their many attributes, and the exceptional tradition of the pursuit of excellence that runs in the family, to maintain peace, even outside of their domains if necessary!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mogami -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Shogun no longer has authority, Kyoto no longer matters. All titles and traditions are now political tools of backroom serpents such as the Hosokawa. The Mogami must not recognize these false privileges granted to the arrogant Date or to the self-righteous Uesugi their neighbors. The situation is precarious.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Daymio Yoshimori is three years old, appointed when Mogami Yoshiharu died without and heir. Some would take this as a pretext to strip the Mogami of their holdings for personal gain, or to annex their lands to enhance their fiefs.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Mogami’s lands are more remote to the rest of Japan, and therefore populated with many independent farmers of a more rugged nature then their western cousins. These men, of the East are not as familiar with fear as other central farmers in Japan, and they train themselves in self defense to a level where they are skilled Bushi. Too good at military craft to be titled mere Ashigaru, the Mogami Militia are ready to defend the laissez-faire attitude of their Mogami overlords.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Independence is an unrecognized term in modern Japan, but to the Mogami in their remote territories it’s a political reality worth defending. Optimally, it is important to co-operate with other Daymio who would not influence this sphere of non-dependence that the Mogami have recently come to enjoy. It is therefore imperative to sever the head from the body of any who would have an idea to impose limits. Japan is changing, and the Mogami are ready more than anybody to embrace change and use it to their full advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Hojo -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The best offense, is an impenetrable defense. These words are engraved on the hilt of the sword which Ujistuna inherited last year from his dying father.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His father’s deeds are worthy of the Hojo name. Ise Sôun, at the time of his peacefully demise, rose from the rank of an Imagawa retainer to carve an impressive and rich domain around Suruga and Ize. Now, Hojo Ujistsuna having risen to power adopted the name of the legendary Imperial family. The name reflects his father’s life long fascination with the Hojo, and his mother’s direct descendants from this royal line.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The provinces of Ize and Suruga are exceptionally rich, and exceptionally fortified. The family has already become famous for their exceptionally liberal economic policies, and for lowering taxes to record low 40% in their domain. This has attracted many prosperous merchants to make their base in the Hojo lands, further enticed by Suruga and Ize’s exceptional defenses. Their frontiers are lined with forts, most of which are within signaling distances of each other. The forts were expanded in the previous century at the time of the Onin wars and provide exceptional protection in an otherwise featureless landscape.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The economic schemes of Sôun were very successful, and the chance to expand the fortresses is large. Wooden forts are planned to make way for stone castles, and the main interior fortresses of the Hojo will become some of the most formidable in Japan. The key to the region however, is Edo. The Hojo’s forces have been besieging it for 3 months, and the city’s capture would consolidate the Hojo’s power as the most powerful force in the entire region.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The region is filled with powerful rivals, many of them in reputation rather than actual danger. Although they have maintained traditionally good relations with the Imagawa, they have almost outgrown their former retainers. The Takeda have been usually at war with the Hojo over the past 25 years and have proved a difficult enemy in an open field of battle. The Uesugi to the north, like the Imagawa to the West are embroiled in constant infighting. With a powerful domain as a base the Hojo can restore peace to their troubled lands, and from there…&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The limits of the Hojo are boundless, based on an alliance of economy, a fabled patronage of the temples, and an exceptional defensive position the Hojo can rise to surpass even the original Hojo themselves.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Faction Icons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
http://img323.imageshack.us/img323/9291/kamon8sm.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;The TWC members working on this mod are as follows:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mod Creator:[[PROMETHEUS]]&amp;lt;br&amp;gt;&lt;br /&gt;
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Team leader:[[Kagemusha]]&amp;lt;br&amp;gt;&lt;br /&gt;
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GRAPHICS TEAM&amp;lt;br&amp;gt;&lt;br /&gt;
[[Taneda Santoka]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tomte of Doom]](Inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Marbod]](Inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wundai]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alcibiades of Athens]]&amp;lt;br&amp;gt;&lt;br /&gt;
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UI MODDING TEAM&amp;lt;br&amp;gt;&lt;br /&gt;
[[Asterix]], for Unit Cards and Unit descriptions - Names lists and traits and faction descriptions.(Inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Atterdag]], ancillaries.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gaddis]], traits and ancillaries.&amp;lt;br&amp;gt;&lt;br /&gt;
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HISTORIAN TEAM&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kagemusha]], for historicall informations&amp;lt;br&amp;gt;&lt;br /&gt;
[[AngusH]], for historical informations(inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wild Bill Kelso]], for historicall information.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shos]](Inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tomte of Doom]], for historicall informations(inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Itdomer98]], for historicall informations&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
TRANSLATORS &amp;amp; RESEARCHERS&amp;lt;br&amp;gt;&lt;br /&gt;
[[Juggernaut]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lennstar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Itdomer98]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
MOVIES&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fenian]], for moviemaking and testing(inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
CODERS &amp;amp; SCRIPTERS&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kagemusha]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lionskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oscarreeve]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
MAPMAKERS&amp;lt;br&amp;gt;&lt;br /&gt;
[[BDH]], map making(Inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uranos]], map adjustments&amp;lt;br&amp;gt;&lt;br /&gt;
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AI MANAGEMENT&amp;lt;br&amp;gt;&lt;br /&gt;
[[Darth Vader]], New AI and Formations&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
MUSIC AND SFX&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dark Ragnar]], Musics and SFX(Inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Courso]], Music&amp;lt;br&amp;gt;&lt;br /&gt;
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WEBPAGE&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kdar]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PR &amp;amp; ADVERTISING&amp;lt;br&amp;gt;&lt;br /&gt;
[[Seijitai]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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Also don&#039;t forget to watch the short trailer(VERY OLD).&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.twcenter.net/forums/showthread.php?t=39143&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Ran_no_Jidai&amp;diff=9036</id>
		<title>Ran no Jidai</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Ran_no_Jidai&amp;diff=9036"/>
		<updated>2007-07-30T18:17:11Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: Formatted and tidied, nice article, lots of info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ran-no-Jidai is a mod for Rome Total War: Barbarian Invasion that focuses on the civil war that engulfed feudal Japan following the Onin War and the weakening of the Ashikaga Shogunate. The project has been running for a long time and has appeared on various modding communities under a string of different names and with a number of different contributors, although the current leader of the project, Kagemusha has been a part of the Shogun Mod-Team, which is working on the mod, since an earlier incarnation.&lt;br /&gt;
&lt;br /&gt;
The main objectives of the mod are to harness the RTW engine to create a modification which accurately depicts what was one of the most renowned and longest running civil-conflicts in history, re-create the unique atmosphere and gameplay that made Shogun Total War such a success amongst gamers and to provide an alternative flavor of game to fans of the Total War series.&lt;br /&gt;
&lt;br /&gt;
Despite the fact that this project has been running for over two-years and has experienced a number of significant hick-ups, the current team are making good progress and are confident that it won&#039;t be too long until the mod is finished and released.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Faction List&#039;&#039;&#039;&amp;lt;br&amp;gt;                                                           &lt;br /&gt;
Shimazu&amp;lt;br&amp;gt;&lt;br /&gt;
Otomo&amp;lt;br&amp;gt;&lt;br /&gt;
Chosokabe&amp;lt;br&amp;gt;&lt;br /&gt;
Miyoshi&amp;lt;br&amp;gt;&lt;br /&gt;
Ouchi&amp;lt;br&amp;gt;&lt;br /&gt;
Mori&amp;lt;br&amp;gt;&lt;br /&gt;
Amako&amp;lt;br&amp;gt;&lt;br /&gt;
Urakami&amp;lt;br&amp;gt;&lt;br /&gt;
Hosokawa&amp;lt;br&amp;gt;&lt;br /&gt;
Tokugawa&amp;lt;br&amp;gt;&lt;br /&gt;
Asakura&amp;lt;br&amp;gt;&lt;br /&gt;
Oda&amp;lt;br&amp;gt;&lt;br /&gt;
Imagawa&amp;lt;br&amp;gt;&lt;br /&gt;
Takeda&amp;lt;br&amp;gt;&lt;br /&gt;
Hojo&amp;lt;br&amp;gt;&lt;br /&gt;
Satomi&amp;lt;br&amp;gt;&lt;br /&gt;
Asai&amp;lt;br&amp;gt;&lt;br /&gt;
Uesugi&amp;lt;br&amp;gt;&lt;br /&gt;
Mogami&amp;lt;br&amp;gt;&lt;br /&gt;
Date&amp;lt;br&amp;gt;&lt;br /&gt;
Rebels(other Daimyos)&amp;lt;br&amp;gt;                                                                                                &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Naturally you can find the following descriptions in the Ran No Jidai section of TWC but you came to the wiki so you shall have it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Takeda –&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Like dogs swarming a tiger. Few families can look the Takeda in the eye, they just look to bite off piece by piece. The established traditional overlords of the ore-rich province of Kai the Takeda trace their ancestry directly to the Minamoto. In their Kofuchu Castle of Maruyama-Jo hangs an inscription from two centuries prior that entrusted the Takeda as the lord-high-protectors of Bushido, charged with keeping pure the way of the Samurai. This is the place of the Takeda family, at the center of the aristocracy and at the center of Japan.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The world is not like a Shogi board, the central position is not always to the greatest advantage. The excessive violence and vulgar transgressions of code and ethics during the Onin Wars have opened the gates of hell. Petty retainers in the mountains North of Kai have turned to aggressive banditry during the last one hundred years, they slandered the Bushido by pronouncing themselves Daymio, and now fail to understand their place and pay regular homage to the Takeda. A service should be paid to them and their heads severed and impaled before they rock the boat further with their blasphemous dishonour.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To the south the family’s old friends, the Imagawa, and the Hojo have broken the traditional balanced coexistence between the clan. The Takeda defended both of them in the last century against against rebellious retainers. Now the Hojo have been pushing their frontiers and war has been forced. A full decisive confrontation of armies must be avoided, lest destructions buries the two most deserved families in the region on the same patch of grass; Both are fully aware that they mutually benefit from the traditional balance of power between them.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The current lord Takeda Nobutora had to fight his uncle when he assumed power in 1507, who was supported by the ambitious Hojo. Only five years ago did he finally manage to unite all of Kai under one banner again. The fight with Hojo has never ceased since this civil war. After their cavalry obliterated the western upstart, self-titled daymio, Fukushima Masahige, Hojo adopted his son and made him a full general.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To the northeast the Takeda’s traditional enemy the Uesugi are consolidating territory and now control a large amount of land. They will never forget that the Takeda stopped their rebellious ambitions in 1415, and the hatred of the families has lasted the length of the century. Nobutara’s grandfather Nobumasa killed three Uesugi family members in battle fifty years ago, and their hair still decorates the banner of the famous red-armoured house bodyguard cavalry.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The situation is dire. Surrounded by hostiles on all sides the Takeda must find trustworthy allies among a pack of wolves. Their armies are the most powerful on the field of battle. The Takeda’s neighbors know this, and will wait behind castle walls until the back is exposed. The forces must be either split to cover the North and the South adequately or they will never have sufficient time to lay sieges and consolidate gains.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Shinano, the most worthy objective, has traditionally bred the heavier horses, which form the core of the Takeda cavalry, and now the minor daymio controlling this important refuse to supply the Takeda clan fresh mounts at a fair price having taken control of stables which traditionally were founded by the overlords of Kai. The ample province of Shinano with its fertile valleys and rich mountains should be a target as it could present an opportunity to raise a sufficient army to defeat multiple opponents.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miyoshi –&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Times are changing. The Miyoshi have long served the Hosokawa family as vassals. However their overlord’s greed and internal division have presented opportunities. Opportunities never present before, and unthinkable before…. Now in times of chaos, where the strong have shown pitiful weakness, the lord Buddha’s teachings must be followed, it is finally time to make the family the most outward circle!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Hosokawa’s ambitions have cost the life of Miyoshi Yukinaga. He had capture Imperial Kyoto three times for the Hosokawa, who could not stay unified to consolidate his brilliant victories. The third time, when the rat Hosokawa Takakuni retreated from Kyoto without informing Yukinaga, the family’s beloved father was forced upon pain of honor to commit suicide. It is not the first time that the Hosokawa used the Miyoshi as human shields!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The opportunity is now! One of the most magnificent fortresses in Japan was completed under the close eye of Yukinaga in 1521. Built for the Hosokawa’s ambitions, the magnificent fortress of Saki in Settsu, nicknamed the &amp;quot;Mandokoro,&amp;quot; commands access to Hokkaido and the Miyoshi’s native land of Awa across the strait. More strategically, it also commands all eastern approaches to Kyoto, giving the Miyoshi a very solid position indeed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Hosokawa and their puppets Ashikaga don’t suspect anything. Choose the right moment, and your loyal retainers, which include graduates of the famous archery school in Awa, which was original built by the Minamoto to train bird hunters. The Miyoshi’s famous Ashigaru Archers, capable of firing accurately up to twelve arrows in ten seconds to cut down any audacious enemies foolish enough to charge them in the open.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Miyoshi, on the verge of rupturing their vassalage to Hosokawa, have been training a sizeable army in Awa, under the personal supervision of Miyoshi Motonaga, ready to put authority to the imminent split. Long-term followers of the ways of Lord Buddha, tracing the family back to the original Buddhist patrons of Japan, the Miyoshi have always invested their Awa profits in support of the monasteries. Now, in this new immoral era, when many see the monasteries as pawns in a larger political game, Miyoshi Motonaga has vowed not to abandon the sacred temples, as without them Japan will never preserve its golden traditions through this bloody era!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Asai –&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The massive cast iron gates of Odani castle first opened just three years ago. Behind them, the Asai, descendant from noble family of Ôgimachi, famous heroes of the Minamoto era, plan strategies to regain their former honour which they owe to their venerated ancestors, while overlooking the Omi heartland of Japan and keeping a watchful eye on all movement in Kyoto. Nothing less is expected of this large and talented family.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Already in 1516, Asai Sukemasa broke his link with the Kyôgoku, an underclass family they had been forced to serve after unjustly falling suspect to the Shogun during the Onin wars. The same year the Rokkaku land-merchant dogs tried to raise an army to stop the Asai’s independence, only to flee from the field at the mere site of the proficiency of Asai’s new model army.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
From their impregnable lair of Odani the Asai control the heartland of Japan. In the best position to guard Kyoto from the ambitious, they can also guard the weak Shogun’s willpower before it falls to the greedy likes of the Hosokawa.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Asai are reputed for the beauty of their daughters, with frequent suitors knocking at the gates of Odani, diplomacy forgotten, eager to negotiate terms of marriage. A refined and traditional family, Sukemasa himself is famous from East to West for his poetry and flower arrangement, as is clear from the respect which his fellow lords accord him. As he is artistic, he is innovative in war, the new model army which he created is an emblem of discipline and trained tenacity, but other daymio have understood the value of trained ashigaru and are preparing to repave an even ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Despite a desire for peace, and honourable defense of the status quo, the Asai cannot exclude total war as an option. Their Omi home has many ambitious eyes fixed on it, and its central location guarantees many over-eager neighbors. The extensive military alliance with the Asakura is conditional on the protection of Kyoto, and their actions have seemed to show that they can be trusted. If both of the Asakura and Asai armies remain the strongest in the region, then the balance should be sufficient to maintain peace, despite a clear, crimson history of blood between several of the allies’ retainer families. With every day that goes Japan’s unity becomes only a hazier memory, which is the way that the Asai wind should blow? Strike first, or wait to be struck? Seize Kyoto and witness a sea of enemies, or pick off one-by-one the ones that attempt to control the capital?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mori -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Ôe Hiromoto (1148-1225) was a reputed Minamoto hero, who commanded armies to establish the institution of Shogun. He also founded the Mori clan, and their birthright is the protection of the bushido, of the teachings of the lord Buddha and of the cultivation of Japanese tradition. The Mori have great honour, being the hereditary overlords of most of Eastern Japan from their traditional home of Aki and their second home of Hiroshima. In the 15th Century before the outbreak of the Onin Wars the Mori family served as Jito, or Marshals of the Shogunate, with the unquestionable duty of protecting the Shogun and Kyoto.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When the Onin war broke out they reluctantly supported the Ouchi only to have the Ouchi use the Mori as shields against their rival Amako. For the last 50 years this issue has been a point of bitterness in the noble hearts of the Mori, although the Mori family is the strongest in the region the Ouchi and Amako cannot be absorbed at the same time, although both clans should be made vassals of the Mori.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The times are dark, ambitious peasants title themselves daymio, commanding large peasant armies in an attempt to march on Kyoto and declare themselves Shogun for a day. Emissaries claiming to be from the Shogun have appeared re-appointing the Mori as Jito, but every time it became obvious that the Shogun does not have any word in his appointments.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
What will these ambitious upstarts resort to in their quest for power? What new ways of plotting and assassination will they attempt in their drive for cheap self-glorification? What new weapons will they give their honour-less peasantry to kill the Mori samurai from a distance safe from legendary reputations and skill. The Mori must make it a priority to uphold tradition, and to not let the necessities of war ravage all that is sacred. The Sohei must be aided, already the Onin war tried to spill into the temples, and the Mori were the first to help. Motonari is young for a Daymio, but he already helped his father drive the Takeda out of the East when he was only 15. His trials have resulted in early maturity, and he has already acquired the reputation of a legendary lord and remains an undefeated warrior. In the house of Mori is embedded the honour of carrying the banner of tradition, and this banner must never fall especially to the masses of honour-less sheriffs calling themselves daymio, who would even ally with foreigners if it would allow them to control Japan.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ashikaga -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dogs make better retainers. The Shogun is always chosen by a conspiracy of nature therefore any force that challenges the Shogun’s authority is unnatural and must be removed without a trace. The Ashikaga, descendants of the great and talented Minamoto Yoshiie, filled the void of the Hojo’s weakness when Ashikaga Takauji became Shogun in 1336. But the weakness of Japan, where the ambitious fail to understand the absolute authority of the Shogun continued to find its way between the cracks. Dishonourable, disloyal insolence brought about the Onin wars. So much personal ambition in the provinces made the Ashikaga more and more distant in their Kyoto capital. Even the noble and honourable generals they appointed, like the Takeda or the Mori eventually stopped attending the councils.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now it is 1524. The situation is dire. Many vie for a power they cannot have. Only the Ashikaga have been chosen by nature, only their name was conspired to rule. Loyal retainers like the Mori or the Hosokawa can be trusted to never look away. The Asai can be trusted to protect the gates of Kyoto. The Ashikaga’s military is mediocre comparing to some of the upstarts, and the taxes reaching Kyoto are negligible. There are many that understand that only the Shogun can be at the center. They can be trusted. Now it is necessary to marshal all trustable retainers and to eradicate the ambitious. The Hojo, although distant, must be terminated, their ambitions to plunder Japan again must be checked. The Hosokawa are still Kanrei. They can marshal the shogun’s decree to raise armies. They have, however, an unbecoming attitude. Just because the Ashikaga’s decree raised them from mere servitude does not mean that they can act as they please.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In 1521 when Ashikaga Yoshizumi became Shogun it was the Hosokawa, which nominated him. His brothers however are ambitious. They have more of a right than others to question an appointment, but they should still bow to the waist in his majesty’s presence. It is unfortunate that the annual councils are now empty, and only the Hosokawa can still be relied upon. Such good families as the Mori, Date or Uesugi would be welcome to camp a summer in Kyoto. They follow the bushido; they can understand the authority of the Ashikaga, and join the Shogun in his fight to preserve his right to rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hosokawa -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some would call it profit made from war. They are themselves ambitious vultures. The Hosokawa have brought stability to Central Japan, they have protected the weak and incompetent Ashikaga. Ashikaga Shogun? It is the Hosokawa who have more lineage than them anyways. The title Kanrei is a necessary lie. It is only the Hosokawa who are able to command the will of the Shogun, a will the last few Shogun have not even paused to determine for themselves. How can a will-less lord rule the country in time of crisis?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is, delicate, even very delicate politically to depose a Shogun for another. The Hosokawa have used their status of Kanrei to thrice depose the weak offspring of the Ashikaga sheep. There is only one principle that must be followed in such circumstances, use all means, any means to demolish any snaring opposition and bend it to the “will of the Shogun.” Those who pretend to believe in it always have an unclear agenda. All must again bow to the Shogun, and it is only the Hosokawa that are able to wield the authority, and it is only they that know what will and command is.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The taxes of Kyoto, Shinano and taxes from the highways to Kyoto can furnish the Hosokawa’s anvil of will. Every victory whether in the enemies’ sight or in their sleep makes the fists stronger. There are many who serve the Hosokawa who must be rewarded for their efforts; this one principle must be kept. But they must never be trusted. The present armies rely on ambitious samurai, they must always be in the front line, and must be kept in constant battle. If they sit in the court the shrines or the gardens they will plot. As Kanrei the imperial standing armies, and the edict of raising them is at Hosokawa Takanuki’s disposal. Should any head stick out in ambition or arrogance it must be cut off, including of the Ashikaga themselves.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When the time is right, the changing climate is appropriate, new ways of thinking must be introduced and old one outlawed. All who refuse to bow must be beaten at the knees until they can no longer stand!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Uesugi -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“More than those who hate you, more than all your enemies, an undisciplined mind does greater harm. One who conquers himself is greater than another who conquers a thousand times a thousand on the battlefield.” These words of the Lord Buddha’s are an ancient family moto of the honourable Uesugi. This ancient family that has for ages served as a banner of the Bushido the Uesugi are now at a fog-covered crossroads between life and death. Commanding an army with tradition, and a people who for centuries have enjoyed their beneficial overlordship, and entitlement and recognition from the Shogun, the Uesugi have too many assets.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now Hojo has laid siege to Edo, and the family is so divided that they cannot mobilize their fractioned forces or instruct their confused retainers to a satisfactory defense. These timeless rulers of the Kanto region and Echigo province are beginning to be washed away in a shifting tide. A warrior must now rise again from the sinews of the Uesugi and reclaim the clan’s military reputation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The family is founded on a strong traditional and spiritual foundation. Believing in the balance of nature and ancient Buddhist teachings, they respect their natural link to the Ashikaga and interpret the chaos in Japan as a result of the lack of understanding of Japanese essence and tradition.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Of late animals such as the Hojo or the Takeda have tried to feed on the Uesugi’s disunity. In their Yin-yang of indecision the family has polarized along two branches the Ogigayatsu-Uesugi and Yamanouchi-Uesugi. The internal chaos in the family must be quickly resolved or these traitors will dishonor the lands of the Uesugi’s traditional domain.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How could such disunity have emerged? Has the family been too sensible to these treacherous times? If united the military potential of the Uesugi could unify all of the dissidents under the banner of the Ashikaga. Trusted generals, the service of many exceptional samurai, and a long standing weapons and amour tradition would all serve well to make the Uesugi the most formidable overlords in the region. The question remains, which of the many heirs aspiring can unite the family and take the defense into the Hojo and Takeda domains? And furthermore, can he do it without shedding the sacred blood of his talented kin?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Imagawa -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Those who live by the sword die by the sword. The Imagawa family has turned Suruga province into one of the largest trade centers outside of Kyoto. Although not descendants of the highest nobility, the Imagawa have acquired great honour from a line of the ablest administrators in the land. Today their power is more modern, rooted in the coin, the trained peasant, and the careful word.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Suruga’s strong merchant class has enjoyed great prosperity under the Imagawa’s openness and fair taxation policies. When permitted to speak, the traders have expressed concern by the current tightening of Japan and the constant increase of taxes, and the constant rise of new daymio adding new tolls, duties and highway fares. These profiteers are willing to invest in the protection of their interests, and will willingly give a long term loan to furnish an army who would march against such policies. Takeda Nobutora the resource rich north, for instance, has began raising the prices on Kai’s minerals and horses, while the despicable Hosokawa are channeling the Imperial taxes into their own coffers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
War however, is a slow method of consolidation. The family’s current head, Imagawa Ujichita has had the privilege of learning from the Power of the Land teachings, having spend much of his youth in the Way of the Land monastery. He has so far used his understanding to enhance the natural benefit of the coast, making the Tokai shore an open port to money, weapons, merchants, and most importantly vital political information.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Politics, as much as the land, is the source of power. Ujichita has known to keep the faith of the monasteries, who are also willing to support him. Suruga’s Sohei consider him their temple walls. The Shogun’s father owes the Imagawa a great debt, as on two occasions he sheltered with them when there was no other shelter, soon should come the time to collect on this debt.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If the shogun cannot unify Japan, then Japan should stay dis-unified! It is dangerous that the ambitious Hojo are gaining an upper hand on the Uesugi. It is time to set them on the Takeda. The Imagawa’s Shinobi are already seeding the necessary rumors to create the favorable atmosphere of strife.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If politics and diplomacy are, as often, insufficient, then the Imagawa should not shun the support of certain other groups which are in their favour. The open minded policies in Suruga, have allowed a favorable harbor to groups of “night diplomats,” who see the Imagawa as worthy patrons. These groups, despite their occult status, can be called upon at any time by the Imagawa to “pass through walls like black poisonous water” and “wash away political logjams.” These masters should be used sparingly, as they are frighteningly effective. The very presence of their schools and training grounds in Suruga should be openly denied, and the accusers should be granted the honour of not waking up to their false accusations.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Imagawa must create opportunities to expand their influence, at whatever the cost. They are certainly no less deserving than all those that would approach the present chaos and disunity with swords drawn. And when the sword does fall, it should fall on the soft neck of a demoralized and dishonoured enemy, this should make the Imagawa’s blade last longer!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Few Daymio are as rooted to their land as the 36 year old Date Tanemune, and from such an ample land can grow the strongest and greatest tree. Sensing the beginning of strife, the Shogun Ashikaga awarded the Date title of Shugo of Mutsu two years ago, giving them rule of one of the greatest and most fertile provinces in all of Japan in the name of the Emperor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This act justifies the Date with the mandate to be the rulers of all of northern Japan between the Uesugi, their traditional allies, and the sea. Many small and ambitious creatures have declared themselves daymio, and, like those Hatekayama family swine-herders, they must be submitted or eliminated.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The farm income generated from the Date’s large holdings will be needed by most of Japan in this time when trade networks and economic systems begin to fail. Others will seek to augment the depopulation of their farms and towns by purchasing from the Date at an advantage. The land which has been held by the Date for 4 centuries is protected by a large network of powerful castles, and interconnected with a relatively highly developed and sophisticated farming system to exploit the fertility of its valleys.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A poem composed by Tanemune’s reputed grandfather begins “When inner peace is achieved the wind stops blowing unrest, the stream of life no longer renders cold change….” The Date admire peace, but cultivate their ability to destroy all those who would disrupt its natural flow. They believe that they must preserve their region to avoid the man-made tempests, which have begun engulfing the rest of Japan.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Date’s traditional military machine is famous and feared. Although not large, it was undefeated in the conflicts of the last century. They have unlike other military rulers, a small standing dedicated force. Each retainer family contributes several of their bravest to form a force of crack foot units, depicted in murals as masters of the traditional Naginata, which devote themselves to the art of severing trouble’s head before it rears. The family also has a tradition of an archery school in Misawa, whose art has since the Gempei wars been extended to commoners as well. The Date must use their many attributes, and the exceptional tradition of the pursuit of excellence that runs in the family, to maintain peace, even outside of their domains if necessary!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mogami -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Shogun no longer has authority, Kyoto no longer matters. All titles and traditions are now political tools of backroom serpents such as the Hosokawa. The Mogami must not recognize these false privileges granted to the arrogant Date or to the self-righteous Uesugi their neighbors. The situation is precarious.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Daymio Yoshimori is three years old, appointed when Mogami Yoshiharu died without and heir. Some would take this as a pretext to strip the Mogami of their holdings for personal gain, or to annex their lands to enhance their fiefs.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Mogami’s lands are more remote to the rest of Japan, and therefore populated with many independent farmers of a more rugged nature then their western cousins. These men, of the East are not as familiar with fear as other central farmers in Japan, and they train themselves in self defense to a level where they are skilled Bushi. Too good at military craft to be titled mere Ashigaru, the Mogami Militia are ready to defend the laissez-faire attitude of their Mogami overlords.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Independence is an unrecognized term in modern Japan, but to the Mogami in their remote territories it’s a political reality worth defending. Optimally, it is important to co-operate with other Daymio who would not influence this sphere of non-dependence that the Mogami have recently come to enjoy. It is therefore imperative to sever the head from the body of any who would have an idea to impose limits. Japan is changing, and the Mogami are ready more than anybody to embrace change and use it to their full advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hojo -&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The best offense, is an impenetrable defense. These words are engraved on the hilt of the sword which Ujistuna inherited last year from his dying father.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His father’s deeds are worthy of the Hojo name. Ise Sôun, at the time of his peacefully demise, rose from the rank of an Imagawa retainer to carve an impressive and rich domain around Suruga and Ize. Now, Hojo Ujistsuna having risen to power adopted the name of the legendary Imperial family. The name reflects his father’s life long fascination with the Hojo, and his mother’s direct descendants from this royal line.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The provinces of Ize and Suruga are exceptionally rich, and exceptionally fortified. The family has already become famous for their exceptionally liberal economic policies, and for lowering taxes to record low 40% in their domain. This has attracted many prosperous merchants to make their base in the Hojo lands, further enticed by Suruga and Ize’s exceptional defenses. Their frontiers are lined with forts, most of which are within signaling distances of each other. The forts were expanded in the previous century at the time of the Onin wars and provide exceptional protection in an otherwise featureless landscape.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The economic schemes of Sôun were very successful, and the chance to expand the fortresses is large. Wooden forts are planned to make way for stone castles, and the main interior fortresses of the Hojo will become some of the most formidable in Japan. The key to the region however, is Edo. The Hojo’s forces have been besieging it for 3 months, and the city’s capture would consolidate the Hojo’s power as the most powerful force in the entire region.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The region is filled with powerful rivals, many of them in reputation rather than actual danger. Although they have maintained traditionally good relations with the Imagawa, they have almost outgrown their former retainers. The Takeda have been usually at war with the Hojo over the past 25 years and have proved a difficult enemy in an open field of battle. The Uesugi to the north, like the Imagawa to the West are embroiled in constant infighting. With a powerful domain as a base the Hojo can restore peace to their troubled lands, and from there…&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The limits of the Hojo are boundless, based on an alliance of economy, a fabled patronage of the temples, and an exceptional defensive position the Hojo can rise to surpass even the original Hojo themselves.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Faction Icons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
http://img323.imageshack.us/img323/9291/kamon8sm.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The TWC members working on this mod are as follows:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Mod Creator:[[PROMETHEUS]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Team leader:[[Kagemusha]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GRAPHICS TEAM&amp;lt;br&amp;gt;&lt;br /&gt;
[[Taneda Santoka]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tomte of Doom]](Inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Marbod]](Inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wundai]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alcibiades of Athens]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
UI MODDING TEAM&amp;lt;br&amp;gt;&lt;br /&gt;
[[Asterix]], for Unit Cards and Unit descriptions - Names lists and traits and faction descriptions.(Inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Atterdag]], ancillaries.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gaddis]], traits and ancillaries.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
HISTORIAN TEAM&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kagemusha]], for historicall informations&amp;lt;br&amp;gt;&lt;br /&gt;
[[AngusH]], for historical informations(inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wild Bill Kelso]], for historicall information.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shos]](Inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tomte of Doom]], for historicall informations(inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Itdomer98]], for historicall informations&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
TRANSLATORS &amp;amp; RESEARCHERS&amp;lt;br&amp;gt;&lt;br /&gt;
[[Juggernaut]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lennstar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Itdomer98]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
MOVIES&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fenian]], for moviemaking and testing(inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
CODERS &amp;amp; SCRIPTERS&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kagemusha]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lionskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oscarreeve]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
MAPMAKERS&amp;lt;br&amp;gt;&lt;br /&gt;
[[BDH]], map making(Inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uranos]], map adjustments&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
AI MANAGEMENT&amp;lt;br&amp;gt;&lt;br /&gt;
[[Darth Vader]], New AI and Formations&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
MUSIC AND SFX&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dark Ragnar], Musics and SFX(Inactive)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Courso], Music&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WEBPAGE&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kdar]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PR &amp;amp; ADVERTISING&amp;lt;br&amp;gt;&lt;br /&gt;
[[Seijitai]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also don&#039;t forget to watch the short trailer(VERY OLD).&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.twcenter.net/forums/showthread.php?t=39143&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Medieval_Classic_Total_War&amp;diff=9034</id>
		<title>Medieval Classic Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Medieval_Classic_Total_War&amp;diff=9034"/>
		<updated>2007-07-30T17:50:37Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod|mod=Medieval Classic Total War|modscreenshot=Med_classic_screenshot.jpg|platform=[[Medieval II: Total War]]|era=Medieval|leader=[[Ramtha]]}}&lt;br /&gt;
&lt;br /&gt;
Medieval Classic Total War is a mod designed to bring back the medieval feeling from mtw1, and also features from mtw1 into mtw2, this is not for realism, accuracy, or anything historic.&lt;br /&gt;
&lt;br /&gt;
It achieves this in a number of ways;&lt;br /&gt;
*Firstly, splitting the campaign up into 3 era&#039;s which can be played separately. All era&#039;s play differently due to differences in the troops available to them and what building options are present. Only in the late era will halberds, pikemen (except for Flanders pikemen) really advanced knights (gothic, lancers) and gunpowder be introduced.&lt;br /&gt;
&lt;br /&gt;
*Secondly, changing the factions available so they conform to Medieval total war (or mods for it), this includes changing factions names to conform to the original medieval (eg the moors become the Almohads), introducing new factions (the Argonese, Swiss, Lithuanians, Volga Bulgars and Armenians), uniting Venice and Milan to form the Italians (Milan are used to form the Swiss). All factions are in different positions in each era (eg, the English control England and Normandy in the early period, but England, Ireland, Wales and Bordeaux in the late period) and more factions are planned including Sweden, Ireland and Burgundy, [http://www.twcenter.net/forums/showthread.php?t=105174 see here].&lt;br /&gt;
&lt;br /&gt;
*Thirdly, by changing units available to factions, either by changing their names to conform with the original medieval, or by introducing new units to a factions roster (mostly made by renamed merc&#039;s)&lt;br /&gt;
&lt;br /&gt;
*Fourthly, by changing unit stats and speed on the battle-map, to attempt to make the game more like the slower game-play of the original medieval. In addition to this, elite units were given further stat and morale boasts whereas the morale of low end units was produced, to create a situation where, in the words of mod leader Ramtha, &#039;&#039;&amp;quot;if your facing elites, you need elites to win&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&lt;br /&gt;
*[[Ramtha]]: Leader, Coder, Creator&lt;br /&gt;
*[[Alletun]]: Symbols editor&lt;br /&gt;
*[[Spartan_Shame]]: Loading screens modder, text editor&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=99528 Release thread]&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=396 Hosted forum on TWC]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:MTW2 Mods]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Character_Names_Project&amp;diff=9033</id>
		<title>Character Names Project</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Character_Names_Project&amp;diff=9033"/>
		<updated>2007-07-30T17:49:07Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* Factions Covered */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod|mod=Character Names Project|modscreenshot=No image.png|platform=[[Medieval II: Total War]]|era=Medieval|leader=[[finneys13]]}}&lt;br /&gt;
&lt;br /&gt;
The Character Names Project&#039;s goal is to overhaul all of MTW2&#039;s character names lists so that they are as historically correct as possible. A secondary goal is to increase the number of names in each list, therefore creating a more diverse character (specifically family) tree in a MTW2 campaign. This is being done to address the problem of vanilla MTW2 having names lists which contained errors of all varieties, and the problem that they contained too few names. For more information, please visit our forum[http://www.twcenter.net/forums/forumdisplay.php?f=327].&lt;br /&gt;
&lt;br /&gt;
Much of this project&#039;s earlier work was done by [[deRougemont]].&lt;br /&gt;
&lt;br /&gt;
The most recent released version is 3.00.&lt;br /&gt;
&lt;br /&gt;
== Mod Features ==&lt;br /&gt;
* Authentic period names (with proper spellings and accents, etc.)&lt;br /&gt;
* More diversity amongst names (the modified lists are larger than the vanilla lists)&lt;br /&gt;
* All families will start the game with surnames/bynames&lt;br /&gt;
* Popes will have proper regnal names&lt;br /&gt;
* 18 factions with entirely new character names lists&lt;br /&gt;
* Factions titles, ie. King and Prince, in native languages and grammar&lt;br /&gt;
* Common regal names will appear more often for their factions&lt;br /&gt;
&lt;br /&gt;
== Factions Covered ==&lt;br /&gt;
&lt;br /&gt;
New factions added with CNP 3.0:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Byzantium]]&#039;&#039;&#039; ~500 names. Author: &#039;&#039;[[Giorgos]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Egypt]]&#039;&#039;&#039; ~450 names. Author: &#039;&#039;[[Osiris1975]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Milan]]&#039;&#039;&#039; 237 names. Author: &#039;&#039;[[Odovacar]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Moors]]&#039;&#039;&#039; ~460 names. Authors: &#039;&#039;[[Osiris1975]], [[Averroës]], [[Captain Black Adder]] &amp;amp; [[Serious samurai]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Poland]]&#039;&#039;&#039; 264 names. Authors: &#039;&#039;[[John217]], [[Polak966]] &amp;amp; [[otark]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Russia]]&#039;&#039;&#039; ~300 names. Authors: &#039;&#039;[[ivan_the_terrible]] &amp;amp; [[otark]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From previous versions:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Denmark]]&#039;&#039;&#039; ~480 names. Authors: &#039;&#039;[[Atterdag]] &amp;amp; [[Vindahl]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[England]]&#039;&#039;&#039; ~490 names. Authors: &#039;&#039;[[Kingmaker]] &amp;amp; [[de Rougemont]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[France]]&#039;&#039;&#039; ~400 names. Authors: &#039;&#039;[[Kingmaker]] &amp;amp; [[Johan217]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Holy Roman Empire]]&#039;&#039;&#039; ~480 names. Authors: &#039;&#039;[[de Rougemont]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Hungary]]&#039;&#039;&#039; ~230 names. Authors: &#039;&#039;[[Odovacar]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Papal States]]&#039;&#039;&#039; [Only modified regnal names for Popes; ~60 names. Authors: &#039;&#039;[[de Rougemont]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Portugal]]&#039;&#039;&#039; ~250 names. Authors: &#039;&#039;[[Manji]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Scotland]]&#039;&#039;&#039; ~180 names. Authors: &#039;&#039;[[finneys13]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Sicily]]&#039;&#039;&#039; ~370 names. Authors: &#039;&#039;[[SicilianVespers]] &amp;amp; [[Black Francis]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Spain]]&#039;&#039;&#039; ~350 names. Authors: &#039;&#039;[[Pelusa]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Turks]]&#039;&#039;&#039; ~430 names. Authors: &#039;&#039;[[chgo]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Venice]]&#039;&#039;&#039; ~320 names. Authors: &#039;&#039;[[de Rougemont]], [[Manji]], &amp;amp; [[Re Berengario I]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==New Factions To Be Covered In 4.0==&lt;br /&gt;
&lt;br /&gt;
For Vanilla:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Aztecs]]&#039;&#039;&#039; ~420 names. Authors: &#039;&#039;[[otark]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Mongols]]&#039;&#039;&#039; ~260 names. Authors: &#039;&#039;[[otark]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Timuruds]]&#039;&#039;&#039; ~146 names. Authors: &#039;&#039;[[otark]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For Kingdoms:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Denmark]]&#039;&#039;&#039; Plenty of names. Authors: &#039;&#039;[[Vindahl]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[England]]&#039;&#039;&#039; ~490 names. Authors: &#039;&#039;[[Kingmaker]] &amp;amp; [[de Rougemont]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Holy Roman Empire]]&#039;&#039;&#039; ~480 names. Authors: &#039;&#039;[[de Rougemont]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ireland]]&#039;&#039;&#039; ~291 names. Authors: &#039;&#039;[[finneys13]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Jerusalem]] and [[Antioch]]&#039;&#039;&#039; ~249 names. Authors: &#039;&#039;[[finneys13]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lithuania]]&#039;&#039;&#039; ~123 names. Authors: &#039;&#039;[[Grand Duke Vytautas]] &amp;amp; [[LDKsoldier]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Novogrod]]&#039;&#039;&#039; ~296 names. Authors: &#039;&#039;[[otark]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Norway]]&#039;&#039;&#039; ~502 names. Authors: &#039;&#039;[[Vindahl]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Poland]]&#039;&#039;&#039; Plenty of names. Authors: &#039;&#039;[[otark]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Scotland]]&#039;&#039;&#039; ~200 names. Authors: &#039;&#039;[[finneys13]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Spain]]&#039;&#039;&#039; ~350 names. Authors: &#039;&#039;[[Pelusa]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Teutonic Knights]]&#039;&#039;&#039; Plenty of names. Authors: &#039;&#039;[[deRougemont]] &amp;amp; [[otark]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Wales]]&#039;&#039;&#039; Plenty of names. Authors: &#039;&#039;[[Rhisiart_ap_Pedr]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Character Names Project (form)|Character Names Project - Mod Registration Form]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
*Character Names Project [http://www.twcenter.net/forums/forumdisplay.php?f=327 forum] at TWC.&lt;br /&gt;
&lt;br /&gt;
[[Category:MTW2_Mods]]&lt;br /&gt;
[[Category:TWC_Hosted_Modifications]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Selenius4tsd&amp;diff=9006</id>
		<title>Selenius4tsd</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Selenius4tsd&amp;diff=9006"/>
		<updated>2007-07-29T15:42:21Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{member|name=Selenius4tsd|avatarimagelocation=Avatar2.jpeg|mainrank=[[Moderator]] of [[TWC]]|ranks=[[Moderator]], [[Artifex]], [[Patrician]]|patron=[[vikrant]]|patronof=[[Ramtha]], [[Alletun]], [[finneys13]], [[SirPaladin]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Selenius4tsd joined TWC in late September of 2006, a few months before the release of Medieval 2. He began getting involved with modding in December, starting with the EHL Separation Mod which seperated the Grand Campaign into 3 campaigns, similar to Medieval 1. He was offered patronisation by [[vikrant]] in late December/early January, but due to the events going on in TWC at the time the process was delayed and he was only fully patronised later in January, becoming a member of the Royal House of the Black Prince. He is the patron of [[Ramtha]], [[Alletun]], [[finneys13]] and [[SirPaladin]].&lt;br /&gt;
He applied for Moderator in early April and was appointed several days later. He has retained this position for the past three months.&lt;br /&gt;
&lt;br /&gt;
His interviews have made several Eagle Standard editions, including interviews with [[Age of Darkness]], [[Hex Khan]], [[Narnia Total War]] and [[Road to Jerusalem]]. He has also beeen the temporary editor of the Eagle Standard for one issue.&lt;br /&gt;
&lt;br /&gt;
== Ranks/Positions held ==&lt;br /&gt;
&lt;br /&gt;
*Eagle Standard Reporter/Interviewer (Since January, more active since March)&lt;br /&gt;
http://www.twcenter.net/forums/images/team_icons/writer_spiff.png&lt;br /&gt;
*[[Artifex]] (22 January 2007)&lt;br /&gt;
http://www.twcenter.net/forums/images/team_icons/artifex_spiff.png&lt;br /&gt;
*[[Moderator]] (10 April 2007- )&lt;br /&gt;
http://www.twcenter.net/forums/images/team_icons/moderator_spiff.png&lt;br /&gt;
*[[Patrician]] (2 May 2007)&lt;br /&gt;
http://www.twcenter.net/forums/images/team_icons/patrician_spiff.png&lt;br /&gt;
&lt;br /&gt;
== Modifications ==&lt;br /&gt;
&lt;br /&gt;
*[[Aevum Fidei]] (Co-leader)&lt;br /&gt;
*[[Wrath of the Norsemen]]&lt;br /&gt;
*[[Age of Darkness]]&lt;br /&gt;
*[[Pike and Musket]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Moderator]]&lt;br /&gt;
[[Category:House of the Black Prince]]&lt;br /&gt;
[[Category:Artifex]]&lt;br /&gt;
[[Category:Patrician]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Rebels_(RTW_Faction)&amp;diff=9002</id>
		<title>Rebels (RTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Rebels_(RTW_Faction)&amp;diff=9002"/>
		<updated>2007-07-29T14:36:27Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: New page: An unplayable faction found in all of the Total War games, They are meant to represent Rebels, Brigands and Minor factions (such as Ikko-Ikki warrior monks in Shogun: Total War or Minor Ci...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An unplayable faction found in all of the Total War games, They are meant to represent Rebels, Brigands and Minor factions (such as Ikko-Ikki warrior monks in Shogun: Total War or Minor City-states in Rome: Total War). At the beginning of the game several settlements are designated as &amp;quot;Rebel&amp;quot;, but during the course of the game other cities become so through rebellions and small armies appear on the battlemap.&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_sm_factions.txt&amp;diff=9001</id>
		<title>Descr sm factions.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_sm_factions.txt&amp;diff=9001"/>
		<updated>2007-07-29T14:29:27Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: New page: ==In M2TW== The &amp;quot;descr_sm_facions.txt&amp;quot; is an important file in Medieval 2 total war, it determines various features of the various factions in-game, such as whether they are available in c...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==In M2TW==&lt;br /&gt;
The &amp;quot;descr_sm_facions.txt&amp;quot; is an important file in Medieval 2 total war, it determines various features of the various factions in-game, such as whether they are available in custom battles or not, what faction symbol to show on the loading screen and several other things. An example entry from the file is shown below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
faction						england&amp;lt;br&amp;gt;&lt;br /&gt;
culture						northern_european&amp;lt;br&amp;gt;&lt;br /&gt;
religion					catholic&amp;lt;br&amp;gt;&lt;br /&gt;
symbol						models_strat/symbol_england.CAS&amp;lt;br&amp;gt;&lt;br /&gt;
rebel_symbol				models_strat/symbol_rebels.CAS&amp;lt;br&amp;gt;&lt;br /&gt;
primary_colour				red 215, green 0, blue 0&amp;lt;br&amp;gt;&lt;br /&gt;
secondary_colour			red 255, green 210, blue 0&amp;lt;br&amp;gt;&lt;br /&gt;
loading_logo				loading_screen/symbols/symbol128_england.tga&amp;lt;br&amp;gt;&lt;br /&gt;
standard_index				12&amp;lt;br&amp;gt;&lt;br /&gt;
logo_index					FACTION_LOGO_ENGLAND&amp;lt;br&amp;gt;&lt;br /&gt;
small_logo_index			SMALL_FACTION_LOGO_ENGLAND&amp;lt;br&amp;gt;&lt;br /&gt;
triumph_value				5&amp;lt;br&amp;gt;&lt;br /&gt;
custom_battle_availability	yes&amp;lt;br&amp;gt;&lt;br /&gt;
can_sap						no&amp;lt;br&amp;gt;&lt;br /&gt;
prefers_naval_invasions		yes&amp;lt;br&amp;gt;&lt;br /&gt;
can_have_princess			yes&amp;lt;br&amp;gt;&lt;br /&gt;
has_family_tree					yes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breaking it down, What it all this means:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Faction: This is the faction the data applies to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Culture: The culture group the faction is a part of, this determines what UI it uses and the character portrait set that characters from that faction will use.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Religion: The faction&#039;s religion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Symbol: What faction symbol the faction will use.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primary_colour: The main colour of the faction (this deterines the middle colour of the border lines on the stratmap, not the colour of stratmap and battlemap models, it also determines the colour of deployment zone borders on the battlemap).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Secondary_colour: The secondary colour of the faction (this determines the outer colour of the border lines on the stratmap).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loading_logo: Determines the symbol displayed on loading screens when entering a battle with that faction or loading a campaign.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Logo_index: ?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Small_logo_index: ?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triumph_value: ?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Custom_battle_availability: Whether or not the faction can be used in custom battles (There is a limit of 20 factions that can be displayed on the custom battle &amp;quot;choose faction screen&amp;quot;, any more will not show up unless others are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can_sap: Whether the faction cap sap in seiges (leftover from Rome: Total War, doesn&#039;t work)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prefers_naval_invasions: Whether the faction prefers to use naval invasions, important for island nations or factions without much room to expand in their local area (such as spain, portugal and sicily)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can_have_princesses: If the faction can have princesses (must have appropriate stratmap models)&lt;br /&gt;
&lt;br /&gt;
Has_family_tree: Whether or not the faction has a family tree (In vanilla only the Papal States has this, the faction leader must be determined through scripting otherwise the faction will be leaderless when their first leader dies).&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Medieval_Total_Realism:_Age_of_Ambition&amp;diff=8922</id>
		<title>Medieval Total Realism: Age of Ambition</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Medieval_Total_Realism:_Age_of_Ambition&amp;diff=8922"/>
		<updated>2007-07-27T23:55:45Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* List of Factions to be included in the mod: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup}}{{mod|mod=Medieval Total Realism: Age of Ambition|modscreenshot=No image.png|platform=[[Medieval II: Total War]]|era=Medieval|leader=[[MarcusCorneliusMarcellus]]}}Medieval Total Realism: Age of Ambition is a M2TW mod. It took the namesake of the first total realism mod Rome Total Realism but was not originally officially associated with it. Recently however the Rome Total Realism Developers announced the union of the two mods. Now it is planned that once Rome Total Realism 7.0 is finished the Rome Total Realism developers will join the Medieval Total Realism Developers in creating the much anticipated mod Medieval Total Realism.&lt;br /&gt;
&lt;br /&gt;
==List of Factions to be included in the mod:==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playable:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. England&amp;lt;br&amp;gt;&lt;br /&gt;
2. Scotland&amp;lt;br&amp;gt;&lt;br /&gt;
3. Norway&amp;lt;br&amp;gt;&lt;br /&gt;
4. Denmark&amp;lt;br&amp;gt;&lt;br /&gt;
5. Leon &amp;amp; Castille&amp;lt;br&amp;gt;&lt;br /&gt;
6. France&amp;lt;br&amp;gt;&lt;br /&gt;
7. Moors&amp;lt;br&amp;gt;&lt;br /&gt;
8. Venice&amp;lt;br&amp;gt;&lt;br /&gt;
9. HRE&amp;lt;br&amp;gt;&lt;br /&gt;
10. Poland&amp;lt;br&amp;gt;&lt;br /&gt;
11. Bohemia&amp;lt;br&amp;gt;&lt;br /&gt;
12. Hungary&amp;lt;br&amp;gt;&lt;br /&gt;
13. Novgorod&amp;lt;br&amp;gt;&lt;br /&gt;
14. Kievan Rus&amp;lt;br&amp;gt;&lt;br /&gt;
15. Egypt&amp;lt;br&amp;gt;&lt;br /&gt;
16. Seljuk Turks&amp;lt;br&amp;gt;&lt;br /&gt;
17. Georgia&amp;lt;br&amp;gt;&lt;br /&gt;
18. Byzantines&amp;lt;br&amp;gt;&lt;br /&gt;
19. Sicily&amp;lt;br&amp;gt;&lt;br /&gt;
20. Aragon&amp;lt;br&amp;gt;&lt;br /&gt;
21. Lithuania&amp;lt;br&amp;gt;&lt;br /&gt;
22. Persians&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Factions (Emerging and/or Mini):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
1. Papal States&amp;lt;br&amp;gt;&lt;br /&gt;
2. Slave/Rebel&amp;lt;br&amp;gt;&lt;br /&gt;
3. Mongol&amp;lt;br&amp;gt;&lt;br /&gt;
4. Timurids (might be mini)&amp;lt;br&amp;gt;&lt;br /&gt;
5. Ottomans&amp;lt;br&amp;gt;&lt;br /&gt;
6. Wales&amp;lt;br&amp;gt;&lt;br /&gt;
7. Irish&amp;lt;br&amp;gt;&lt;br /&gt;
8. Sweden&amp;lt;br&amp;gt;&lt;br /&gt;
9. Iberian Moors&amp;lt;br&amp;gt;&lt;br /&gt;
10. Portugal&amp;lt;br&amp;gt;&lt;br /&gt;
11. Kipchaks&amp;lt;br&amp;gt;&lt;br /&gt;
12. Burgundy&amp;lt;br&amp;gt;&lt;br /&gt;
13. Genoa&amp;lt;br&amp;gt;&lt;br /&gt;
14. Milan&amp;lt;br&amp;gt;&lt;br /&gt;
15. Teutonic Order&amp;lt;br&amp;gt;&lt;br /&gt;
16. Kingdom of Jerusalem&amp;lt;br&amp;gt;&lt;br /&gt;
17. Latin Empire&amp;lt;br&amp;gt;&lt;br /&gt;
18. Bulgaria&amp;lt;br&amp;gt;&lt;br /&gt;
19. Serbia&amp;lt;br&amp;gt;&lt;br /&gt;
20. Croatia&amp;lt;br&amp;gt;&lt;br /&gt;
21. Livonian Order&amp;lt;br&amp;gt;&lt;br /&gt;
22. Berbers&amp;lt;br&amp;gt;&lt;br /&gt;
23. Swiss Conf.&amp;lt;br&amp;gt;&lt;br /&gt;
24. Volga Bulgars&amp;lt;br&amp;gt;&lt;br /&gt;
25. Armenia&amp;lt;br&amp;gt;&lt;br /&gt;
26. Abbasid Caliphate&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Information taken from old thread, subject to change&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=225 Hosted forum on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category: MTW2 Mods]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Medieval_Total_Realism:_Age_of_Ambition&amp;diff=8921</id>
		<title>Medieval Total Realism: Age of Ambition</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Medieval_Total_Realism:_Age_of_Ambition&amp;diff=8921"/>
		<updated>2007-07-27T23:55:18Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* List of Factions to be included in the mod: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup}}{{mod|mod=Medieval Total Realism: Age of Ambition|modscreenshot=No image.png|platform=[[Medieval II: Total War]]|era=Medieval|leader=[[MarcusCorneliusMarcellus]]}}Medieval Total Realism: Age of Ambition is a M2TW mod. It took the namesake of the first total realism mod Rome Total Realism but was not originally officially associated with it. Recently however the Rome Total Realism Developers announced the union of the two mods. Now it is planned that once Rome Total Realism 7.0 is finished the Rome Total Realism developers will join the Medieval Total Realism Developers in creating the much anticipated mod Medieval Total Realism.&lt;br /&gt;
&lt;br /&gt;
==List of Factions to be included in the mod:==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playable:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. England&amp;lt;br&amp;gt;&lt;br /&gt;
2. Scotland&amp;lt;br&amp;gt;&lt;br /&gt;
3. Norway&amp;lt;br&amp;gt;&lt;br /&gt;
4. Denmark&amp;lt;br&amp;gt;&lt;br /&gt;
5. Leon &amp;amp; Castille&amp;lt;br&amp;gt;&lt;br /&gt;
6. France&amp;lt;br&amp;gt;&lt;br /&gt;
7. Moors&amp;lt;br&amp;gt;&lt;br /&gt;
8. Venice&amp;lt;br&amp;gt;&lt;br /&gt;
9. HRE&amp;lt;br&amp;gt;&lt;br /&gt;
10. Poland&amp;lt;br&amp;gt;&lt;br /&gt;
11. Bohemia&amp;lt;br&amp;gt;&lt;br /&gt;
12. Hungary&amp;lt;br&amp;gt;&lt;br /&gt;
13. Novgorod&amp;lt;br&amp;gt;&lt;br /&gt;
14. Kievan Rus&amp;lt;br&amp;gt;&lt;br /&gt;
15. Egypt&amp;lt;br&amp;gt;&lt;br /&gt;
16. Seljuk Turks&amp;lt;br&amp;gt;&lt;br /&gt;
17. Georgia&amp;lt;br&amp;gt;&lt;br /&gt;
18. Byzantines&amp;lt;br&amp;gt;&lt;br /&gt;
19. Sicily&amp;lt;br&amp;gt;&lt;br /&gt;
20. Aragon&amp;lt;br&amp;gt;&lt;br /&gt;
21. Lithuania&amp;lt;br&amp;gt;&lt;br /&gt;
22. Persians&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Factions (Emerging and/or Mini):&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
1. Papal States&amp;lt;br&amp;gt;&lt;br /&gt;
2. Slave/Rebel&amp;lt;br&amp;gt;&lt;br /&gt;
3. Mongol&amp;lt;br&amp;gt;&lt;br /&gt;
4. Timurids (might be mini)&amp;lt;br&amp;gt;&lt;br /&gt;
5. Ottomans&amp;lt;br&amp;gt;&lt;br /&gt;
6. Wales&amp;lt;br&amp;gt;&lt;br /&gt;
7. Irish&amp;lt;br&amp;gt;&lt;br /&gt;
8. Sweden&amp;lt;br&amp;gt;&lt;br /&gt;
9. Iberian Moors&amp;lt;br&amp;gt;&lt;br /&gt;
10. Portugal&amp;lt;br&amp;gt;&lt;br /&gt;
11. Kipchaks&amp;lt;br&amp;gt;&lt;br /&gt;
12. Burgundy&amp;lt;br&amp;gt;&lt;br /&gt;
13. Genoa&amp;lt;br&amp;gt;&lt;br /&gt;
14. Milan&amp;lt;br&amp;gt;&lt;br /&gt;
15. Teutonic Order&amp;lt;br&amp;gt;&lt;br /&gt;
16. Kingdom of Jerusalem&amp;lt;br&amp;gt;&lt;br /&gt;
17. Latin Empire&amp;lt;br&amp;gt;&lt;br /&gt;
18. Bulgaria&amp;lt;br&amp;gt;&lt;br /&gt;
19. Serbia&amp;lt;br&amp;gt;&lt;br /&gt;
20. Croatia&amp;lt;br&amp;gt;&lt;br /&gt;
21. Livonian Order&amp;lt;br&amp;gt;&lt;br /&gt;
22. Berbers&amp;lt;br&amp;gt;&lt;br /&gt;
23. Swiss Conf.&amp;lt;br&amp;gt;&lt;br /&gt;
24. Volga Bulgars&amp;lt;br&amp;gt;&lt;br /&gt;
25. Armenia&amp;lt;br&amp;gt;&lt;br /&gt;
26. Abbasid Caliphate&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Information taken from old thread, subject to change&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=225 Hosted forum on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category: MTW2 Mods]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Medieval_Total_Realism:_Age_of_Ambition&amp;diff=8919</id>
		<title>Medieval Total Realism: Age of Ambition</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Medieval_Total_Realism:_Age_of_Ambition&amp;diff=8919"/>
		<updated>2007-07-27T23:36:34Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* List of Factions to be included in the mod: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup}}{{mod|mod=Medieval Total Realism: Age of Ambition|modscreenshot=No image.png|platform=[[Medieval II: Total War]]|era=Medieval|leader=[[MarcusCorneliusMarcellus]]}}Medieval Total Realism: Age of Ambition is a M2TW mod. It took the namesake of the first total realism mod Rome Total Realism but was not originally officially associated with it. Recently however the Rome Total Realism Developers announced the union of the two mods. Now it is planned that once Rome Total Realism 7.0 is finished the Rome Total Realism developers will join the Medieval Total Realism Developers in creating the much anticipated mod Medieval Total Realism.&lt;br /&gt;
&lt;br /&gt;
==List of Factions to be included in the mod:==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playable:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;1. England&lt;br /&gt;
;2. Scotland&lt;br /&gt;
;3. Norway&lt;br /&gt;
;4. Denmark&lt;br /&gt;
;5. Leon &amp;amp; Castille&lt;br /&gt;
;6. France&lt;br /&gt;
;7. Moors&lt;br /&gt;
;8. Venice&lt;br /&gt;
;9. HRE&lt;br /&gt;
;10. Poland&lt;br /&gt;
;11. Bohemia&lt;br /&gt;
;12. Hungary&lt;br /&gt;
;13. Novgorod&lt;br /&gt;
;14. Kievan Rus&lt;br /&gt;
;15. Egypt&lt;br /&gt;
;16. Seljuk Turks&lt;br /&gt;
;17. Georgia&lt;br /&gt;
;18. Byzantines&lt;br /&gt;
;19. Sicily&lt;br /&gt;
;20. Aragon&lt;br /&gt;
;21. Lithuania&lt;br /&gt;
;22. Persians&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Factions (Emerging and/or Mini):&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
;1. Papal States&lt;br /&gt;
;2. Slave/Rebel&lt;br /&gt;
;3. Mongol&lt;br /&gt;
;4. Timurids (might be mini)&lt;br /&gt;
;5. Ottomans&lt;br /&gt;
;6. Wales&lt;br /&gt;
;7. Irish&lt;br /&gt;
;8. Sweden&lt;br /&gt;
;9. Iberian Moors&lt;br /&gt;
;10. Portugal&lt;br /&gt;
;11. Kipchaks&lt;br /&gt;
;12. Burgundy&lt;br /&gt;
;13. Genoa&lt;br /&gt;
;14. Milan&lt;br /&gt;
;15. Teutonic Order&lt;br /&gt;
;16. Kingdom of Jerusalem&lt;br /&gt;
;17. Latin Empire&lt;br /&gt;
;18. Bulgaria&lt;br /&gt;
;19. Serbia&lt;br /&gt;
;20. Croatia&lt;br /&gt;
;21. Livonian Order&lt;br /&gt;
;22. Berbers&lt;br /&gt;
;23. Swiss Conf.&lt;br /&gt;
;24. Volga Bulgars&lt;br /&gt;
;25. Armenia&lt;br /&gt;
;26. Abbasid Caliphate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Information taken from old thread, subject to change&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=225 Hosted forum on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category: MTW2 Mods]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Medieval_Total_Realism:_Age_of_Ambition&amp;diff=8918</id>
		<title>Medieval Total Realism: Age of Ambition</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Medieval_Total_Realism:_Age_of_Ambition&amp;diff=8918"/>
		<updated>2007-07-27T23:35:21Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* List of Factions to be included in the mod: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup}}{{mod|mod=Medieval Total Realism: Age of Ambition|modscreenshot=No image.png|platform=[[Medieval II: Total War]]|era=Medieval|leader=[[MarcusCorneliusMarcellus]]}}Medieval Total Realism: Age of Ambition is a M2TW mod. It took the namesake of the first total realism mod Rome Total Realism but was not originally officially associated with it. Recently however the Rome Total Realism Developers announced the union of the two mods. Now it is planned that once Rome Total Realism 7.0 is finished the Rome Total Realism developers will join the Medieval Total Realism Developers in creating the much anticipated mod Medieval Total Realism.&lt;br /&gt;
&lt;br /&gt;
==List of Factions to be included in the mod:==&lt;br /&gt;
&lt;br /&gt;
Playable:&lt;br /&gt;
&lt;br /&gt;
;1. England&lt;br /&gt;
;2. Scotland&lt;br /&gt;
;3. Norway&lt;br /&gt;
;4. Denmark&lt;br /&gt;
;5. Leon &amp;amp; Castille&lt;br /&gt;
;6. France&lt;br /&gt;
;7. Moors&lt;br /&gt;
;8. Venice&lt;br /&gt;
;9. HRE&lt;br /&gt;
;10. Poland&lt;br /&gt;
;11. Bohemia&lt;br /&gt;
;12. Hungary&lt;br /&gt;
;13. Novgorod&lt;br /&gt;
;14. Kievan Rus&lt;br /&gt;
;15. Egypt&lt;br /&gt;
;16. Seljuk Turks&lt;br /&gt;
;17. Georgia&lt;br /&gt;
;18. Byzantines&lt;br /&gt;
;19. Sicily&lt;br /&gt;
;20. Aragon&lt;br /&gt;
;21. Lithuania&lt;br /&gt;
;22. Persians&lt;br /&gt;
&lt;br /&gt;
AI Factions (Emerging and/or Mini):&lt;br /&gt;
&lt;br /&gt;
;1. Papal States&lt;br /&gt;
;2. Slave/Rebel&lt;br /&gt;
;3. Mongol&lt;br /&gt;
;4. Timurids (might be mini)&lt;br /&gt;
;5. Ottomans&lt;br /&gt;
;6. Wales&lt;br /&gt;
;7. Irish&lt;br /&gt;
;8. Sweden&lt;br /&gt;
;9. Iberian Moors&lt;br /&gt;
;10. Portugal&lt;br /&gt;
;11. Kipchaks&lt;br /&gt;
;12. Burgundy&lt;br /&gt;
;13. Genoa&lt;br /&gt;
;14. Milan&lt;br /&gt;
;15. Teutonic Order&lt;br /&gt;
;16. Kingdom of Jerusalem&lt;br /&gt;
;17. Latin Empire&lt;br /&gt;
;18. Bulgaria&lt;br /&gt;
;19. Serbia&lt;br /&gt;
;20. Croatia&lt;br /&gt;
;21. Livonian Order&lt;br /&gt;
;22. Berbers&lt;br /&gt;
;23. Swiss Conf.&lt;br /&gt;
;24. Volga Bulgars&lt;br /&gt;
;25. Armenia&lt;br /&gt;
;26. Abbasid Caliphate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Information taken from old thread, subject to change&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=225 Hosted forum on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category: MTW2 Mods]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Wrath_of_the_Norsemen&amp;diff=8557</id>
		<title>Wrath of the Norsemen</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Wrath_of_the_Norsemen&amp;diff=8557"/>
		<updated>2007-07-16T15:36:24Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* Team Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod|mod=Wrath of the Norsemen|modscreenshot=VikingPromo.jpg|Platform=[[Medieval II: Total war]]|era=785-1011|leader=[[Raven Darkwing]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Medieval: Wrath of the Norsemen is a mod in development for Medieval 2 which is set in the Viking era. It brings a large span of Europe into the Viking&#039;s wrath and takes the most exciting and blood-thirsty era of history and throws it into the new Total War engine, with the campaign map being focused on Europe. Inspired by the song &#039;Thousand Years Opression&#039; by Amon Amarth. The link to the forums is at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The mod will take place from 793-1011 AD and will cover the affairs of the Viking raids on most of Europe (map cutting off right in the centre of the Iberian Peninsula). Wrath of the Norsemen takes the most dynamic, fun and bloodthirsty era into the brand new Total War game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Ships can now raid up rivers&lt;br /&gt;
&lt;br /&gt;
-All new factions&lt;br /&gt;
&lt;br /&gt;
-Increased movements for ships, agents and units&lt;br /&gt;
&lt;br /&gt;
-Stronger Rebels&lt;br /&gt;
&lt;br /&gt;
-New formations (With Darthmod also implemented, thanks to Darth Vader)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
4th January 2007&lt;br /&gt;
The mod is founded by tnick777. &lt;br /&gt;
&lt;br /&gt;
25th March, 2007&lt;br /&gt;
The project is voted &amp;quot;Most Promising Mod for M2TW&amp;quot; in the TWC Modding Awards in early 2007.&lt;br /&gt;
&lt;br /&gt;
20th May, 2007&lt;br /&gt;
Raven Darkwing is voted project leader with 18 votes versus 0.&lt;br /&gt;
Tnick777 is removed as moderator, yet he is still to be given credit as founder.&lt;br /&gt;
&lt;br /&gt;
== Faction List ==&lt;br /&gt;
&#039;&#039;&#039;Viking Factions&#039;&#039;&#039;&lt;br /&gt;
*Tanmaurk (Danish) - Pagan&lt;br /&gt;
*Gautlandi (Swedish Gautar) - Pagan&lt;br /&gt;
*Nordhvegr (Norwegian) - Pagan&lt;br /&gt;
*Svíaríki (Swedish Svear) - Pagan&lt;br /&gt;
*Häme (Finnish) - Pagan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continental Germanic Factions&#039;&#039;&#039;&lt;br /&gt;
*Asturias (Spanish) - Christian&lt;br /&gt;
*Imperium Francorum (Frankish) - Christian&lt;br /&gt;
*Frisia - Christian&lt;br /&gt;
*Langobardi (Lombard) - Christian&lt;br /&gt;
*Northumbria (English) - Christian&lt;br /&gt;
*Sachsen (Continental Saxons) - Pagan&lt;br /&gt;
*West-Seaxna (English) - Christian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slavic Factions&#039;&#039;&#039;&lt;br /&gt;
*Abrodites (Polish) - Pagan&lt;br /&gt;
*Principality of Nitra - Pagan&lt;br /&gt;
*Croatia - Christian&lt;br /&gt;
*Kiev - Pagan&lt;br /&gt;
*Lithuania - Pagan&lt;br /&gt;
*Polane (Polish) - Pagan&lt;br /&gt;
*Pomeranians (Polish) - Pagan&lt;br /&gt;
*Principality of Moravia - Pagan&lt;br /&gt;
*Serbia - Pagan&lt;br /&gt;
*Veleti (Polish) - Pagan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steppe/Nomadic Factions&#039;&#039;&#039;&lt;br /&gt;
*Bulgarian Empire - Pagan&lt;br /&gt;
*Magyars - Pagan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Celtic Factions&#039;&#039;&#039;&lt;br /&gt;
*Breizh (Bretons) - Christian&lt;br /&gt;
*Dál Riada (Scottish) - Christian&lt;br /&gt;
*Gwynedd (Welsh) - Christian&lt;br /&gt;
*Muma (Irish) - Christian&lt;br /&gt;
*[http://www.twcenter.net/wiki/The_Picts_%28Wrath_of_the_Norsemen%29 The Picts] (Caledonian) - Christian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greek Culture&#039;&#039;&#039;&lt;br /&gt;
*Basileia tōn Rōmaiōn (Romans/Byzantines) - Christian&lt;br /&gt;
&lt;br /&gt;
== Team Members ==&lt;br /&gt;
&lt;br /&gt;
*[[Raven Darkwing]] (Mod Leader)&lt;br /&gt;
*[[selenius4tsd]] (Mapper, Temporary Modding Team Leader)&lt;br /&gt;
*[[Antagonist]] (Historian Team Leader)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modding Team&#039;&#039;&#039;&lt;br /&gt;
*[[Alletun]] (2D and 3D Graphic Designer and skinner)&lt;br /&gt;
*[[Raven Darkwing]] (Skinner)&lt;br /&gt;
*[[Crypel]] (Splash Screener)&lt;br /&gt;
*[[Serious samurai]] (Coder)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Historical Research Team&#039;&#039;&#039;&lt;br /&gt;
*[[Kythras]] (Frisian Historian/Advisor)&lt;br /&gt;
*[[Manuel Komnenos]] (Byzantine Historian/Advisor)&lt;br /&gt;
*[[Polak]] (Regions and Czech/Polish Advisor)&lt;br /&gt;
*[[xyc qwert!]] (General Historian)&lt;br /&gt;
*[[finneys13]] (Byzantine and Western European Historian/Advisor)&lt;br /&gt;
*[[Svensk Viking]] (General Historian and Graphic Provider)&lt;br /&gt;
*[[Athokas]] (Viking Advisor)&lt;br /&gt;
*[[GodlyAvatar]] (Viking, Pictish and Eastern Historian and Advisor)&lt;br /&gt;
*[[mocker]] (Viking Historian and all-rounder)&lt;br /&gt;
*[[matko]] (Croatian Historian/Advisor)&lt;br /&gt;
*[[WMS]] (General Historian/Advisor)&lt;br /&gt;
*[[Nibs]] (Concept Artist)&lt;br /&gt;
*[[Kahju]] (Viking advisor)&lt;br /&gt;
&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
*[[Indian_Boy90]] (Clerk and Nanny)&lt;br /&gt;
&lt;br /&gt;
== Previous Team Members ==&lt;br /&gt;
*[[Tnick777]] (Mod Leader)&lt;br /&gt;
&lt;br /&gt;
== Absent Team Members ==&lt;br /&gt;
*[[Tsar Stefan Dusan IV]] (Vice Leader, Modding Team Leader) &lt;br /&gt;
*[[Condottiere SOG]] (All-round Modder)&lt;br /&gt;
*[[FJ62]] (Skinner)&lt;br /&gt;
*[[BuchVecny]] (Graphics Modder)&lt;br /&gt;
*[[Zimfan]] (Picts Historian/Advisor)&lt;br /&gt;
*[[dark_shadow89]] (General Historian)&lt;br /&gt;
*[[Agronak gro-Malog]] (Scripter and Skinner)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Medieval Wrath of the Norsemen (form)|Medieval Wrath of the Norsemen - Mod Registration Form]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=306 Subforum on TWC]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC_Hosted_Modifications]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8556</id>
		<title>Export descr unit.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8556"/>
		<updated>2007-07-16T15:31:30Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
The &amp;quot;export_descr_unit.txt&amp;quot;, often reffered to by modders as the EDU, is an important text file in Rome: Total War and it&#039;s 2 expansions (Alexander and Barbarian invasion) and also in Medieval 2: Total War. The file controls what characteristics and stats a combat unit has, it also determines what model-texture set the unit uses. The file can be found in the data folder of the game&#039;s directory (for Medieval 2: Total War the game must be unpacked using the unpacker provided with patch 1.1, otherwise you will be unable to access the file). The file, like all &amp;quot;.txt&amp;quot; files can be opened with notepad. A standard entry in the file looks somewhat like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
type             Longbowmen&lt;br /&gt;
&lt;br /&gt;
dictionary       Longbowmen       Longbowmen&lt;br /&gt;
&lt;br /&gt;
category         infantry&lt;br /&gt;
&lt;br /&gt;
class            missile&lt;br /&gt;
&lt;br /&gt;
voice_type       Light&lt;br /&gt;
&lt;br /&gt;
banner faction   main_missile&lt;br /&gt;
&lt;br /&gt;
banner holy      crusade&lt;br /&gt;
&lt;br /&gt;
soldier          Longbowmen, 48, 0, 0.8&lt;br /&gt;
&lt;br /&gt;
attributes       sea_faring, hide_forest, can_withdraw, stakes, stakes&lt;br /&gt;
&lt;br /&gt;
formation        1.2, 1.2, 2.4, 2.4, 4, square&lt;br /&gt;
&lt;br /&gt;
stat_health      1, 0&lt;br /&gt;
&lt;br /&gt;
stat_pri         6, 1, arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1&lt;br /&gt;
&lt;br /&gt;
stat_pri_ex      0, 0, 0&lt;br /&gt;
&lt;br /&gt;
stat_pri_attr    ap&lt;br /&gt;
&lt;br /&gt;
stat_sec         7, 2, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1.2&lt;br /&gt;
&lt;br /&gt;
stat_sec_ex      0, 0, 0&lt;br /&gt;
&lt;br /&gt;
stat_sec_attr    ap&lt;br /&gt;
&lt;br /&gt;
stat_pri_armour  0, 1, 3, flesh&lt;br /&gt;
&lt;br /&gt;
stat_armour_ex   0, 4, 5, 0, 1, 3, 3, flesh&lt;br /&gt;
&lt;br /&gt;
stat_sec_armour  0, 0, flesh&lt;br /&gt;
&lt;br /&gt;
stat_heat        2&lt;br /&gt;
&lt;br /&gt;
stat_ground      1, -2, 3, 2&lt;br /&gt;
&lt;br /&gt;
stat_mental      3, normal, untrained&lt;br /&gt;
&lt;br /&gt;
stat_charge_dist 30&lt;br /&gt;
&lt;br /&gt;
stat_fire_delay  0&lt;br /&gt;
&lt;br /&gt;
stat_food        60, 300&lt;br /&gt;
&lt;br /&gt;
stat_cost        1, 560, 150, 65, 50, 560, 4, 140&lt;br /&gt;
&lt;br /&gt;
armour_ug_levels 0, 1, 2&lt;br /&gt;
&lt;br /&gt;
armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2&lt;br /&gt;
&lt;br /&gt;
ownership        england, slave&lt;br /&gt;
&lt;br /&gt;
era 1            england&lt;br /&gt;
&lt;br /&gt;
era 2            england&lt;br /&gt;
&lt;br /&gt;
unit_info        7, 6, 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It looks in-comprehensible at first, but at the top of the file is a section explaining it and what each line etc. means. I&#039;ve copied it here for simplicity&#039;s sake, it explains things better than I could.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Type          The internal name of the unit. Note this not necessarily the same as the on screen name&lt;br /&gt;
 dictionary        The tag used to look up the on screen name&lt;br /&gt;
Category and class define the rough type of the unit. They&#039;re used for setting some default attributes and for&lt;br /&gt;
determining where units go in formation amongst other things such as tags to support AI army formation&lt;br /&gt;
 category      infantry, cavalry, siege, handler, ship or non_combatant&lt;br /&gt;
 class         light, heavy, missile or spearmen&lt;br /&gt;
 voice_type    Used to determine the type of voice used by the unit&lt;br /&gt;
 soldier       Name of the soldier model to use (from descr_models_battle.txt)&lt;br /&gt;
               followed by the number of ordinary soldiers in the unit&lt;br /&gt;
               followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)&lt;br /&gt;
               followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]&lt;br /&gt;
 officer       Name of officer model. There may be up to 0-3 officer lines per unit&lt;br /&gt;
 ship          Type of ship used if applicable&lt;br /&gt;
 engine        Type of siege engine used by unit&lt;br /&gt;
 animal        The type of (non ridden) animals used by the unit&lt;br /&gt;
 mount         Type of animal or vehicle ridden on&lt;br /&gt;
 mount_effect  Factors to add when in combat against enemy units that have the specified mounts&lt;br /&gt;
               Up to three factors may be specified, which may be classes of mount, or specific types&lt;br /&gt;
 attributes    A miscellanious list of attributes and abilities the unit may have. Including&lt;br /&gt;
               sea_faring = can board ships; can_swim = can swim across rivers&lt;br /&gt;
               hide_forest, hide_improved_forest, hide_anywhere   = defines where the unit can hide&lt;br /&gt;
               can_sap = Can dig tunnels under walls&lt;br /&gt;
               frighten_foot, frighten_mounted = Cause fear to certain nearby unit types&lt;br /&gt;
               can_run_amok = Unit may go out of control when riders lose control of animals&lt;br /&gt;
               general_unit = The unit can be used for a named character&#039;s bodyguard&lt;br /&gt;
               cantabrian_circle = The unit has this special ability&lt;br /&gt;
               no_custom = The unit may not be selected in custom battles&lt;br /&gt;
               command = The unit carries a legionary eagle, and gives bonuses to nearby units&lt;br /&gt;
               mercenary_unit = The unit is s mercenary unit available to all factions&lt;br /&gt;
               is_peasant = unknown&lt;br /&gt;
               druid = Can do a special morale raising chant&lt;br /&gt;
               power_charge = unkown&lt;br /&gt;
               free_upkeep_unit = Unit can be supported free in a city&lt;br /&gt;
 formation     soldier spacing (in metres) side to side, then front to back for close formation&lt;br /&gt;
               followed by the same measurements in loose formation.&lt;br /&gt;
               followed by the default number of ranks for the unit&lt;br /&gt;
               followed by the formations possible for the unit. One or two of&lt;br /&gt;
               square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge&lt;br /&gt;
 stat_health   Hit points of man, followed by hit points of mount or attached animal (if applicable)&lt;br /&gt;
               Ridden horses and camels do not have separate hit points &lt;br /&gt;
Details of unit&#039;s primary weapon. If the unit has a missile weapon it must be the primary&lt;br /&gt;
 stat_pri      From left to right&lt;br /&gt;
               attack factor&lt;br /&gt;
               attack bonus factor if charging&lt;br /&gt;
               missile type fired (no if not a missile weapon type)&lt;br /&gt;
               range of missile&lt;br /&gt;
               amount of missile ammunition per man&lt;br /&gt;
               Weapon type = melee, thrown, missile, or siege_missile&lt;br /&gt;
               Tech type = simple, other, blade, archery or siege&lt;br /&gt;
               Damage type = piercing, blunt, slashing or fire. (I don&#039;t think this is used anymore)&lt;br /&gt;
               Sound type when weapon hits = none, knife, mace, axe, sword, or spear&lt;br /&gt;
               Optional. Name of effect to play when weapon fires&lt;br /&gt;
               Min delay between attacks (in 1/10th of a second)&lt;br /&gt;
               Skeleton compensation factor in melee. Should be 1&lt;br /&gt;
 stat_pri_ex   Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration&lt;br /&gt;
 stat_pri_attr&lt;br /&gt;
               primary weapon attributes any or all of&lt;br /&gt;
                   ap = armour piercing. Only counts half of target&#039;s armour&lt;br /&gt;
                   bp = body piercing. Missile can pass through men and hit those behind&lt;br /&gt;
                   spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry&lt;br /&gt;
                   long_pike = Use very long pikes. Phalanx capable units only&lt;br /&gt;
                   short_pike = Use shorter than normal spears.&lt;br /&gt;
                   prec = Missile weapon is only thrown/ fired just before charging into combat&lt;br /&gt;
                   thrown = The missile type if thrown rather than fired&lt;br /&gt;
                   launching = attack may throw target men into the air&lt;br /&gt;
                   area = attack affects an area, not just one man&lt;br /&gt;
                   spear &amp;amp; light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front&lt;br /&gt;
                   spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12&lt;br /&gt;
Details of secondary weapons. If the unit rides on, or has attached animals or vehicles&lt;br /&gt;
then the secondary weapon details refer to their attacks. If the unit has missile weapons&lt;br /&gt;
the secondary weapon will be the one used for melee&lt;br /&gt;
If the unit has a primary melee weapon, it may have a secondary side arm&lt;br /&gt;
 stat_sec      As per stat_pri     (a value of no means no secondary weapon)&lt;br /&gt;
 stat_sec_ex   as per stat_pri_ex&lt;br /&gt;
 stat_sec_attr As per stat_pri_attr&lt;br /&gt;
 stat_ter      As per stat_pri If there is no ternary weapon, then there are no ternary data entries&lt;br /&gt;
 stat_ter_ex   as per stat_pri_ex&lt;br /&gt;
 stat_ter_attr As per stat_pri_attr&lt;br /&gt;
 stat_pri_armour   Details of the man&#039;s defences&lt;br /&gt;
                   armour factor&lt;br /&gt;
                   defensive skill factor (not used when shot at)&lt;br /&gt;
                   shield factor (only used for attacks from the front of left)&lt;br /&gt;
                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
 stat_armour_ex    Details of the man&#039;s defences&lt;br /&gt;
                   armour factor. 4 values. First for base value, then 3 upgrade levels&lt;br /&gt;
                   defensive skill factor (not used when shot at)&lt;br /&gt;
                   shield factors. First for melee, second for missile fire&lt;br /&gt;
                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
 stat_sec_armour   Details of animal&#039;s or vehicle&#039;s defenses (note riden horses do not have a separate defence)&lt;br /&gt;
                   As per stat_pri_armour, except that the shield entry is ommited&lt;br /&gt;
 stat_heat         Extra fatigue suffered by the unit in hot climates&lt;br /&gt;
 stat_ground       Combat modifiers on different ground types. From left to right&lt;br /&gt;
                   scrub, sand, forest, snow&lt;br /&gt;
 stat_mental       The base morale level, followed by discipline and training&lt;br /&gt;
                   discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders&lt;br /&gt;
                   training determines how tidy the unit&#039;s formation is. Discipline the response to morale SHOCKS&lt;br /&gt;
                   optional lock_morale stops unit from ever routing&lt;br /&gt;
 stat_charge_distance Distance from the enemy that the unit will begin charging&lt;br /&gt;
 stat_fire_delay   Extra delay over that imposed by animation, hetween volleys&lt;br /&gt;
 stat_food         No longer used&lt;br /&gt;
 stat_cost         Number of turns to build,&lt;br /&gt;
                   Cost of unit to construct&lt;br /&gt;
                   Cost of upkeep&lt;br /&gt;
                   Cost of upgrading weapons&lt;br /&gt;
                   Cost of upgrading armour&lt;br /&gt;
                   Cost for custom battles&lt;br /&gt;
 stat_stl          Number of soldiers needed for unit to count as alive&lt;br /&gt;
 armour_ug_levels  Smith level needed for each armour upgrade&lt;br /&gt;
 armour_ug_models  Body for each upgrade level&lt;br /&gt;
 stat_ownership    List of factions and cultures that may have this unit&lt;br /&gt;
 era 0,            Optional List of factions that use this in multiplayer era 0&lt;br /&gt;
 era 1,            Optional List of factions that use this in multiplayer era 1&lt;br /&gt;
 era 2,            Optional List of factions that use this in multiplayer era 2&lt;br /&gt;
 info_pic_dir      Optional. Dir to find the info pic in (instead of faction dir)&lt;br /&gt;
 card_pic_dir      Optional. Dir to find the unit card in (instead of faction dir)&lt;br /&gt;
 unit_info         Info for unit info panel. Melee attack, missile attack, defence&lt;br /&gt;
&lt;br /&gt;
=Format=&lt;br /&gt;
The export_descr_unit.txt file is a &amp;quot;.txt&amp;quot; file, can be opened using Notepad.&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8555</id>
		<title>Export descr unit.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8555"/>
		<updated>2007-07-16T15:30:47Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
The &amp;quot;export_descr_unit.txt&amp;quot;, often reffered to by modders as the EDU, is an important text file in Rome: Total War and it&#039;s 2 expansions (Alexander and Barbarian invasion) and also in Medieval 2: Total War. The file controls what characteristics and stats a combat unit has, it also determines what model-texture set the unit uses. The file can be found in the data folder of the game&#039;s directory (for Medieval 2: Total War the game must be unpacked using the unpacker provided with patch 1.1, otherwise you will be unable to access the file). The file, like all &amp;quot;.txt&amp;quot; files can be opened with notepad. A standard entry in the file looks somewhat like this:&lt;br /&gt;
&lt;br /&gt;
type             Longbowmen&lt;br /&gt;
&lt;br /&gt;
dictionary       Longbowmen       Longbowmen&lt;br /&gt;
&lt;br /&gt;
category         infantry&lt;br /&gt;
&lt;br /&gt;
class            missile&lt;br /&gt;
&lt;br /&gt;
voice_type       Light&lt;br /&gt;
&lt;br /&gt;
banner faction   main_missile&lt;br /&gt;
&lt;br /&gt;
banner holy      crusade&lt;br /&gt;
&lt;br /&gt;
soldier          Longbowmen, 48, 0, 0.8&lt;br /&gt;
&lt;br /&gt;
attributes       sea_faring, hide_forest, can_withdraw, stakes, stakes&lt;br /&gt;
&lt;br /&gt;
formation        1.2, 1.2, 2.4, 2.4, 4, square&lt;br /&gt;
&lt;br /&gt;
stat_health      1, 0&lt;br /&gt;
&lt;br /&gt;
stat_pri         6, 1, arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1&lt;br /&gt;
&lt;br /&gt;
stat_pri_ex      0, 0, 0&lt;br /&gt;
&lt;br /&gt;
stat_pri_attr    ap&lt;br /&gt;
&lt;br /&gt;
stat_sec         7, 2, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1.2&lt;br /&gt;
&lt;br /&gt;
stat_sec_ex      0, 0, 0&lt;br /&gt;
&lt;br /&gt;
stat_sec_attr    ap&lt;br /&gt;
&lt;br /&gt;
stat_pri_armour  0, 1, 3, flesh&lt;br /&gt;
&lt;br /&gt;
stat_armour_ex   0, 4, 5, 0, 1, 3, 3, flesh&lt;br /&gt;
&lt;br /&gt;
stat_sec_armour  0, 0, flesh&lt;br /&gt;
&lt;br /&gt;
stat_heat        2&lt;br /&gt;
&lt;br /&gt;
stat_ground      1, -2, 3, 2&lt;br /&gt;
&lt;br /&gt;
stat_mental      3, normal, untrained&lt;br /&gt;
&lt;br /&gt;
stat_charge_dist 30&lt;br /&gt;
&lt;br /&gt;
stat_fire_delay  0&lt;br /&gt;
&lt;br /&gt;
stat_food        60, 300&lt;br /&gt;
&lt;br /&gt;
stat_cost        1, 560, 150, 65, 50, 560, 4, 140&lt;br /&gt;
&lt;br /&gt;
armour_ug_levels 0, 1, 2&lt;br /&gt;
&lt;br /&gt;
armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2&lt;br /&gt;
&lt;br /&gt;
ownership        england, slave&lt;br /&gt;
&lt;br /&gt;
era 1            england&lt;br /&gt;
&lt;br /&gt;
era 2            england&lt;br /&gt;
&lt;br /&gt;
unit_info        7, 6, 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It looks in-comprehensible at first, but at the top of the file is a section explaining it and what each line etc. means. I&#039;ve copied it here for simplicity&#039;s sake, it explains things better than I could.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Type          The internal name of the unit. Note this not necessarily the same as the on screen name&lt;br /&gt;
 dictionary        The tag used to look up the on screen name&lt;br /&gt;
Category and class define the rough type of the unit. They&#039;re used for setting some default attributes and for&lt;br /&gt;
determining where units go in formation amongst other things such as tags to support AI army formation&lt;br /&gt;
 category      infantry, cavalry, siege, handler, ship or non_combatant&lt;br /&gt;
 class         light, heavy, missile or spearmen&lt;br /&gt;
 voice_type    Used to determine the type of voice used by the unit&lt;br /&gt;
 soldier       Name of the soldier model to use (from descr_models_battle.txt)&lt;br /&gt;
               followed by the number of ordinary soldiers in the unit&lt;br /&gt;
               followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)&lt;br /&gt;
               followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]&lt;br /&gt;
 officer       Name of officer model. There may be up to 0-3 officer lines per unit&lt;br /&gt;
 ship          Type of ship used if applicable&lt;br /&gt;
 engine        Type of siege engine used by unit&lt;br /&gt;
 animal        The type of (non ridden) animals used by the unit&lt;br /&gt;
 mount         Type of animal or vehicle ridden on&lt;br /&gt;
 mount_effect  Factors to add when in combat against enemy units that have the specified mounts&lt;br /&gt;
               Up to three factors may be specified, which may be classes of mount, or specific types&lt;br /&gt;
 attributes    A miscellanious list of attributes and abilities the unit may have. Including&lt;br /&gt;
               sea_faring = can board ships; can_swim = can swim across rivers&lt;br /&gt;
               hide_forest, hide_improved_forest, hide_anywhere   = defines where the unit can hide&lt;br /&gt;
               can_sap = Can dig tunnels under walls&lt;br /&gt;
               frighten_foot, frighten_mounted = Cause fear to certain nearby unit types&lt;br /&gt;
               can_run_amok = Unit may go out of control when riders lose control of animals&lt;br /&gt;
               general_unit = The unit can be used for a named character&#039;s bodyguard&lt;br /&gt;
               cantabrian_circle = The unit has this special ability&lt;br /&gt;
               no_custom = The unit may not be selected in custom battles&lt;br /&gt;
               command = The unit carries a legionary eagle, and gives bonuses to nearby units&lt;br /&gt;
               mercenary_unit = The unit is s mercenary unit available to all factions&lt;br /&gt;
               is_peasant = unknown&lt;br /&gt;
               druid = Can do a special morale raising chant&lt;br /&gt;
               power_charge = unkown&lt;br /&gt;
               free_upkeep_unit = Unit can be supported free in a city&lt;br /&gt;
 formation     soldier spacing (in metres) side to side, then front to back for close formation&lt;br /&gt;
               followed by the same measurements in loose formation.&lt;br /&gt;
               followed by the default number of ranks for the unit&lt;br /&gt;
               followed by the formations possible for the unit. One or two of&lt;br /&gt;
               square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge&lt;br /&gt;
 stat_health   Hit points of man, followed by hit points of mount or attached animal (if applicable)&lt;br /&gt;
               Ridden horses and camels do not have separate hit points &lt;br /&gt;
Details of unit&#039;s primary weapon. If the unit has a missile weapon it must be the primary&lt;br /&gt;
 stat_pri      From left to right&lt;br /&gt;
               attack factor&lt;br /&gt;
               attack bonus factor if charging&lt;br /&gt;
               missile type fired (no if not a missile weapon type)&lt;br /&gt;
               range of missile&lt;br /&gt;
               amount of missile ammunition per man&lt;br /&gt;
               Weapon type = melee, thrown, missile, or siege_missile&lt;br /&gt;
               Tech type = simple, other, blade, archery or siege&lt;br /&gt;
               Damage type = piercing, blunt, slashing or fire. (I don&#039;t think this is used anymore)&lt;br /&gt;
               Sound type when weapon hits = none, knife, mace, axe, sword, or spear&lt;br /&gt;
               Optional. Name of effect to play when weapon fires&lt;br /&gt;
               Min delay between attacks (in 1/10th of a second)&lt;br /&gt;
               Skeleton compensation factor in melee. Should be 1&lt;br /&gt;
 stat_pri_ex   Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration&lt;br /&gt;
 stat_pri_attr&lt;br /&gt;
               primary weapon attributes any or all of&lt;br /&gt;
                   ap = armour piercing. Only counts half of target&#039;s armour&lt;br /&gt;
                   bp = body piercing. Missile can pass through men and hit those behind&lt;br /&gt;
                   spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry&lt;br /&gt;
                   long_pike = Use very long pikes. Phalanx capable units only&lt;br /&gt;
                   short_pike = Use shorter than normal spears.&lt;br /&gt;
                   prec = Missile weapon is only thrown/ fired just before charging into combat&lt;br /&gt;
                   thrown = The missile type if thrown rather than fired&lt;br /&gt;
                   launching = attack may throw target men into the air&lt;br /&gt;
                   area = attack affects an area, not just one man&lt;br /&gt;
                   spear &amp;amp; light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front&lt;br /&gt;
                   spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12&lt;br /&gt;
Details of secondary weapons. If the unit rides on, or has attached animals or vehicles&lt;br /&gt;
then the secondary weapon details refer to their attacks. If the unit has missile weapons&lt;br /&gt;
the secondary weapon will be the one used for melee&lt;br /&gt;
If the unit has a primary melee weapon, it may have a secondary side arm&lt;br /&gt;
 stat_sec      As per stat_pri     (a value of no means no secondary weapon)&lt;br /&gt;
 stat_sec_ex   as per stat_pri_ex&lt;br /&gt;
 stat_sec_attr As per stat_pri_attr&lt;br /&gt;
 stat_ter      As per stat_pri If there is no ternary weapon, then there are no ternary data entries&lt;br /&gt;
 stat_ter_ex   as per stat_pri_ex&lt;br /&gt;
 stat_ter_attr As per stat_pri_attr&lt;br /&gt;
 stat_pri_armour   Details of the man&#039;s defences&lt;br /&gt;
                   armour factor&lt;br /&gt;
                   defensive skill factor (not used when shot at)&lt;br /&gt;
                   shield factor (only used for attacks from the front of left)&lt;br /&gt;
                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
 stat_armour_ex    Details of the man&#039;s defences&lt;br /&gt;
                   armour factor. 4 values. First for base value, then 3 upgrade levels&lt;br /&gt;
                   defensive skill factor (not used when shot at)&lt;br /&gt;
                   shield factors. First for melee, second for missile fire&lt;br /&gt;
                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
 stat_sec_armour   Details of animal&#039;s or vehicle&#039;s defenses (note riden horses do not have a separate defence)&lt;br /&gt;
                   As per stat_pri_armour, except that the shield entry is ommited&lt;br /&gt;
 stat_heat         Extra fatigue suffered by the unit in hot climates&lt;br /&gt;
 stat_ground       Combat modifiers on different ground types. From left to right&lt;br /&gt;
                   scrub, sand, forest, snow&lt;br /&gt;
 stat_mental       The base morale level, followed by discipline and training&lt;br /&gt;
                   discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders&lt;br /&gt;
                   training determines how tidy the unit&#039;s formation is. Discipline the response to morale SHOCKS&lt;br /&gt;
                   optional lock_morale stops unit from ever routing&lt;br /&gt;
 stat_charge_distance Distance from the enemy that the unit will begin charging&lt;br /&gt;
 stat_fire_delay   Extra delay over that imposed by animation, hetween volleys&lt;br /&gt;
 stat_food         No longer used&lt;br /&gt;
 stat_cost         Number of turns to build,&lt;br /&gt;
                   Cost of unit to construct&lt;br /&gt;
                   Cost of upkeep&lt;br /&gt;
                   Cost of upgrading weapons&lt;br /&gt;
                   Cost of upgrading armour&lt;br /&gt;
                   Cost for custom battles&lt;br /&gt;
 stat_stl          Number of soldiers needed for unit to count as alive&lt;br /&gt;
 armour_ug_levels  Smith level needed for each armour upgrade&lt;br /&gt;
 armour_ug_models  Body for each upgrade level&lt;br /&gt;
 stat_ownership    List of factions and cultures that may have this unit&lt;br /&gt;
 era 0,            Optional List of factions that use this in multiplayer era 0&lt;br /&gt;
 era 1,            Optional List of factions that use this in multiplayer era 1&lt;br /&gt;
 era 2,            Optional List of factions that use this in multiplayer era 2&lt;br /&gt;
 info_pic_dir      Optional. Dir to find the info pic in (instead of faction dir)&lt;br /&gt;
 card_pic_dir      Optional. Dir to find the unit card in (instead of faction dir)&lt;br /&gt;
 unit_info         Info for unit info panel. Melee attack, missile attack, defence&lt;br /&gt;
&lt;br /&gt;
=Format=&lt;br /&gt;
The export_descr_unit.txt file is a &amp;quot;.txt&amp;quot; file, can be opened using Notepad.&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8554</id>
		<title>Export descr unit.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8554"/>
		<updated>2007-07-16T15:25:43Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
The &amp;quot;export_descr_unit.txt&amp;quot;, often reffered to by modders as the EDU, is an important text file in Rome: Total War and it&#039;s 2 expansions (Alexander and Barbarian invasion) and also in Medieval 2: Total War. The file controls what characteristics and stats a combat unit has, it also determines what model-texture set the unit uses. The file can be found in the data folder of the game&#039;s directory (for Medieval 2: Total War the game must be unpacked using the unpacker provided with patch 1.1, otherwise you will be unable to access the file). The file, like all &amp;quot;.txt&amp;quot; files can be opened with notepad. A standard entry in the file looks somewhat like this:&lt;br /&gt;
&lt;br /&gt;
type             Longbowmen&lt;br /&gt;
dictionary       Longbowmen      ; Longbowmen&lt;br /&gt;
category         infantry&lt;br /&gt;
class            missile&lt;br /&gt;
voice_type       Light&lt;br /&gt;
banner faction   main_missile&lt;br /&gt;
banner holy      crusade&lt;br /&gt;
soldier          Longbowmen, 48, 0, 0.8&lt;br /&gt;
attributes       sea_faring, hide_forest, can_withdraw, stakes, stakes&lt;br /&gt;
formation        1.2, 1.2, 2.4, 2.4, 4, square&lt;br /&gt;
stat_health      1, 0&lt;br /&gt;
stat_pri         6, 1, arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1&lt;br /&gt;
stat_pri_ex      0, 0, 0&lt;br /&gt;
stat_pri_attr    ap&lt;br /&gt;
stat_sec         7, 2, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1.2&lt;br /&gt;
stat_sec_ex      0, 0, 0&lt;br /&gt;
stat_sec_attr    ap&lt;br /&gt;
stat_pri_armour  0, 1, 3, flesh&lt;br /&gt;
stat_armour_ex   0, 4, 5, 0, 1, 3, 3, flesh&lt;br /&gt;
stat_sec_armour  0, 0, flesh&lt;br /&gt;
stat_heat        2&lt;br /&gt;
stat_ground      1, -2, 3, 2&lt;br /&gt;
stat_mental      3, normal, untrained&lt;br /&gt;
stat_charge_dist 30&lt;br /&gt;
stat_fire_delay  0&lt;br /&gt;
stat_food        60, 300&lt;br /&gt;
stat_cost        1, 560, 150, 65, 50, 560, 4, 140&lt;br /&gt;
armour_ug_levels 0, 1, 2&lt;br /&gt;
armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2&lt;br /&gt;
ownership        england, slave&lt;br /&gt;
era 1            england&lt;br /&gt;
era 2            england&lt;br /&gt;
unit_info        7, 6, 4&lt;br /&gt;
&lt;br /&gt;
It looks in-comprehensible at first, but at the top of the file is a section explaining it and what each line etc. means. I&#039;ve copied it here for simplicity&#039;s sake, it explains things better than I could.&lt;br /&gt;
&lt;br /&gt;
Data entries are as follows&lt;br /&gt;
 Type          The internal name of the unit. Note this not necessarily the same as the on screen name&lt;br /&gt;
 dictionary        The tag used to look up the on screen name&lt;br /&gt;
&lt;br /&gt;
Category and class define the rough type of the unit. They&#039;re used for setting some default attributes and for&lt;br /&gt;
determining where units go in formation amongst other things such as tags to support AI army formation&lt;br /&gt;
 category      infantry, cavalry, siege, handler, ship or non_combatant&lt;br /&gt;
 class         light, heavy, missile or spearmen&lt;br /&gt;
&lt;br /&gt;
 voice_type    Used to determine the type of voice used by the unit&lt;br /&gt;
&lt;br /&gt;
 soldier       Name of the soldier model to use (from descr_models_battle.txt)&lt;br /&gt;
               followed by the number of ordinary soldiers in the unit&lt;br /&gt;
               followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)&lt;br /&gt;
               followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]&lt;br /&gt;
 officer       Name of officer model. There may be up to 0-3 officer lines per unit&lt;br /&gt;
 ship          Type of ship used if applicable&lt;br /&gt;
 engine        Type of siege engine used by unit&lt;br /&gt;
 animal        The type of (non ridden) animals used by the unit&lt;br /&gt;
 mount         Type of animal or vehicle ridden on&lt;br /&gt;
 mount_effect  Factors to add when in combat against enemy units that have the specified mounts&lt;br /&gt;
               Up to three factors may be specified, which may be classes of mount, or specific types&lt;br /&gt;
 attributes    A miscellanious list of attributes and abilities the unit may have. Including&lt;br /&gt;
               sea_faring = can board ships; can_swim = can swim across rivers&lt;br /&gt;
               hide_forest, hide_improved_forest, hide_anywhere   = defines where the unit can hide&lt;br /&gt;
               can_sap = Can dig tunnels under walls&lt;br /&gt;
               frighten_foot, frighten_mounted = Cause fear to certain nearby unit types&lt;br /&gt;
               can_run_amok = Unit may go out of control when riders lose control of animals&lt;br /&gt;
               general_unit = The unit can be used for a named character&#039;s bodyguard&lt;br /&gt;
               cantabrian_circle = The unit has this special ability&lt;br /&gt;
               no_custom = The unit may not be selected in custom battles&lt;br /&gt;
               command = The unit carries a legionary eagle, and gives bonuses to nearby units&lt;br /&gt;
               mercenary_unit = The unit is s mercenary unit available to all factions&lt;br /&gt;
               is_peasant = unknown&lt;br /&gt;
               druid = Can do a special morale raising chant&lt;br /&gt;
               power_charge = unkown&lt;br /&gt;
               free_upkeep_unit = Unit can be supported free in a city&lt;br /&gt;
 formation     soldier spacing (in metres) side to side, then front to back for close formation&lt;br /&gt;
               followed by the same measurements in loose formation.&lt;br /&gt;
               followed by the default number of ranks for the unit&lt;br /&gt;
               followed by the formations possible for the unit. One or two of&lt;br /&gt;
               square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge&lt;br /&gt;
 stat_health   Hit points of man, followed by hit points of mount or attached animal (if applicable)&lt;br /&gt;
               Ridden horses and camels do not have separate hit points&lt;br /&gt;
Details of unit&#039;s primary weapon. If the unit has a missile weapon it must be the primary&lt;br /&gt;
 stat_pri      From left to right&lt;br /&gt;
               attack factor&lt;br /&gt;
               attack bonus factor if charging&lt;br /&gt;
               missile type fired (no if not a missile weapon type)&lt;br /&gt;
               range of missile&lt;br /&gt;
               amount of missile ammunition per man&lt;br /&gt;
               Weapon type = melee, thrown, missile, or siege_missile&lt;br /&gt;
               Tech type = simple, other, blade, archery or siege&lt;br /&gt;
               Damage type = piercing, blunt, slashing or fire. (I don&#039;t think this is used anymore)&lt;br /&gt;
               Sound type when weapon hits = none, knife, mace, axe, sword, or spear&lt;br /&gt;
               Optional. Name of effect to play when weapon fires&lt;br /&gt;
               Min delay between attacks (in 1/10th of a second)&lt;br /&gt;
               Skeleton compensation factor in melee. Should be 1&lt;br /&gt;
 stat_pri_ex   Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration&lt;br /&gt;
 stat_pri_attr&lt;br /&gt;
               primary weapon attributes any or all of&lt;br /&gt;
                   ap = armour piercing. Only counts half of target&#039;s armour&lt;br /&gt;
                   bp = body piercing. Missile can pass through men and hit those behind&lt;br /&gt;
                   spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry&lt;br /&gt;
                   long_pike = Use very long pikes. Phalanx capable units only&lt;br /&gt;
                   short_pike = Use shorter than normal spears.&lt;br /&gt;
                   prec = Missile weapon is only thrown/ fired just before charging into combat&lt;br /&gt;
                   thrown = The missile type if thrown rather than fired&lt;br /&gt;
                   launching = attack may throw target men into the air&lt;br /&gt;
                   area = attack affects an area, not just one man&lt;br /&gt;
                   spear &amp;amp; light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front&lt;br /&gt;
                   spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12&lt;br /&gt;
Details of secondary weapons. If the unit rides on, or has attached animals or vehicles&lt;br /&gt;
then the secondary weapon details refer to their attacks. If the unit has missile weapons&lt;br /&gt;
the secondary weapon will be the one used for melee&lt;br /&gt;
If the unit has a primary melee weapon, it may have a secondary side arm&lt;br /&gt;
 stat_sec      As per stat_pri     (a value of no means no secondary weapon)&lt;br /&gt;
 stat_sec_ex   as per stat_pri_ex&lt;br /&gt;
 stat_sec_attr As per stat_pri_attr&lt;br /&gt;
 stat_ter      As per stat_pri If there is no ternary weapon, then there are no ternary data entries&lt;br /&gt;
 stat_ter_ex   as per stat_pri_ex&lt;br /&gt;
 stat_ter_attr As per stat_pri_attr&lt;br /&gt;
 stat_pri_armour   Details of the man&#039;s defences&lt;br /&gt;
                   armour factor&lt;br /&gt;
                   defensive skill factor (not used when shot at)&lt;br /&gt;
                   shield factor (only used for attacks from the front of left)&lt;br /&gt;
                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
 stat_armour_ex    Details of the man&#039;s defences&lt;br /&gt;
                   armour factor. 4 values. First for base value, then 3 upgrade levels&lt;br /&gt;
                   defensive skill factor (not used when shot at)&lt;br /&gt;
                   shield factors. First for melee, second for missile fire&lt;br /&gt;
                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
 stat_sec_armour   Details of animal&#039;s or vehicle&#039;s defenses (note riden horses do not have a separate defence)&lt;br /&gt;
                   As per stat_pri_armour, except that the shield entry is ommited&lt;br /&gt;
 stat_heat         Extra fatigue suffered by the unit in hot climates&lt;br /&gt;
 stat_ground       Combat modifiers on different ground types. From left to right&lt;br /&gt;
                   scrub, sand, forest, snow&lt;br /&gt;
 stat_mental       The base morale level, followed by discipline and training&lt;br /&gt;
                   discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders&lt;br /&gt;
                   training determines how tidy the unit&#039;s formation is. Discipline the response to morale SHOCKS&lt;br /&gt;
                   optional lock_morale stops unit from ever routing&lt;br /&gt;
 stat_charge_distance Distance from the enemy that the unit will begin charging&lt;br /&gt;
 stat_fire_delay   Extra delay over that imposed by animation, hetween volleys&lt;br /&gt;
 stat_food         No longer used&lt;br /&gt;
 stat_cost         Number of turns to build,&lt;br /&gt;
                   Cost of unit to construct&lt;br /&gt;
                   Cost of upkeep&lt;br /&gt;
                   Cost of upgrading weapons&lt;br /&gt;
                   Cost of upgrading armour&lt;br /&gt;
                   Cost for custom battles&lt;br /&gt;
 stat_stl          Number of soldiers needed for unit to count as alive&lt;br /&gt;
 armour_ug_levels  Smith level needed for each armour upgrade&lt;br /&gt;
 armour_ug_models  Body for each upgrade level&lt;br /&gt;
 stat_ownership    List of factions and cultures that may have this unit&lt;br /&gt;
 era 0,            Optional List of factions that use this in multiplayer era 0&lt;br /&gt;
 era 1,            Optional List of factions that use this in multiplayer era 1&lt;br /&gt;
 era 2,            Optional List of factions that use this in multiplayer era 2&lt;br /&gt;
 info_pic_dir      Optional. Dir to find the info pic in (instead of faction dir)&lt;br /&gt;
 card_pic_dir      Optional. Dir to find the unit card in (instead of faction dir)&lt;br /&gt;
 unit_info         Info for unit info panel. Melee attack, missile attack, defence&lt;br /&gt;
&lt;br /&gt;
=Format=&lt;br /&gt;
The export_descr_unit.txt file is a &amp;quot;.txt&amp;quot; file, can be opened using Notepad.&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8553</id>
		<title>Export descr unit.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8553"/>
		<updated>2007-07-16T15:24:30Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
The &amp;quot;export_descr_unit.txt&amp;quot;, often reffered to by modders as the EDU, is an important text file in Rome: Total War and it&#039;s 2 expansions (Alexander and Barbarian invasion) and also in Medieval 2: Total War. The file controls what characteristics and stats a combat unit has, it also determines what model-texture set the unit uses. The file can be found in the data folder of the game&#039;s directory (for Medieval 2: Total War the game must be unpacked using the unpacker provided with patch 1.1, otherwise you will be unable to access the file). The file, like all &amp;quot;.txt&amp;quot; files can be opened with notepad. A standard entry in the file looks somewhat like this:&lt;br /&gt;
&lt;br /&gt;
type             Longbowmen&lt;br /&gt;
dictionary       Longbowmen      ; Longbowmen&lt;br /&gt;
category         infantry&lt;br /&gt;
class            missile&lt;br /&gt;
voice_type       Light&lt;br /&gt;
banner faction   main_missile&lt;br /&gt;
banner holy      crusade&lt;br /&gt;
soldier          Longbowmen, 48, 0, 0.8&lt;br /&gt;
attributes       sea_faring, hide_forest, can_withdraw, stakes, stakes&lt;br /&gt;
formation        1.2, 1.2, 2.4, 2.4, 4, square&lt;br /&gt;
stat_health      1, 0&lt;br /&gt;
stat_pri         6, 1, arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1&lt;br /&gt;
stat_pri_ex      0, 0, 0&lt;br /&gt;
stat_pri_attr    ap&lt;br /&gt;
stat_sec         7, 2, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1.2&lt;br /&gt;
stat_sec_ex      0, 0, 0&lt;br /&gt;
stat_sec_attr    ap&lt;br /&gt;
stat_pri_armour  0, 1, 3, flesh&lt;br /&gt;
stat_armour_ex   0, 4, 5, 0, 1, 3, 3, flesh&lt;br /&gt;
stat_sec_armour  0, 0, flesh&lt;br /&gt;
stat_heat        2&lt;br /&gt;
stat_ground      1, -2, 3, 2&lt;br /&gt;
stat_mental      3, normal, untrained&lt;br /&gt;
stat_charge_dist 30&lt;br /&gt;
stat_fire_delay  0&lt;br /&gt;
stat_food        60, 300&lt;br /&gt;
stat_cost        1, 560, 150, 65, 50, 560, 4, 140&lt;br /&gt;
armour_ug_levels 0, 1, 2&lt;br /&gt;
armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2&lt;br /&gt;
ownership        england, slave&lt;br /&gt;
era 1            england&lt;br /&gt;
era 2            england&lt;br /&gt;
unit_info        7, 6, 4&lt;br /&gt;
&lt;br /&gt;
It looks in-comprehensible at first, but at the top of the file is a section explaining it and what each line etc. means. I&#039;ve copied it here for simplicity&#039;s sake, it explains things better than I could.&lt;br /&gt;
&lt;br /&gt;
Data entries are as follows&lt;br /&gt;
 Type          The internal name of the unit. Note this not necessarily the same as the on screen name&lt;br /&gt;
 dictionary        The tag used to look up the on screen name&lt;br /&gt;
&lt;br /&gt;
Category and class define the rough type of the unit. They&#039;re used for setting some default attributes and for&lt;br /&gt;
determining where units go in formation amongst other things such as tags to support AI army formation&lt;br /&gt;
 category      infantry, cavalry, siege, handler, ship or non_combatant&lt;br /&gt;
 class         light, heavy, missile or spearmen&lt;br /&gt;
&lt;br /&gt;
 voice_type    Used to determine the type of voice used by the unit&lt;br /&gt;
&lt;br /&gt;
 soldier       Name of the soldier model to use (from descr_models_battle.txt)&lt;br /&gt;
               followed by the number of ordinary soldiers in the unit&lt;br /&gt;
               followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)&lt;br /&gt;
               followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]&lt;br /&gt;
 officer       Name of officer model. There may be up to 0-3 officer lines per unit&lt;br /&gt;
 ship          Type of ship used if applicable&lt;br /&gt;
 engine        Type of siege engine used by unit&lt;br /&gt;
 animal        The type of (non ridden) animals used by the unit&lt;br /&gt;
 mount         Type of animal or vehicle ridden on&lt;br /&gt;
 mount_effect  Factors to add when in combat against enemy units that have the specified mounts&lt;br /&gt;
               Up to three factors may be specified, which may be classes of mount, or specific types&lt;br /&gt;
 attributes    A miscellanious list of attributes and abilities the unit may have. Including&lt;br /&gt;
               sea_faring = can board ships; can_swim = can swim across rivers&lt;br /&gt;
               hide_forest, hide_improved_forest, hide_anywhere   = defines where the unit can hide&lt;br /&gt;
               can_sap = Can dig tunnels under walls&lt;br /&gt;
               frighten_foot, frighten_mounted = Cause fear to certain nearby unit types&lt;br /&gt;
               can_run_amok = Unit may go out of control when riders lose control of animals&lt;br /&gt;
               general_unit = The unit can be used for a named character&#039;s bodyguard&lt;br /&gt;
               cantabrian_circle = The unit has this special ability&lt;br /&gt;
               no_custom = The unit may not be selected in custom battles&lt;br /&gt;
               command = The unit carries a legionary eagle, and gives bonuses to nearby units&lt;br /&gt;
               mercenary_unit = The unit is s mercenary unit available to all factions&lt;br /&gt;
               is_peasant = unknown&lt;br /&gt;
               druid = Can do a special morale raising chant&lt;br /&gt;
               power_charge = unkown&lt;br /&gt;
               free_upkeep_unit = Unit can be supported free in a city&lt;br /&gt;
 formation     soldier spacing (in metres) side to side, then front to back for close formation&lt;br /&gt;
               followed by the same measurements in loose formation.&lt;br /&gt;
               followed by the default number of ranks for the unit&lt;br /&gt;
               followed by the formations possible for the unit. One or two of&lt;br /&gt;
               square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge&lt;br /&gt;
 stat_health   Hit points of man, followed by hit points of mount or attached animal (if applicable)&lt;br /&gt;
               Ridden horses and camels do not have separate hit points&lt;br /&gt;
Details of unit&#039;s primary weapon. If the unit has a missile weapon it must be the primary&lt;br /&gt;
 stat_pri      From left to right&lt;br /&gt;
               attack factor&lt;br /&gt;
               attack bonus factor if charging&lt;br /&gt;
               missile type fired (no if not a missile weapon type)&lt;br /&gt;
               range of missile&lt;br /&gt;
               amount of missile ammunition per man&lt;br /&gt;
               Weapon type = melee, thrown, missile, or siege_missile&lt;br /&gt;
               Tech type = simple, other, blade, archery or siege&lt;br /&gt;
               Damage type = piercing, blunt, slashing or fire. (I don&#039;t think this is used anymore)&lt;br /&gt;
               Sound type when weapon hits = none, knife, mace, axe, sword, or spear&lt;br /&gt;
               Optional. Name of effect to play when weapon fires&lt;br /&gt;
               Min delay between attacks (in 1/10th of a second)&lt;br /&gt;
               Skeleton compensation factor in melee. Should be 1&lt;br /&gt;
 stat_pri_ex   Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration&lt;br /&gt;
 stat_pri_attr&lt;br /&gt;
               primary weapon attributes any or all of&lt;br /&gt;
                   ap = armour piercing. Only counts half of target&#039;s armour&lt;br /&gt;
                   bp = body piercing. Missile can pass through men and hit those behind&lt;br /&gt;
                   spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry&lt;br /&gt;
                   long_pike = Use very long pikes. Phalanx capable units only&lt;br /&gt;
                   short_pike = Use shorter than normal spears.&lt;br /&gt;
                   prec = Missile weapon is only thrown/ fired just before charging into combat&lt;br /&gt;
                   thrown = The missile type if thrown rather than fired&lt;br /&gt;
                   launching = attack may throw target men into the air&lt;br /&gt;
                   area = attack affects an area, not just one man&lt;br /&gt;
                   spear &amp;amp; light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front&lt;br /&gt;
                   spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12&lt;br /&gt;
Details of secondary weapons. If the unit rides on, or has attached animals or vehicles&lt;br /&gt;
then the secondary weapon details refer to their attacks. If the unit has missile weapons&lt;br /&gt;
the secondary weapon will be the one used for melee&lt;br /&gt;
If the unit has a primary melee weapon, it may have a secondary side arm&lt;br /&gt;
 stat_sec      As per stat_pri     (a value of no means no secondary weapon)&lt;br /&gt;
 stat_sec_ex   as per stat_pri_ex&lt;br /&gt;
 stat_sec_attr As per stat_pri_attr&lt;br /&gt;
 stat_ter      As per stat_pri If there is no ternary weapon, then there are no ternary data entries&lt;br /&gt;
 stat_ter_ex   as per stat_pri_ex&lt;br /&gt;
 stat_ter_attr As per stat_pri_attr&lt;br /&gt;
 stat_pri_armour   Details of the man&#039;s defences&lt;br /&gt;
                   armour factor&lt;br /&gt;
                   defensive skill factor (not used when shot at)&lt;br /&gt;
                   shield factor (only used for attacks from the front of left)&lt;br /&gt;
                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
 stat_armour_ex    Details of the man&#039;s defences&lt;br /&gt;
                   armour factor. 4 values. First for base value, then 3 upgrade levels&lt;br /&gt;
                   defensive skill factor (not used when shot at)&lt;br /&gt;
                   shield factors. First for melee, second for missile fire&lt;br /&gt;
                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
 stat_sec_armour   Details of animal&#039;s or vehicle&#039;s defenses (note riden horses do not have a separate defence)&lt;br /&gt;
                   As per stat_pri_armour, except that the shield entry is ommited&lt;br /&gt;
 stat_heat         Extra fatigue suffered by the unit in hot climates&lt;br /&gt;
 stat_ground       Combat modifiers on different ground types. From left to right&lt;br /&gt;
                   scrub, sand, forest, snow&lt;br /&gt;
 stat_mental       The base morale level, followed by discipline and training&lt;br /&gt;
                   discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders&lt;br /&gt;
                   training determines how tidy the unit&#039;s formation is. Discipline the response to morale SHOCKS&lt;br /&gt;
                   optional lock_morale stops unit from ever routing&lt;br /&gt;
 stat_charge_distance Distance from the enemy that the unit will begin charging&lt;br /&gt;
 stat_fire_delay   Extra delay over that imposed by animation, hetween volleys&lt;br /&gt;
 stat_food         No longer used&lt;br /&gt;
 stat_cost         Number of turns to build,&lt;br /&gt;
                   Cost of unit to construct&lt;br /&gt;
                   Cost of upkeep&lt;br /&gt;
                   Cost of upgrading weapons&lt;br /&gt;
                   Cost of upgrading armour&lt;br /&gt;
                   Cost for custom battles&lt;br /&gt;
 stat_stl          Number of soldiers needed for unit to count as alive&lt;br /&gt;
 armour_ug_levels  Smith level needed for each armour upgrade&lt;br /&gt;
 armour_ug_models  Body for each upgrade level&lt;br /&gt;
 stat_ownership    List of factions and cultures that may have this unit&lt;br /&gt;
 era 0,            Optional List of factions that use this in multiplayer era 0&lt;br /&gt;
 era 1,            Optional List of factions that use this in multiplayer era 1&lt;br /&gt;
 era 2,            Optional List of factions that use this in multiplayer era 2&lt;br /&gt;
 info_pic_dir      Optional. Dir to find the info pic in (instead of faction dir)&lt;br /&gt;
 card_pic_dir      Optional. Dir to find the unit card in (instead of faction dir)&lt;br /&gt;
 unit_info         Info for unit info panel. Melee attack, missile attack, defence&lt;br /&gt;
&lt;br /&gt;
=Format=&lt;br /&gt;
&amp;quot;.txt&amp;quot; file, can be opened with Notepad.&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8552</id>
		<title>Export descr unit.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8552"/>
		<updated>2007-07-16T15:23:19Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
The &amp;quot;export_descr_unit.txt&amp;quot;, often reffered to by modders as the EDU, is an important text file in Rome: Total War and it&#039;s 2 expansions (Alexander and Barbarian invasion) and also in Medieval 2: Total War. The file controls what characteristics and stats a combat unit has, it also determines what model-texture set the unit uses. The file can be found in the data folder of the game&#039;s directory (for Medieval 2: Total War the game must be unpacked using the unpacker provided with patch 1.1, otherwise you will be unable to access the file). The file, like all &amp;quot;.txt&amp;quot; files can be opened with notepad. A standard entry in the file looks somewhat like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;type             Longbowmen&lt;br /&gt;
dictionary       Longbowmen      ; Longbowmen&lt;br /&gt;
category         infantry&lt;br /&gt;
class            missile&lt;br /&gt;
voice_type       Light&lt;br /&gt;
banner faction   main_missile&lt;br /&gt;
banner holy      crusade&lt;br /&gt;
soldier          Longbowmen, 48, 0, 0.8&lt;br /&gt;
attributes       sea_faring, hide_forest, can_withdraw, stakes, stakes&lt;br /&gt;
formation        1.2, 1.2, 2.4, 2.4, 4, square&lt;br /&gt;
stat_health      1, 0&lt;br /&gt;
stat_pri         6, 1, arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1&lt;br /&gt;
stat_pri_ex      0, 0, 0&lt;br /&gt;
stat_pri_attr    ap&lt;br /&gt;
stat_sec         7, 2, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1.2&lt;br /&gt;
stat_sec_ex      0, 0, 0&lt;br /&gt;
stat_sec_attr    ap&lt;br /&gt;
stat_pri_armour  0, 1, 3, flesh&lt;br /&gt;
stat_armour_ex   0, 4, 5, 0, 1, 3, 3, flesh&lt;br /&gt;
stat_sec_armour  0, 0, flesh&lt;br /&gt;
stat_heat        2&lt;br /&gt;
stat_ground      1, -2, 3, 2&lt;br /&gt;
stat_mental      3, normal, untrained&lt;br /&gt;
stat_charge_dist 30&lt;br /&gt;
stat_fire_delay  0&lt;br /&gt;
stat_food        60, 300&lt;br /&gt;
stat_cost        1, 560, 150, 65, 50, 560, 4, 140&lt;br /&gt;
armour_ug_levels 0, 1, 2&lt;br /&gt;
armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2&lt;br /&gt;
ownership        england, slave&lt;br /&gt;
era 1            england&lt;br /&gt;
era 2            england&lt;br /&gt;
unit_info        7, 6, 4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It looks in-comprehensible at first, but at the top of the file is a section explaining it and what each line etc. means. I&#039;ve copied it here for simplicity&#039;s sake, it explains things better than I could.&lt;br /&gt;
&lt;br /&gt;
Data entries are as follows&lt;br /&gt;
 Type          The internal name of the unit. Note this not necessarily the same as the on screen name&lt;br /&gt;
 dictionary        The tag used to look up the on screen name&lt;br /&gt;
&lt;br /&gt;
Category and class define the rough type of the unit. They&#039;re used for setting some default attributes and for&lt;br /&gt;
determining where units go in formation amongst other things such as tags to support AI army formation&lt;br /&gt;
 category      infantry, cavalry, siege, handler, ship or non_combatant&lt;br /&gt;
 class         light, heavy, missile or spearmen&lt;br /&gt;
&lt;br /&gt;
 voice_type    Used to determine the type of voice used by the unit&lt;br /&gt;
&lt;br /&gt;
 soldier       Name of the soldier model to use (from descr_models_battle.txt)&lt;br /&gt;
               followed by the number of ordinary soldiers in the unit&lt;br /&gt;
               followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)&lt;br /&gt;
               followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]&lt;br /&gt;
 officer       Name of officer model. There may be up to 0-3 officer lines per unit&lt;br /&gt;
 ship          Type of ship used if applicable&lt;br /&gt;
 engine        Type of siege engine used by unit&lt;br /&gt;
 animal        The type of (non ridden) animals used by the unit&lt;br /&gt;
 mount         Type of animal or vehicle ridden on&lt;br /&gt;
&lt;br /&gt;
 mount_effect  Factors to add when in combat against enemy units that have the specified mounts&lt;br /&gt;
               Up to three factors may be specified, which may be classes of mount, or specific types&lt;br /&gt;
&lt;br /&gt;
 attributes    A miscellanious list of attributes and abilities the unit may have. Including&lt;br /&gt;
               sea_faring = can board ships; can_swim = can swim across rivers&lt;br /&gt;
               hide_forest, hide_improved_forest, hide_anywhere   = defines where the unit can hide&lt;br /&gt;
               can_sap = Can dig tunnels under walls&lt;br /&gt;
               frighten_foot, frighten_mounted = Cause fear to certain nearby unit types&lt;br /&gt;
               can_run_amok = Unit may go out of control when riders lose control of animals&lt;br /&gt;
               general_unit = The unit can be used for a named character&#039;s bodyguard&lt;br /&gt;
               cantabrian_circle = The unit has this special ability&lt;br /&gt;
               no_custom = The unit may not be selected in custom battles&lt;br /&gt;
               command = The unit carries a legionary eagle, and gives bonuses to nearby units&lt;br /&gt;
               mercenary_unit = The unit is s mercenary unit available to all factions&lt;br /&gt;
               is_peasant = unknown&lt;br /&gt;
               druid = Can do a special morale raising chant&lt;br /&gt;
               power_charge = unkown&lt;br /&gt;
               free_upkeep_unit = Unit can be supported free in a city&lt;br /&gt;
&lt;br /&gt;
 formation     soldier spacing (in metres) side to side, then front to back for close formation&lt;br /&gt;
               followed by the same measurements in loose formation.&lt;br /&gt;
               followed by the default number of ranks for the unit&lt;br /&gt;
               followed by the formations possible for the unit. One or two of&lt;br /&gt;
               square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge&lt;br /&gt;
&lt;br /&gt;
 stat_health   Hit points of man, followed by hit points of mount or attached animal (if applicable)&lt;br /&gt;
               Ridden horses and camels do not have separate hit points&lt;br /&gt;
&lt;br /&gt;
Details of unit&#039;s primary weapon. If the unit has a missile weapon it must be the primary&lt;br /&gt;
 stat_pri      From left to right&lt;br /&gt;
               attack factor&lt;br /&gt;
               attack bonus factor if charging&lt;br /&gt;
               missile type fired (no if not a missile weapon type)&lt;br /&gt;
               range of missile&lt;br /&gt;
               amount of missile ammunition per man&lt;br /&gt;
               Weapon type = melee, thrown, missile, or siege_missile&lt;br /&gt;
               Tech type = simple, other, blade, archery or siege&lt;br /&gt;
               Damage type = piercing, blunt, slashing or fire. (I don&#039;t think this is used anymore)&lt;br /&gt;
               Sound type when weapon hits = none, knife, mace, axe, sword, or spear&lt;br /&gt;
               Optional. Name of effect to play when weapon fires&lt;br /&gt;
               Min delay between attacks (in 1/10th of a second)&lt;br /&gt;
               Skeleton compensation factor in melee. Should be 1&lt;br /&gt;
 stat_pri_ex   Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration&lt;br /&gt;
 stat_pri_attr&lt;br /&gt;
               primary weapon attributes any or all of&lt;br /&gt;
                   ap = armour piercing. Only counts half of target&#039;s armour&lt;br /&gt;
                   bp = body piercing. Missile can pass through men and hit those behind&lt;br /&gt;
                   spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry&lt;br /&gt;
                   long_pike = Use very long pikes. Phalanx capable units only&lt;br /&gt;
                   short_pike = Use shorter than normal spears.&lt;br /&gt;
                   prec = Missile weapon is only thrown/ fired just before charging into combat&lt;br /&gt;
                   thrown = The missile type if thrown rather than fired&lt;br /&gt;
                   launching = attack may throw target men into the air&lt;br /&gt;
                   area = attack affects an area, not just one man&lt;br /&gt;
                   spear &amp;amp; light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front&lt;br /&gt;
                   spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12&lt;br /&gt;
&lt;br /&gt;
Details of secondary weapons. If the unit rides on, or has attached animals or vehicles&lt;br /&gt;
then the secondary weapon details refer to their attacks. If the unit has missile weapons&lt;br /&gt;
the secondary weapon will be the one used for melee&lt;br /&gt;
If the unit has a primary melee weapon, it may have a secondary side arm&lt;br /&gt;
 stat_sec      As per stat_pri     (a value of no means no secondary weapon)&lt;br /&gt;
 stat_sec_ex   as per stat_pri_ex&lt;br /&gt;
 stat_sec_attr As per stat_pri_attr&lt;br /&gt;
 stat_ter      As per stat_pri If there is no ternary weapon, then there are no ternary data entries&lt;br /&gt;
 stat_ter_ex   as per stat_pri_ex&lt;br /&gt;
 stat_ter_attr As per stat_pri_attr&lt;br /&gt;
&lt;br /&gt;
 stat_pri_armour   Details of the man&#039;s defences&lt;br /&gt;
                   armour factor&lt;br /&gt;
                   defensive skill factor (not used when shot at)&lt;br /&gt;
                   shield factor (only used for attacks from the front of left)&lt;br /&gt;
                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
 stat_armour_ex    Details of the man&#039;s defences&lt;br /&gt;
                   armour factor. 4 values. First for base value, then 3 upgrade levels&lt;br /&gt;
                   defensive skill factor (not used when shot at)&lt;br /&gt;
                   shield factors. First for melee, second for missile fire&lt;br /&gt;
                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
&lt;br /&gt;
 stat_sec_armour   Details of animal&#039;s or vehicle&#039;s defenses (note riden horses do not have a separate defence)&lt;br /&gt;
                   As per stat_pri_armour, except that the shield entry is ommited&lt;br /&gt;
&lt;br /&gt;
 stat_heat         Extra fatigue suffered by the unit in hot climates&lt;br /&gt;
&lt;br /&gt;
 stat_ground       Combat modifiers on different ground types. From left to right&lt;br /&gt;
                   scrub, sand, forest, snow&lt;br /&gt;
 stat_mental       The base morale level, followed by discipline and training&lt;br /&gt;
                   discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders&lt;br /&gt;
                   training determines how tidy the unit&#039;s formation is. Discipline the response to morale SHOCKS&lt;br /&gt;
                   optional lock_morale stops unit from ever routing&lt;br /&gt;
&lt;br /&gt;
 stat_charge_distance Distance from the enemy that the unit will begin charging&lt;br /&gt;
 stat_fire_delay   Extra delay over that imposed by animation, hetween volleys&lt;br /&gt;
&lt;br /&gt;
 stat_food         No longer used&lt;br /&gt;
 stat_cost         Number of turns to build,&lt;br /&gt;
                   Cost of unit to construct&lt;br /&gt;
                   Cost of upkeep&lt;br /&gt;
                   Cost of upgrading weapons&lt;br /&gt;
                   Cost of upgrading armour&lt;br /&gt;
                   Cost for custom battles&lt;br /&gt;
 stat_stl          Number of soldiers needed for unit to count as alive&lt;br /&gt;
 armour_ug_levels  Smith level needed for each armour upgrade&lt;br /&gt;
 armour_ug_models  Body for each upgrade level&lt;br /&gt;
 stat_ownership    List of factions and cultures that may have this unit&lt;br /&gt;
 era 0,            Optional List of factions that use this in multiplayer era 0&lt;br /&gt;
 era 1,            Optional List of factions that use this in multiplayer era 1&lt;br /&gt;
 era 2,            Optional List of factions that use this in multiplayer era 2&lt;br /&gt;
 info_pic_dir      Optional. Dir to find the info pic in (instead of faction dir)&lt;br /&gt;
 card_pic_dir      Optional. Dir to find the unit card in (instead of faction dir)&lt;br /&gt;
 unit_info         Info for unit info panel. Melee attack, missile attack, defence&lt;br /&gt;
&lt;br /&gt;
=Format=&lt;br /&gt;
&amp;quot;.txt&amp;quot; file, can be opened with Notepad.&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8551</id>
		<title>Export descr unit.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8551"/>
		<updated>2007-07-16T15:22:11Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
The &amp;quot;export_descr_unit.txt&amp;quot;, often reffered to by modders as the EDU, is an important text file in Rome: Total War and it&#039;s 2 expansions (Alexander and Barbarian invasion) and also in Medieval 2: Total War. The file controls what characteristics and stats a combat unit has, it also determines what model-texture set the unit uses. The file can be found in the data folder of the game&#039;s directory (for Medieval 2: Total War the game must be unpacked using the unpacker provided with patch 1.1, otherwise you will be unable to access the file). The file, like all &amp;quot;.txt&amp;quot; files can be opened with notepad. A standard entry in the file looks somewhat like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;type             Longbowmen&lt;br /&gt;
dictionary       Longbowmen      ; Longbowmen&lt;br /&gt;
category         infantry&lt;br /&gt;
class            missile&lt;br /&gt;
voice_type       Light&lt;br /&gt;
banner faction   main_missile&lt;br /&gt;
banner holy      crusade&lt;br /&gt;
soldier          Longbowmen, 48, 0, 0.8&lt;br /&gt;
attributes       sea_faring, hide_forest, can_withdraw, stakes, stakes&lt;br /&gt;
formation        1.2, 1.2, 2.4, 2.4, 4, square&lt;br /&gt;
stat_health      1, 0&lt;br /&gt;
stat_pri         6, 1, arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1&lt;br /&gt;
stat_pri_ex      0, 0, 0&lt;br /&gt;
stat_pri_attr    ap&lt;br /&gt;
stat_sec         7, 2, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1.2&lt;br /&gt;
stat_sec_ex      0, 0, 0&lt;br /&gt;
stat_sec_attr    ap&lt;br /&gt;
stat_pri_armour  0, 1, 3, flesh&lt;br /&gt;
stat_armour_ex   0, 4, 5, 0, 1, 3, 3, flesh&lt;br /&gt;
stat_sec_armour  0, 0, flesh&lt;br /&gt;
stat_heat        2&lt;br /&gt;
stat_ground      1, -2, 3, 2&lt;br /&gt;
stat_mental      3, normal, untrained&lt;br /&gt;
stat_charge_dist 30&lt;br /&gt;
stat_fire_delay  0&lt;br /&gt;
stat_food        60, 300&lt;br /&gt;
stat_cost        1, 560, 150, 65, 50, 560, 4, 140&lt;br /&gt;
armour_ug_levels 0, 1, 2&lt;br /&gt;
armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2&lt;br /&gt;
ownership        england, slave&lt;br /&gt;
era 1            england&lt;br /&gt;
era 2            england&lt;br /&gt;
unit_info        7, 6, 4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It looks in-comprehensible at first, but at the top of the file is a section explaining it and what each line etc. means. I&#039;ve copied it here for simplicity&#039;s sake, it explains things better than I could.&lt;br /&gt;
&lt;br /&gt;
Data entries are as follows&lt;br /&gt;
 Type          The internal name of the unit. Note this not necessarily the same as the on screen name&lt;br /&gt;
 dictionary        The tag used to look up the on screen name&lt;br /&gt;
&lt;br /&gt;
Category and class define the rough type of the unit. They&#039;re used for setting some default attributes and for&lt;br /&gt;
determining where units go in formation amongst other things such as tags to support AI army formation&lt;br /&gt;
 category      infantry, cavalry, siege, handler, ship or non_combatant&lt;br /&gt;
 class         light, heavy, missile or spearmen&lt;br /&gt;
&lt;br /&gt;
 voice_type    Used to determine the type of voice used by the unit&lt;br /&gt;
&lt;br /&gt;
 soldier       Name of the soldier model to use (from descr_models_battle.txt)&lt;br /&gt;
               followed by the number of ordinary soldiers in the unit&lt;br /&gt;
               followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)&lt;br /&gt;
               followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]&lt;br /&gt;
 officer       Name of officer model. There may be up to 0-3 officer lines per unit&lt;br /&gt;
 ship          Type of ship used if applicable&lt;br /&gt;
 engine        Type of siege engine used by unit&lt;br /&gt;
 animal        The type of (non ridden) animals used by the unit&lt;br /&gt;
 mount         Type of animal or vehicle ridden on&lt;br /&gt;
&lt;br /&gt;
 mount_effect  Factors to add when in combat against enemy units that have the specified mounts&lt;br /&gt;
               Up to three factors may be specified, which may be classes of mount, or specific types&lt;br /&gt;
&lt;br /&gt;
 attributes    A miscellanious list of attributes and abilities the unit may have. Including&lt;br /&gt;
               sea_faring = can board ships; can_swim = can swim across rivers&lt;br /&gt;
               hide_forest, hide_improved_forest, hide_anywhere   = defines where the unit can hide&lt;br /&gt;
               can_sap = Can dig tunnels under walls&lt;br /&gt;
               frighten_foot, frighten_mounted = Cause fear to certain nearby unit types&lt;br /&gt;
               can_run_amok = Unit may go out of control when riders lose control of animals&lt;br /&gt;
               general_unit = The unit can be used for a named character&#039;s bodyguard&lt;br /&gt;
               cantabrian_circle = The unit has this special ability&lt;br /&gt;
               no_custom = The unit may not be selected in custom battles&lt;br /&gt;
               command = The unit carries a legionary eagle, and gives bonuses to nearby units&lt;br /&gt;
               mercenary_unit = The unit is s mercenary unit available to all factions&lt;br /&gt;
               is_peasant = unknown&lt;br /&gt;
               druid = Can do a special morale raising chant&lt;br /&gt;
               power_charge = unkown&lt;br /&gt;
               free_upkeep_unit = Unit can be supported free in a city&lt;br /&gt;
&lt;br /&gt;
 formation     soldier spacing (in metres) side to side, then front to back for close formation&lt;br /&gt;
               followed by the same measurements in loose formation.&lt;br /&gt;
               followed by the default number of ranks for the unit&lt;br /&gt;
               followed by the formations possible for the unit. One or two of&lt;br /&gt;
               square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge&lt;br /&gt;
&lt;br /&gt;
 stat_health   Hit points of man, followed by hit points of mount or attached animal (if applicable)&lt;br /&gt;
               Ridden horses and camels do not have separate hit points&lt;br /&gt;
&lt;br /&gt;
Details of unit&#039;s primary weapon. If the unit has a missile weapon it must be the primary&lt;br /&gt;
 stat_pri      From left to right&lt;br /&gt;
               attack factor&lt;br /&gt;
               attack bonus factor if charging&lt;br /&gt;
               missile type fired (no if not a missile weapon type)&lt;br /&gt;
               range of missile&lt;br /&gt;
               amount of missile ammunition per man&lt;br /&gt;
               Weapon type = melee, thrown, missile, or siege_missile&lt;br /&gt;
               Tech type = simple, other, blade, archery or siege&lt;br /&gt;
               Damage type = piercing, blunt, slashing or fire. (I don&#039;t think this is used anymore)&lt;br /&gt;
               Sound type when weapon hits = none, knife, mace, axe, sword, or spear&lt;br /&gt;
               Optional. Name of effect to play when weapon fires&lt;br /&gt;
               Min delay between attacks (in 1/10th of a second)&lt;br /&gt;
               Skeleton compensation factor in melee. Should be 1&lt;br /&gt;
 stat_pri_ex   Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration&lt;br /&gt;
 stat_pri_attr&lt;br /&gt;
               primary weapon attributes any or all of&lt;br /&gt;
                   ap = armour piercing. Only counts half of target&#039;s armour&lt;br /&gt;
                   bp = body piercing. Missile can pass through men and hit those behind&lt;br /&gt;
                   spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry&lt;br /&gt;
                   long_pike = Use very long pikes. Phalanx capable units only&lt;br /&gt;
                   short_pike = Use shorter than normal spears.&lt;br /&gt;
                   prec = Missile weapon is only thrown/ fired just before charging into combat&lt;br /&gt;
                   thrown = The missile type if thrown rather than fired&lt;br /&gt;
                   launching = attack may throw target men into the air&lt;br /&gt;
                   area = attack affects an area, not just one man&lt;br /&gt;
                   spear &amp;amp; light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front&lt;br /&gt;
                   spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12&lt;br /&gt;
&lt;br /&gt;
Details of secondary weapons. If the unit rides on, or has attached animals or vehicles&lt;br /&gt;
then the secondary weapon details refer to their attacks. If the unit has missile weapons&lt;br /&gt;
the secondary weapon will be the one used for melee&lt;br /&gt;
If the unit has a primary melee weapon, it may have a secondary side arm&lt;br /&gt;
 stat_sec      As per stat_pri     (a value of no means no secondary weapon)&lt;br /&gt;
 stat_sec_ex   as per stat_pri_ex&lt;br /&gt;
 stat_sec_attr As per stat_pri_attr&lt;br /&gt;
 stat_ter      As per stat_pri If there is no ternary weapon, then there are no ternary data entries&lt;br /&gt;
 stat_ter_ex   as per stat_pri_ex&lt;br /&gt;
 stat_ter_attr As per stat_pri_attr&lt;br /&gt;
&lt;br /&gt;
 stat_pri_armour   Details of the man&#039;s defences&lt;br /&gt;
                   armour factor&lt;br /&gt;
                   defensive skill factor (not used when shot at)&lt;br /&gt;
                   shield factor (only used for attacks from the front of left)&lt;br /&gt;
                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
 stat_armour_ex    Details of the man&#039;s defences&lt;br /&gt;
                   armour factor. 4 values. First for base value, then 3 upgrade levels&lt;br /&gt;
                   defensive skill factor (not used when shot at)&lt;br /&gt;
                   shield factors. First for melee, second for missile fire&lt;br /&gt;
                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
&lt;br /&gt;
 stat_sec_armour   Details of animal&#039;s or vehicle&#039;s defenses (note riden horses do not have a separate defence)&lt;br /&gt;
                   As per stat_pri_armour, except that the shield entry is ommited&lt;br /&gt;
&lt;br /&gt;
 stat_heat         Extra fatigue suffered by the unit in hot climates&lt;br /&gt;
&lt;br /&gt;
 stat_ground       Combat modifiers on different ground types. From left to right&lt;br /&gt;
                   scrub, sand, forest, snow&lt;br /&gt;
 stat_mental       The base morale level, followed by discipline and training&lt;br /&gt;
                   discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders&lt;br /&gt;
                   training determines how tidy the unit&#039;s formation is. Discipline the response to morale SHOCKS&lt;br /&gt;
                   optional lock_morale stops unit from ever routing&lt;br /&gt;
&lt;br /&gt;
 stat_charge_distance Distance from the enemy that the unit will begin charging&lt;br /&gt;
 stat_fire_delay   Extra delay over that imposed by animation, hetween volleys&lt;br /&gt;
&lt;br /&gt;
 stat_food         No longer used&lt;br /&gt;
 stat_cost         Number of turns to build,&lt;br /&gt;
                   Cost of unit to construct&lt;br /&gt;
                   Cost of upkeep&lt;br /&gt;
                   Cost of upgrading weapons&lt;br /&gt;
                   Cost of upgrading armour&lt;br /&gt;
                   Cost for custom battles&lt;br /&gt;
 stat_stl          Number of soldiers needed for unit to count as alive&lt;br /&gt;
 armour_ug_levels  Smith level needed for each armour upgrade&lt;br /&gt;
 armour_ug_models  Body for each upgrade level&lt;br /&gt;
 stat_ownership    List of factions and cultures that may have this unit&lt;br /&gt;
 era 0,            Optional List of factions that use this in multiplayer era 0&lt;br /&gt;
 era 1,            Optional List of factions that use this in multiplayer era 1&lt;br /&gt;
 era 2,            Optional List of factions that use this in multiplayer era 2&lt;br /&gt;
 info_pic_dir      Optional. Dir to find the info pic in (instead of faction dir)&lt;br /&gt;
 card_pic_dir      Optional. Dir to find the unit card in (instead of faction dir)&lt;br /&gt;
 unit_info         Info for unit info panel. Melee attack, missile attack, defence&lt;br /&gt;
&lt;br /&gt;
=Format=&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8550</id>
		<title>Export descr unit.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8550"/>
		<updated>2007-07-16T15:19:40Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
The &amp;quot;export_descr_unit.txt&amp;quot;, often reffered to by modders as the EDU, is an important text file in Rome: Total War and it&#039;s 2 expansions (Alexander and Barbarian invasion) and also in Medieval 2: Total War. The file controls what characteristics and stats a combat unit has, it also determines what model-texture set the unit uses. The file can be found in the data folder of the game&#039;s directory (for Medieval 2: Total War the game must be unpacked using the unpacker provided with patch 1.1, otherwise you will be unable to access the file). The file, like all &amp;quot;.txt&amp;quot; files can be opened with notepad. A standard entry in the file looks somewhat like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;type             Longbowmen&lt;br /&gt;
dictionary       Longbowmen      ; Longbowmen&lt;br /&gt;
category         infantry&lt;br /&gt;
class            missile&lt;br /&gt;
voice_type       Light&lt;br /&gt;
banner faction   main_missile&lt;br /&gt;
banner holy      crusade&lt;br /&gt;
soldier          Longbowmen, 48, 0, 0.8&lt;br /&gt;
attributes       sea_faring, hide_forest, can_withdraw, stakes, stakes&lt;br /&gt;
formation        1.2, 1.2, 2.4, 2.4, 4, square&lt;br /&gt;
stat_health      1, 0&lt;br /&gt;
stat_pri         6, 1, arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1&lt;br /&gt;
stat_pri_ex      0, 0, 0&lt;br /&gt;
stat_pri_attr    ap&lt;br /&gt;
stat_sec         7, 2, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1.2&lt;br /&gt;
stat_sec_ex      0, 0, 0&lt;br /&gt;
stat_sec_attr    ap&lt;br /&gt;
stat_pri_armour  0, 1, 3, flesh&lt;br /&gt;
stat_armour_ex   0, 4, 5, 0, 1, 3, 3, flesh&lt;br /&gt;
stat_sec_armour  0, 0, flesh&lt;br /&gt;
stat_heat        2&lt;br /&gt;
stat_ground      1, -2, 3, 2&lt;br /&gt;
stat_mental      3, normal, untrained&lt;br /&gt;
stat_charge_dist 30&lt;br /&gt;
stat_fire_delay  0&lt;br /&gt;
stat_food        60, 300&lt;br /&gt;
stat_cost        1, 560, 150, 65, 50, 560, 4, 140&lt;br /&gt;
armour_ug_levels 0, 1, 2&lt;br /&gt;
armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2&lt;br /&gt;
ownership        england, slave&lt;br /&gt;
era 1            england&lt;br /&gt;
era 2            england&lt;br /&gt;
unit_info        7, 6, 4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It looks in-comprehensible at first, but at the top of the file is a section explaining it and what each line etc. means. I&#039;ve copied it here for simplicity&#039;s sake, it explains things better than I could.&lt;br /&gt;
&lt;br /&gt;
Data entries are as follows&lt;br /&gt;
 Type          The internal name of the unit. Note this not necessarily the same as the on screen name&lt;br /&gt;
 dictionary        The tag used to look up the on screen name&lt;br /&gt;
&lt;br /&gt;
Category and class define the rough type of the unit. They&#039;re used for setting some default attributes and for&lt;br /&gt;
determining where units go in formation amongst other things such as tags to support AI army formation&lt;br /&gt;
 category      infantry, cavalry, siege, handler, ship or non_combatant&lt;br /&gt;
 class         light, heavy, missile or spearmen&lt;br /&gt;
&lt;br /&gt;
 voice_type    Used to determine the type of voice used by the unit&lt;br /&gt;
&lt;br /&gt;
 soldier       Name of the soldier model to use (from descr_models_battle.txt)&lt;br /&gt;
               followed by the number of ordinary soldiers in the unit&lt;br /&gt;
               followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)&lt;br /&gt;
               followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]&lt;br /&gt;
 officer       Name of officer model. There may be up to 0-3 officer lines per unit&lt;br /&gt;
 ship          Type of ship used if applicable&lt;br /&gt;
 engine        Type of siege engine used by unit&lt;br /&gt;
 animal        The type of (non ridden) animals used by the unit&lt;br /&gt;
 mount         Type of animal or vehicle ridden on&lt;br /&gt;
&lt;br /&gt;
; mount_effect  Factors to add when in combat against enemy units that have the specified mounts&lt;br /&gt;
;               Up to three factors may be specified, which may be classes of mount, or specific types&lt;br /&gt;
;&lt;br /&gt;
; attributes    A miscellanious list of attributes and abilities the unit may have. Including&lt;br /&gt;
;               sea_faring = can board ships; can_swim = can swim across rivers&lt;br /&gt;
;               hide_forest, hide_improved_forest, hide_anywhere   = defines where the unit can hide&lt;br /&gt;
;               can_sap = Can dig tunnels under walls&lt;br /&gt;
;               frighten_foot, frighten_mounted = Cause fear to certain nearby unit types&lt;br /&gt;
;               can_run_amok = Unit may go out of control when riders lose control of animals&lt;br /&gt;
;               general_unit = The unit can be used for a named character&#039;s bodyguard&lt;br /&gt;
;               cantabrian_circle = The unit has this special ability&lt;br /&gt;
;               no_custom = The unit may not be selected in custom battles&lt;br /&gt;
;               command = The unit carries a legionary eagle, and gives bonuses to nearby units&lt;br /&gt;
;               mercenary_unit = The unit is s mercenary unit available to all factions&lt;br /&gt;
;               is_peasant = unknown&lt;br /&gt;
;               druid = Can do a special morale raising chant&lt;br /&gt;
;               power_charge = unkown&lt;br /&gt;
;               free_upkeep_unit = Unit can be supported free in a city&lt;br /&gt;
;&lt;br /&gt;
; formation     soldier spacing (in metres) side to side, then front to back for close formation&lt;br /&gt;
;               followed by the same measurements in loose formation.&lt;br /&gt;
;               followed by the default number of ranks for the unit&lt;br /&gt;
;               followed by the formations possible for the unit. One or two of&lt;br /&gt;
;               square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge&lt;br /&gt;
;&lt;br /&gt;
; stat_health   Hit points of man, followed by hit points of mount or attached animal (if applicable)&lt;br /&gt;
;               Ridden horses and camels do not have separate hit points&lt;br /&gt;
;&lt;br /&gt;
;Details of unit&#039;s primary weapon. If the unit has a missile weapon it must be the primary&lt;br /&gt;
; stat_pri      From left to right&lt;br /&gt;
;               attack factor&lt;br /&gt;
;               attack bonus factor if charging&lt;br /&gt;
;               missile type fired (no if not a missile weapon type)&lt;br /&gt;
;               range of missile&lt;br /&gt;
;               amount of missile ammunition per man&lt;br /&gt;
;               Weapon type = melee, thrown, missile, or siege_missile&lt;br /&gt;
;               Tech type = simple, other, blade, archery or siege&lt;br /&gt;
;               Damage type = piercing, blunt, slashing or fire. (I don&#039;t think this is used anymore)&lt;br /&gt;
;               Sound type when weapon hits = none, knife, mace, axe, sword, or spear&lt;br /&gt;
;               Optional. Name of effect to play when weapon fires&lt;br /&gt;
;               Min delay between attacks (in 1/10th of a second)&lt;br /&gt;
;               Skeleton compensation factor in melee. Should be 1&lt;br /&gt;
; stat_pri_ex   Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration&lt;br /&gt;
; stat_pri_attr&lt;br /&gt;
;               primary weapon attributes any or all of&lt;br /&gt;
;                   ap = armour piercing. Only counts half of target&#039;s armour&lt;br /&gt;
;                   bp = body piercing. Missile can pass through men and hit those behind&lt;br /&gt;
;                   spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry&lt;br /&gt;
;                   long_pike = Use very long pikes. Phalanx capable units only&lt;br /&gt;
;                   short_pike = Use shorter than normal spears.&lt;br /&gt;
;                   prec = Missile weapon is only thrown/ fired just before charging into combat&lt;br /&gt;
;                   thrown = The missile type if thrown rather than fired&lt;br /&gt;
;                   launching = attack may throw target men into the air&lt;br /&gt;
;                   area = attack affects an area, not just one man&lt;br /&gt;
;                   spear &amp;amp; light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front&lt;br /&gt;
;                   spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12&lt;br /&gt;
;&lt;br /&gt;
;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles&lt;br /&gt;
;then the secondary weapon details refer to their attacks. If the unit has missile weapons&lt;br /&gt;
;the secondary weapon will be the one used for melee&lt;br /&gt;
;If the unit has a primary melee weapon, it may have a secondary side arm&lt;br /&gt;
; stat_sec      As per stat_pri     (a value of no means no secondary weapon)&lt;br /&gt;
; stat_sec_ex   as per stat_pri_ex&lt;br /&gt;
; stat_sec_attr As per stat_pri_attr&lt;br /&gt;
; stat_ter      As per stat_pri If there is no ternary weapon, then there are no ternary data entries&lt;br /&gt;
; stat_ter_ex   as per stat_pri_ex&lt;br /&gt;
; stat_ter_attr As per stat_pri_attr&lt;br /&gt;
;&lt;br /&gt;
; stat_pri_armour   Details of the man&#039;s defences&lt;br /&gt;
;                   armour factor&lt;br /&gt;
;                   defensive skill factor (not used when shot at)&lt;br /&gt;
;                   shield factor (only used for attacks from the front of left)&lt;br /&gt;
;                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
; stat_armour_ex    Details of the man&#039;s defences&lt;br /&gt;
;                   armour factor. 4 values. First for base value, then 3 upgrade levels&lt;br /&gt;
;                   defensive skill factor (not used when shot at)&lt;br /&gt;
;                   shield factors. First for melee, second for missile fire&lt;br /&gt;
;                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
;&lt;br /&gt;
; stat_sec_armour   Details of animal&#039;s or vehicle&#039;s defenses (note riden horses do not have a separate defence)&lt;br /&gt;
;                   As per stat_pri_armour, except that the shield entry is ommited&lt;br /&gt;
;&lt;br /&gt;
; stat_heat         Extra fatigue suffered by the unit in hot climates&lt;br /&gt;
;&lt;br /&gt;
; stat_ground       Combat modifiers on different ground types. From left to right&lt;br /&gt;
;                   scrub, sand, forest, snow&lt;br /&gt;
; stat_mental       The base morale level, followed by discipline and training&lt;br /&gt;
;                   discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders&lt;br /&gt;
;                   training determines how tidy the unit&#039;s formation is. Discipline the response to morale SHOCKS&lt;br /&gt;
;                   optional lock_morale stops unit from ever routing&lt;br /&gt;
;&lt;br /&gt;
; stat_charge_distance Distance from the enemy that the unit will begin charging&lt;br /&gt;
; stat_fire_delay   Extra delay over that imposed by animation, hetween volleys&lt;br /&gt;
;&lt;br /&gt;
; stat_food         No longer used&lt;br /&gt;
; stat_cost         Number of turns to build,&lt;br /&gt;
;                   Cost of unit to construct&lt;br /&gt;
;                   Cost of upkeep&lt;br /&gt;
;                   Cost of upgrading weapons&lt;br /&gt;
;                   Cost of upgrading armour&lt;br /&gt;
;                   Cost for custom battles&lt;br /&gt;
; stat_stl          Number of soldiers needed for unit to count as alive&lt;br /&gt;
; armour_ug_levels  Smith level needed for each armour upgrade&lt;br /&gt;
; armour_ug_models  Body for each upgrade level&lt;br /&gt;
; stat_ownership    List of factions and cultures that may have this unit&lt;br /&gt;
; era 0,            Optional List of factions that use this in multiplayer era 0&lt;br /&gt;
; era 1,            Optional List of factions that use this in multiplayer era 1&lt;br /&gt;
; era 2,            Optional List of factions that use this in multiplayer era 2&lt;br /&gt;
; info_pic_dir      Optional. Dir to find the info pic in (instead of faction dir)&lt;br /&gt;
; card_pic_dir      Optional. Dir to find the unit card in (instead of faction dir)&lt;br /&gt;
; unit_info         Info for unit info panel. Melee attack, missile attack, defence&lt;br /&gt;
&lt;br /&gt;
=Format=&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8549</id>
		<title>Export descr unit.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8549"/>
		<updated>2007-07-16T15:18:38Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
The &amp;quot;export_descr_unit.txt&amp;quot;, often reffered to by modders as the EDU, is an important text file in Rome: Total War and it&#039;s 2 expansions (Alexander and Barbarian invasion) and also in Medieval 2: Total War. The file controls what characteristics and stats a combat unit has, it also determines what model-texture set the unit uses. The file can be found in the data folder of the game&#039;s directory (for Medieval 2: Total War the game must be unpacked using the unpacker provided with patch 1.1, otherwise you will be unable to access the file). The file, like all &amp;quot;.txt&amp;quot; files can be opened with notepad. A standard entry in the file looks somewhat like this:&lt;br /&gt;
&lt;br /&gt;
type             Longbowmen&lt;br /&gt;
dictionary       Longbowmen      ; Longbowmen&lt;br /&gt;
category         infantry&lt;br /&gt;
class            missile&lt;br /&gt;
voice_type       Light&lt;br /&gt;
banner faction   main_missile&lt;br /&gt;
banner holy      crusade&lt;br /&gt;
soldier          Longbowmen, 48, 0, 0.8&lt;br /&gt;
attributes       sea_faring, hide_forest, can_withdraw, stakes, stakes&lt;br /&gt;
formation        1.2, 1.2, 2.4, 2.4, 4, square&lt;br /&gt;
stat_health      1, 0&lt;br /&gt;
stat_pri         6, 1, arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1&lt;br /&gt;
stat_pri_ex      0, 0, 0&lt;br /&gt;
stat_pri_attr    ap&lt;br /&gt;
stat_sec         7, 2, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1.2&lt;br /&gt;
stat_sec_ex      0, 0, 0&lt;br /&gt;
stat_sec_attr    ap&lt;br /&gt;
stat_pri_armour  0, 1, 3, flesh&lt;br /&gt;
stat_armour_ex   0, 4, 5, 0, 1, 3, 3, flesh&lt;br /&gt;
stat_sec_armour  0, 0, flesh&lt;br /&gt;
stat_heat        2&lt;br /&gt;
stat_ground      1, -2, 3, 2&lt;br /&gt;
stat_mental      3, normal, untrained&lt;br /&gt;
stat_charge_dist 30&lt;br /&gt;
stat_fire_delay  0&lt;br /&gt;
stat_food        60, 300&lt;br /&gt;
stat_cost        1, 560, 150, 65, 50, 560, 4, 140&lt;br /&gt;
armour_ug_levels 0, 1, 2&lt;br /&gt;
armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2&lt;br /&gt;
ownership        england, slave&lt;br /&gt;
era 1            england&lt;br /&gt;
era 2            england&lt;br /&gt;
unit_info        7, 6, 4&lt;br /&gt;
&lt;br /&gt;
It looks in-comprehensible at first, but at the top of the file is a section explaining it and what each line etc. means. I&#039;ve copied it here for simplicity&#039;s sake, it explains things better than I could.&lt;br /&gt;
&lt;br /&gt;
Data entries are as follows&lt;br /&gt;
 Type          The internal name of the unit. Note this not necessarily the same as the on screen name&lt;br /&gt;
 dictionary        The tag used to look up the on screen name&lt;br /&gt;
&lt;br /&gt;
Category and class define the rough type of the unit. They&#039;re used for setting some default attributes and for&lt;br /&gt;
determining where units go in formation amongst other things such as tags to support AI army formation&lt;br /&gt;
 category      infantry, cavalry, siege, handler, ship or non_combatant&lt;br /&gt;
 class         light, heavy, missile or spearmen&lt;br /&gt;
&lt;br /&gt;
 voice_type    Used to determine the type of voice used by the unit&lt;br /&gt;
&lt;br /&gt;
 soldier       Name of the soldier model to use (from descr_models_battle.txt)&lt;br /&gt;
               followed by the number of ordinary soldiers in the unit&lt;br /&gt;
               followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)&lt;br /&gt;
               followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]&lt;br /&gt;
 officer       Name of officer model. There may be up to 0-3 officer lines per unit&lt;br /&gt;
 ship          Type of ship used if applicable&lt;br /&gt;
 engine        Type of siege engine used by unit&lt;br /&gt;
 animal        The type of (non ridden) animals used by the unit&lt;br /&gt;
 mount         Type of animal or vehicle ridden on&lt;br /&gt;
&lt;br /&gt;
; mount_effect  Factors to add when in combat against enemy units that have the specified mounts&lt;br /&gt;
;               Up to three factors may be specified, which may be classes of mount, or specific types&lt;br /&gt;
;&lt;br /&gt;
; attributes    A miscellanious list of attributes and abilities the unit may have. Including&lt;br /&gt;
;               sea_faring = can board ships; can_swim = can swim across rivers&lt;br /&gt;
;               hide_forest, hide_improved_forest, hide_anywhere   = defines where the unit can hide&lt;br /&gt;
;               can_sap = Can dig tunnels under walls&lt;br /&gt;
;               frighten_foot, frighten_mounted = Cause fear to certain nearby unit types&lt;br /&gt;
;               can_run_amok = Unit may go out of control when riders lose control of animals&lt;br /&gt;
;               general_unit = The unit can be used for a named character&#039;s bodyguard&lt;br /&gt;
;               cantabrian_circle = The unit has this special ability&lt;br /&gt;
;               no_custom = The unit may not be selected in custom battles&lt;br /&gt;
;               command = The unit carries a legionary eagle, and gives bonuses to nearby units&lt;br /&gt;
;               mercenary_unit = The unit is s mercenary unit available to all factions&lt;br /&gt;
;               is_peasant = unknown&lt;br /&gt;
;               druid = Can do a special morale raising chant&lt;br /&gt;
;               power_charge = unkown&lt;br /&gt;
;               free_upkeep_unit = Unit can be supported free in a city&lt;br /&gt;
;&lt;br /&gt;
; formation     soldier spacing (in metres) side to side, then front to back for close formation&lt;br /&gt;
;               followed by the same measurements in loose formation.&lt;br /&gt;
;               followed by the default number of ranks for the unit&lt;br /&gt;
;               followed by the formations possible for the unit. One or two of&lt;br /&gt;
;               square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge&lt;br /&gt;
;&lt;br /&gt;
; stat_health   Hit points of man, followed by hit points of mount or attached animal (if applicable)&lt;br /&gt;
;               Ridden horses and camels do not have separate hit points&lt;br /&gt;
;&lt;br /&gt;
;Details of unit&#039;s primary weapon. If the unit has a missile weapon it must be the primary&lt;br /&gt;
; stat_pri      From left to right&lt;br /&gt;
;               attack factor&lt;br /&gt;
;               attack bonus factor if charging&lt;br /&gt;
;               missile type fired (no if not a missile weapon type)&lt;br /&gt;
;               range of missile&lt;br /&gt;
;               amount of missile ammunition per man&lt;br /&gt;
;               Weapon type = melee, thrown, missile, or siege_missile&lt;br /&gt;
;               Tech type = simple, other, blade, archery or siege&lt;br /&gt;
;               Damage type = piercing, blunt, slashing or fire. (I don&#039;t think this is used anymore)&lt;br /&gt;
;               Sound type when weapon hits = none, knife, mace, axe, sword, or spear&lt;br /&gt;
;               Optional. Name of effect to play when weapon fires&lt;br /&gt;
;               Min delay between attacks (in 1/10th of a second)&lt;br /&gt;
;               Skeleton compensation factor in melee. Should be 1&lt;br /&gt;
; stat_pri_ex   Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration&lt;br /&gt;
; stat_pri_attr&lt;br /&gt;
;               primary weapon attributes any or all of&lt;br /&gt;
;                   ap = armour piercing. Only counts half of target&#039;s armour&lt;br /&gt;
;                   bp = body piercing. Missile can pass through men and hit those behind&lt;br /&gt;
;                   spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry&lt;br /&gt;
;                   long_pike = Use very long pikes. Phalanx capable units only&lt;br /&gt;
;                   short_pike = Use shorter than normal spears.&lt;br /&gt;
;                   prec = Missile weapon is only thrown/ fired just before charging into combat&lt;br /&gt;
;                   thrown = The missile type if thrown rather than fired&lt;br /&gt;
;                   launching = attack may throw target men into the air&lt;br /&gt;
;                   area = attack affects an area, not just one man&lt;br /&gt;
;                   spear &amp;amp; light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front&lt;br /&gt;
;                   spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12&lt;br /&gt;
;&lt;br /&gt;
;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles&lt;br /&gt;
;then the secondary weapon details refer to their attacks. If the unit has missile weapons&lt;br /&gt;
;the secondary weapon will be the one used for melee&lt;br /&gt;
;If the unit has a primary melee weapon, it may have a secondary side arm&lt;br /&gt;
; stat_sec      As per stat_pri     (a value of no means no secondary weapon)&lt;br /&gt;
; stat_sec_ex   as per stat_pri_ex&lt;br /&gt;
; stat_sec_attr As per stat_pri_attr&lt;br /&gt;
; stat_ter      As per stat_pri If there is no ternary weapon, then there are no ternary data entries&lt;br /&gt;
; stat_ter_ex   as per stat_pri_ex&lt;br /&gt;
; stat_ter_attr As per stat_pri_attr&lt;br /&gt;
;&lt;br /&gt;
; stat_pri_armour   Details of the man&#039;s defences&lt;br /&gt;
;                   armour factor&lt;br /&gt;
;                   defensive skill factor (not used when shot at)&lt;br /&gt;
;                   shield factor (only used for attacks from the front of left)&lt;br /&gt;
;                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
; stat_armour_ex    Details of the man&#039;s defences&lt;br /&gt;
;                   armour factor. 4 values. First for base value, then 3 upgrade levels&lt;br /&gt;
;                   defensive skill factor (not used when shot at)&lt;br /&gt;
;                   shield factors. First for melee, second for missile fire&lt;br /&gt;
;                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
;&lt;br /&gt;
; stat_sec_armour   Details of animal&#039;s or vehicle&#039;s defenses (note riden horses do not have a separate defence)&lt;br /&gt;
;                   As per stat_pri_armour, except that the shield entry is ommited&lt;br /&gt;
;&lt;br /&gt;
; stat_heat         Extra fatigue suffered by the unit in hot climates&lt;br /&gt;
;&lt;br /&gt;
; stat_ground       Combat modifiers on different ground types. From left to right&lt;br /&gt;
;                   scrub, sand, forest, snow&lt;br /&gt;
; stat_mental       The base morale level, followed by discipline and training&lt;br /&gt;
;                   discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders&lt;br /&gt;
;                   training determines how tidy the unit&#039;s formation is. Discipline the response to morale SHOCKS&lt;br /&gt;
;                   optional lock_morale stops unit from ever routing&lt;br /&gt;
;&lt;br /&gt;
; stat_charge_distance Distance from the enemy that the unit will begin charging&lt;br /&gt;
; stat_fire_delay   Extra delay over that imposed by animation, hetween volleys&lt;br /&gt;
;&lt;br /&gt;
; stat_food         No longer used&lt;br /&gt;
; stat_cost         Number of turns to build,&lt;br /&gt;
;                   Cost of unit to construct&lt;br /&gt;
;                   Cost of upkeep&lt;br /&gt;
;                   Cost of upgrading weapons&lt;br /&gt;
;                   Cost of upgrading armour&lt;br /&gt;
;                   Cost for custom battles&lt;br /&gt;
; stat_stl          Number of soldiers needed for unit to count as alive&lt;br /&gt;
; armour_ug_levels  Smith level needed for each armour upgrade&lt;br /&gt;
; armour_ug_models  Body for each upgrade level&lt;br /&gt;
; stat_ownership    List of factions and cultures that may have this unit&lt;br /&gt;
; era 0,            Optional List of factions that use this in multiplayer era 0&lt;br /&gt;
; era 1,            Optional List of factions that use this in multiplayer era 1&lt;br /&gt;
; era 2,            Optional List of factions that use this in multiplayer era 2&lt;br /&gt;
; info_pic_dir      Optional. Dir to find the info pic in (instead of faction dir)&lt;br /&gt;
; card_pic_dir      Optional. Dir to find the unit card in (instead of faction dir)&lt;br /&gt;
; unit_info         Info for unit info panel. Melee attack, missile attack, defence&lt;br /&gt;
&lt;br /&gt;
=Format=&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8548</id>
		<title>Export descr unit.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8548"/>
		<updated>2007-07-16T15:16:57Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
The &amp;quot;export_descr_unit.txt&amp;quot;, often reffered to by modders as the EDU, is an important text file in Rome: Total War and it&#039;s 2 expansions (Alexander and Barbarian invasion) and also in Medieval 2: Total War. The file controls what characteristics and stats a combat unit has, it also determines what model-texture set the unit uses. The file can be found in the data folder of the game&#039;s directory (for Medieval 2: Total War the game must be unpacked using the unpacker provided with patch 1.1, otherwise you will be unable to access the file). The file, like all &amp;quot;.txt&amp;quot; files can be opened with notepad. A standard entry in the file looks somewhat like this:&lt;br /&gt;
&lt;br /&gt;
type             Longbowmen&lt;br /&gt;
dictionary       Longbowmen      ; Longbowmen&lt;br /&gt;
category         infantry&lt;br /&gt;
class            missile&lt;br /&gt;
voice_type       Light&lt;br /&gt;
banner faction   main_missile&lt;br /&gt;
banner holy      crusade&lt;br /&gt;
soldier          Longbowmen, 48, 0, 0.8&lt;br /&gt;
attributes       sea_faring, hide_forest, can_withdraw, stakes, stakes&lt;br /&gt;
formation        1.2, 1.2, 2.4, 2.4, 4, square&lt;br /&gt;
stat_health      1, 0&lt;br /&gt;
stat_pri         6, 1, arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1&lt;br /&gt;
;stat_pri_ex      0, 0, 0&lt;br /&gt;
stat_pri_attr    ap&lt;br /&gt;
stat_sec         7, 2, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1.2&lt;br /&gt;
;stat_sec_ex      0, 0, 0&lt;br /&gt;
stat_sec_attr    ap&lt;br /&gt;
stat_pri_armour  0, 1, 3, flesh&lt;br /&gt;
;stat_armour_ex   0, 4, 5, 0, 1, 3, 3, flesh&lt;br /&gt;
stat_sec_armour  0, 0, flesh&lt;br /&gt;
stat_heat        2&lt;br /&gt;
stat_ground      1, -2, 3, 2&lt;br /&gt;
stat_mental      3, normal, untrained&lt;br /&gt;
stat_charge_dist 30&lt;br /&gt;
stat_fire_delay  0&lt;br /&gt;
stat_food        60, 300&lt;br /&gt;
stat_cost        1, 560, 150, 65, 50, 560, 4, 140&lt;br /&gt;
armour_ug_levels 0, 1, 2&lt;br /&gt;
armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2&lt;br /&gt;
ownership        england, slave&lt;br /&gt;
era 1            england&lt;br /&gt;
era 2            england&lt;br /&gt;
;unit_info        7, 6, 4&lt;br /&gt;
&lt;br /&gt;
It looks in-comprehensible at first, but at the top of the file is a section explaining it and what each line etc. means. I&#039;ve copied it here for simplicity&#039;s sake, it explains things better than I could.&lt;br /&gt;
&lt;br /&gt;
;Data entries are as follows&lt;br /&gt;
; Type          The internal name of the unit. Note this not necessarily the same as the on screen name&lt;br /&gt;
; dictionary        The tag used to look up the on screen name&lt;br /&gt;
;&lt;br /&gt;
;Category and class define the rough type of the unit. They&#039;re used for setting some default attributes and for&lt;br /&gt;
;determining where units go in formation amongst other things such as tags to support AI army formation&lt;br /&gt;
; category      infantry, cavalry, siege, handler, ship or non_combatant&lt;br /&gt;
; class         light, heavy, missile or spearmen&lt;br /&gt;
;&lt;br /&gt;
; voice_type    Used to determine the type of voice used by the unit&lt;br /&gt;
;&lt;br /&gt;
; soldier       Name of the soldier model to use (from descr_models_battle.txt)&lt;br /&gt;
;               followed by the number of ordinary soldiers in the unit&lt;br /&gt;
;               followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)&lt;br /&gt;
;               followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]&lt;br /&gt;
; officer       Name of officer model. There may be up to 0-3 officer lines per unit&lt;br /&gt;
; ship          Type of ship used if applicable&lt;br /&gt;
; engine        Type of siege engine used by unit&lt;br /&gt;
; animal        The type of (non ridden) animals used by the unit&lt;br /&gt;
; mount         Type of animal or vehicle ridden on&lt;br /&gt;
;&lt;br /&gt;
; mount_effect  Factors to add when in combat against enemy units that have the specified mounts&lt;br /&gt;
;               Up to three factors may be specified, which may be classes of mount, or specific types&lt;br /&gt;
;&lt;br /&gt;
; attributes    A miscellanious list of attributes and abilities the unit may have. Including&lt;br /&gt;
;               sea_faring = can board ships; can_swim = can swim across rivers&lt;br /&gt;
;               hide_forest, hide_improved_forest, hide_anywhere   = defines where the unit can hide&lt;br /&gt;
;               can_sap = Can dig tunnels under walls&lt;br /&gt;
;               frighten_foot, frighten_mounted = Cause fear to certain nearby unit types&lt;br /&gt;
;               can_run_amok = Unit may go out of control when riders lose control of animals&lt;br /&gt;
;               general_unit = The unit can be used for a named character&#039;s bodyguard&lt;br /&gt;
;               cantabrian_circle = The unit has this special ability&lt;br /&gt;
;               no_custom = The unit may not be selected in custom battles&lt;br /&gt;
;               command = The unit carries a legionary eagle, and gives bonuses to nearby units&lt;br /&gt;
;               mercenary_unit = The unit is s mercenary unit available to all factions&lt;br /&gt;
;               is_peasant = unknown&lt;br /&gt;
;               druid = Can do a special morale raising chant&lt;br /&gt;
;               power_charge = unkown&lt;br /&gt;
;               free_upkeep_unit = Unit can be supported free in a city&lt;br /&gt;
;&lt;br /&gt;
; formation     soldier spacing (in metres) side to side, then front to back for close formation&lt;br /&gt;
;               followed by the same measurements in loose formation.&lt;br /&gt;
;               followed by the default number of ranks for the unit&lt;br /&gt;
;               followed by the formations possible for the unit. One or two of&lt;br /&gt;
;               square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge&lt;br /&gt;
;&lt;br /&gt;
; stat_health   Hit points of man, followed by hit points of mount or attached animal (if applicable)&lt;br /&gt;
;               Ridden horses and camels do not have separate hit points&lt;br /&gt;
;&lt;br /&gt;
;Details of unit&#039;s primary weapon. If the unit has a missile weapon it must be the primary&lt;br /&gt;
; stat_pri      From left to right&lt;br /&gt;
;               attack factor&lt;br /&gt;
;               attack bonus factor if charging&lt;br /&gt;
;               missile type fired (no if not a missile weapon type)&lt;br /&gt;
;               range of missile&lt;br /&gt;
;               amount of missile ammunition per man&lt;br /&gt;
;               Weapon type = melee, thrown, missile, or siege_missile&lt;br /&gt;
;               Tech type = simple, other, blade, archery or siege&lt;br /&gt;
;               Damage type = piercing, blunt, slashing or fire. (I don&#039;t think this is used anymore)&lt;br /&gt;
;               Sound type when weapon hits = none, knife, mace, axe, sword, or spear&lt;br /&gt;
;               Optional. Name of effect to play when weapon fires&lt;br /&gt;
;               Min delay between attacks (in 1/10th of a second)&lt;br /&gt;
;               Skeleton compensation factor in melee. Should be 1&lt;br /&gt;
; stat_pri_ex   Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration&lt;br /&gt;
; stat_pri_attr&lt;br /&gt;
;               primary weapon attributes any or all of&lt;br /&gt;
;                   ap = armour piercing. Only counts half of target&#039;s armour&lt;br /&gt;
;                   bp = body piercing. Missile can pass through men and hit those behind&lt;br /&gt;
;                   spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry&lt;br /&gt;
;                   long_pike = Use very long pikes. Phalanx capable units only&lt;br /&gt;
;                   short_pike = Use shorter than normal spears.&lt;br /&gt;
;                   prec = Missile weapon is only thrown/ fired just before charging into combat&lt;br /&gt;
;                   thrown = The missile type if thrown rather than fired&lt;br /&gt;
;                   launching = attack may throw target men into the air&lt;br /&gt;
;                   area = attack affects an area, not just one man&lt;br /&gt;
;                   spear &amp;amp; light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front&lt;br /&gt;
;                   spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12&lt;br /&gt;
;&lt;br /&gt;
;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles&lt;br /&gt;
;then the secondary weapon details refer to their attacks. If the unit has missile weapons&lt;br /&gt;
;the secondary weapon will be the one used for melee&lt;br /&gt;
;If the unit has a primary melee weapon, it may have a secondary side arm&lt;br /&gt;
; stat_sec      As per stat_pri     (a value of no means no secondary weapon)&lt;br /&gt;
; stat_sec_ex   as per stat_pri_ex&lt;br /&gt;
; stat_sec_attr As per stat_pri_attr&lt;br /&gt;
; stat_ter      As per stat_pri If there is no ternary weapon, then there are no ternary data entries&lt;br /&gt;
; stat_ter_ex   as per stat_pri_ex&lt;br /&gt;
; stat_ter_attr As per stat_pri_attr&lt;br /&gt;
;&lt;br /&gt;
; stat_pri_armour   Details of the man&#039;s defences&lt;br /&gt;
;                   armour factor&lt;br /&gt;
;                   defensive skill factor (not used when shot at)&lt;br /&gt;
;                   shield factor (only used for attacks from the front of left)&lt;br /&gt;
;                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
; stat_armour_ex    Details of the man&#039;s defences&lt;br /&gt;
;                   armour factor. 4 values. First for base value, then 3 upgrade levels&lt;br /&gt;
;                   defensive skill factor (not used when shot at)&lt;br /&gt;
;                   shield factors. First for melee, second for missile fire&lt;br /&gt;
;                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
;&lt;br /&gt;
; stat_sec_armour   Details of animal&#039;s or vehicle&#039;s defenses (note riden horses do not have a separate defence)&lt;br /&gt;
;                   As per stat_pri_armour, except that the shield entry is ommited&lt;br /&gt;
;&lt;br /&gt;
; stat_heat         Extra fatigue suffered by the unit in hot climates&lt;br /&gt;
;&lt;br /&gt;
; stat_ground       Combat modifiers on different ground types. From left to right&lt;br /&gt;
;                   scrub, sand, forest, snow&lt;br /&gt;
; stat_mental       The base morale level, followed by discipline and training&lt;br /&gt;
;                   discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders&lt;br /&gt;
;                   training determines how tidy the unit&#039;s formation is. Discipline the response to morale SHOCKS&lt;br /&gt;
;                   optional lock_morale stops unit from ever routing&lt;br /&gt;
;&lt;br /&gt;
; stat_charge_distance Distance from the enemy that the unit will begin charging&lt;br /&gt;
; stat_fire_delay   Extra delay over that imposed by animation, hetween volleys&lt;br /&gt;
;&lt;br /&gt;
; stat_food         No longer used&lt;br /&gt;
; stat_cost         Number of turns to build,&lt;br /&gt;
;                   Cost of unit to construct&lt;br /&gt;
;                   Cost of upkeep&lt;br /&gt;
;                   Cost of upgrading weapons&lt;br /&gt;
;                   Cost of upgrading armour&lt;br /&gt;
;                   Cost for custom battles&lt;br /&gt;
; stat_stl          Number of soldiers needed for unit to count as alive&lt;br /&gt;
; armour_ug_levels  Smith level needed for each armour upgrade&lt;br /&gt;
; armour_ug_models  Body for each upgrade level&lt;br /&gt;
; stat_ownership    List of factions and cultures that may have this unit&lt;br /&gt;
; era 0,            Optional List of factions that use this in multiplayer era 0&lt;br /&gt;
; era 1,            Optional List of factions that use this in multiplayer era 1&lt;br /&gt;
; era 2,            Optional List of factions that use this in multiplayer era 2&lt;br /&gt;
; info_pic_dir      Optional. Dir to find the info pic in (instead of faction dir)&lt;br /&gt;
; card_pic_dir      Optional. Dir to find the unit card in (instead of faction dir)&lt;br /&gt;
; unit_info         Info for unit info panel. Melee attack, missile attack, defence&lt;br /&gt;
&lt;br /&gt;
=Format=&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8547</id>
		<title>Export descr unit.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_unit.txt&amp;diff=8547"/>
		<updated>2007-07-16T15:16:03Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
The &amp;quot;export_descr_unit.txt&amp;quot;, often reffered to by modders as the EDU, is an important text file in Rome: Total War and it&#039;s 2 expansions (Alexander and Barbarian invasion) and also in Medieval 2: Total War. The file controls what characteristics and stats a combat unit has, it also determines what model-texture set the unit uses. The file can be found in the data folder of the game&#039;s directory (for Medieval 2: Total War the game must be unpacked using the unpacker provided with patch 1.1, otherwise you will be unable to access the file). The file, like all &amp;quot;.txt&amp;quot; files can be opened with notepad. A standard entry in the file looks somewhat like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;type             Longbowmen&lt;br /&gt;
dictionary       Longbowmen      ; Longbowmen&lt;br /&gt;
category         infantry&lt;br /&gt;
class            missile&lt;br /&gt;
voice_type       Light&lt;br /&gt;
banner faction   main_missile&lt;br /&gt;
banner holy      crusade&lt;br /&gt;
soldier          Longbowmen, 48, 0, 0.8&lt;br /&gt;
attributes       sea_faring, hide_forest, can_withdraw, stakes, stakes&lt;br /&gt;
formation        1.2, 1.2, 2.4, 2.4, 4, square&lt;br /&gt;
stat_health      1, 0&lt;br /&gt;
stat_pri         6, 1, arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1&lt;br /&gt;
;stat_pri_ex      0, 0, 0&lt;br /&gt;
stat_pri_attr    ap&lt;br /&gt;
stat_sec         7, 2, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1.2&lt;br /&gt;
;stat_sec_ex      0, 0, 0&lt;br /&gt;
stat_sec_attr    ap&lt;br /&gt;
stat_pri_armour  0, 1, 3, flesh&lt;br /&gt;
;stat_armour_ex   0, 4, 5, 0, 1, 3, 3, flesh&lt;br /&gt;
stat_sec_armour  0, 0, flesh&lt;br /&gt;
stat_heat        2&lt;br /&gt;
stat_ground      1, -2, 3, 2&lt;br /&gt;
stat_mental      3, normal, untrained&lt;br /&gt;
stat_charge_dist 30&lt;br /&gt;
stat_fire_delay  0&lt;br /&gt;
stat_food        60, 300&lt;br /&gt;
stat_cost        1, 560, 150, 65, 50, 560, 4, 140&lt;br /&gt;
armour_ug_levels 0, 1, 2&lt;br /&gt;
armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2&lt;br /&gt;
ownership        england, slave&lt;br /&gt;
era 1            england&lt;br /&gt;
era 2            england&lt;br /&gt;
;unit_info        7, 6, 4&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;The EDU entry of english longbowmen, taken from Medieval 2: Total War&#039;s Export_descr_unit.txt file.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It looks in-comprehensible at first, but at the top of the file is a section explaining it and what each line etc. means. I&#039;ve copied it here for simplicity&#039;s sake, it explains things better than I could.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;Data entries are as follows&lt;br /&gt;
; Type          The internal name of the unit. Note this not necessarily the same as the on screen name&lt;br /&gt;
; dictionary        The tag used to look up the on screen name&lt;br /&gt;
;&lt;br /&gt;
;Category and class define the rough type of the unit. They&#039;re used for setting some default attributes and for&lt;br /&gt;
;determining where units go in formation amongst other things such as tags to support AI army formation&lt;br /&gt;
; category      infantry, cavalry, siege, handler, ship or non_combatant&lt;br /&gt;
; class         light, heavy, missile or spearmen&lt;br /&gt;
;&lt;br /&gt;
; voice_type    Used to determine the type of voice used by the unit&lt;br /&gt;
;&lt;br /&gt;
; soldier       Name of the soldier model to use (from descr_models_battle.txt)&lt;br /&gt;
;               followed by the number of ordinary soldiers in the unit&lt;br /&gt;
;               followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)&lt;br /&gt;
;               followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]&lt;br /&gt;
; officer       Name of officer model. There may be up to 0-3 officer lines per unit&lt;br /&gt;
; ship          Type of ship used if applicable&lt;br /&gt;
; engine        Type of siege engine used by unit&lt;br /&gt;
; animal        The type of (non ridden) animals used by the unit&lt;br /&gt;
; mount         Type of animal or vehicle ridden on&lt;br /&gt;
;&lt;br /&gt;
; mount_effect  Factors to add when in combat against enemy units that have the specified mounts&lt;br /&gt;
;               Up to three factors may be specified, which may be classes of mount, or specific types&lt;br /&gt;
;&lt;br /&gt;
; attributes    A miscellanious list of attributes and abilities the unit may have. Including&lt;br /&gt;
;               sea_faring = can board ships; can_swim = can swim across rivers&lt;br /&gt;
;               hide_forest, hide_improved_forest, hide_anywhere   = defines where the unit can hide&lt;br /&gt;
;               can_sap = Can dig tunnels under walls&lt;br /&gt;
;               frighten_foot, frighten_mounted = Cause fear to certain nearby unit types&lt;br /&gt;
;               can_run_amok = Unit may go out of control when riders lose control of animals&lt;br /&gt;
;               general_unit = The unit can be used for a named character&#039;s bodyguard&lt;br /&gt;
;               cantabrian_circle = The unit has this special ability&lt;br /&gt;
;               no_custom = The unit may not be selected in custom battles&lt;br /&gt;
;               command = The unit carries a legionary eagle, and gives bonuses to nearby units&lt;br /&gt;
;               mercenary_unit = The unit is s mercenary unit available to all factions&lt;br /&gt;
;               is_peasant = unknown&lt;br /&gt;
;               druid = Can do a special morale raising chant&lt;br /&gt;
;               power_charge = unkown&lt;br /&gt;
;               free_upkeep_unit = Unit can be supported free in a city&lt;br /&gt;
;&lt;br /&gt;
; formation     soldier spacing (in metres) side to side, then front to back for close formation&lt;br /&gt;
;               followed by the same measurements in loose formation.&lt;br /&gt;
;               followed by the default number of ranks for the unit&lt;br /&gt;
;               followed by the formations possible for the unit. One or two of&lt;br /&gt;
;               square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge&lt;br /&gt;
;&lt;br /&gt;
; stat_health   Hit points of man, followed by hit points of mount or attached animal (if applicable)&lt;br /&gt;
;               Ridden horses and camels do not have separate hit points&lt;br /&gt;
;&lt;br /&gt;
;Details of unit&#039;s primary weapon. If the unit has a missile weapon it must be the primary&lt;br /&gt;
; stat_pri      From left to right&lt;br /&gt;
;               attack factor&lt;br /&gt;
;               attack bonus factor if charging&lt;br /&gt;
;               missile type fired (no if not a missile weapon type)&lt;br /&gt;
;               range of missile&lt;br /&gt;
;               amount of missile ammunition per man&lt;br /&gt;
;               Weapon type = melee, thrown, missile, or siege_missile&lt;br /&gt;
;               Tech type = simple, other, blade, archery or siege&lt;br /&gt;
;               Damage type = piercing, blunt, slashing or fire. (I don&#039;t think this is used anymore)&lt;br /&gt;
;               Sound type when weapon hits = none, knife, mace, axe, sword, or spear&lt;br /&gt;
;               Optional. Name of effect to play when weapon fires&lt;br /&gt;
;               Min delay between attacks (in 1/10th of a second)&lt;br /&gt;
;               Skeleton compensation factor in melee. Should be 1&lt;br /&gt;
; stat_pri_ex   Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration&lt;br /&gt;
; stat_pri_attr&lt;br /&gt;
;               primary weapon attributes any or all of&lt;br /&gt;
;                   ap = armour piercing. Only counts half of target&#039;s armour&lt;br /&gt;
;                   bp = body piercing. Missile can pass through men and hit those behind&lt;br /&gt;
;                   spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry&lt;br /&gt;
;                   long_pike = Use very long pikes. Phalanx capable units only&lt;br /&gt;
;                   short_pike = Use shorter than normal spears.&lt;br /&gt;
;                   prec = Missile weapon is only thrown/ fired just before charging into combat&lt;br /&gt;
;                   thrown = The missile type if thrown rather than fired&lt;br /&gt;
;                   launching = attack may throw target men into the air&lt;br /&gt;
;                   area = attack affects an area, not just one man&lt;br /&gt;
;                   spear &amp;amp; light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front&lt;br /&gt;
;                   spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12&lt;br /&gt;
;&lt;br /&gt;
;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles&lt;br /&gt;
;then the secondary weapon details refer to their attacks. If the unit has missile weapons&lt;br /&gt;
;the secondary weapon will be the one used for melee&lt;br /&gt;
;If the unit has a primary melee weapon, it may have a secondary side arm&lt;br /&gt;
; stat_sec      As per stat_pri     (a value of no means no secondary weapon)&lt;br /&gt;
; stat_sec_ex   as per stat_pri_ex&lt;br /&gt;
; stat_sec_attr As per stat_pri_attr&lt;br /&gt;
; stat_ter      As per stat_pri If there is no ternary weapon, then there are no ternary data entries&lt;br /&gt;
; stat_ter_ex   as per stat_pri_ex&lt;br /&gt;
; stat_ter_attr As per stat_pri_attr&lt;br /&gt;
;&lt;br /&gt;
; stat_pri_armour   Details of the man&#039;s defences&lt;br /&gt;
;                   armour factor&lt;br /&gt;
;                   defensive skill factor (not used when shot at)&lt;br /&gt;
;                   shield factor (only used for attacks from the front of left)&lt;br /&gt;
;                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
; stat_armour_ex    Details of the man&#039;s defences&lt;br /&gt;
;                   armour factor. 4 values. First for base value, then 3 upgrade levels&lt;br /&gt;
;                   defensive skill factor (not used when shot at)&lt;br /&gt;
;                   shield factors. First for melee, second for missile fire&lt;br /&gt;
;                   sound type when hit = flesh, leather, or metal&lt;br /&gt;
;&lt;br /&gt;
; stat_sec_armour   Details of animal&#039;s or vehicle&#039;s defenses (note riden horses do not have a separate defence)&lt;br /&gt;
;                   As per stat_pri_armour, except that the shield entry is ommited&lt;br /&gt;
;&lt;br /&gt;
; stat_heat         Extra fatigue suffered by the unit in hot climates&lt;br /&gt;
;&lt;br /&gt;
; stat_ground       Combat modifiers on different ground types. From left to right&lt;br /&gt;
;                   scrub, sand, forest, snow&lt;br /&gt;
; stat_mental       The base morale level, followed by discipline and training&lt;br /&gt;
;                   discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders&lt;br /&gt;
;                   training determines how tidy the unit&#039;s formation is. Discipline the response to morale SHOCKS&lt;br /&gt;
;                   optional lock_morale stops unit from ever routing&lt;br /&gt;
;&lt;br /&gt;
; stat_charge_distance Distance from the enemy that the unit will begin charging&lt;br /&gt;
; stat_fire_delay   Extra delay over that imposed by animation, hetween volleys&lt;br /&gt;
;&lt;br /&gt;
; stat_food         No longer used&lt;br /&gt;
; stat_cost         Number of turns to build,&lt;br /&gt;
;                   Cost of unit to construct&lt;br /&gt;
;                   Cost of upkeep&lt;br /&gt;
;                   Cost of upgrading weapons&lt;br /&gt;
;                   Cost of upgrading armour&lt;br /&gt;
;                   Cost for custom battles&lt;br /&gt;
; stat_stl          Number of soldiers needed for unit to count as alive&lt;br /&gt;
; armour_ug_levels  Smith level needed for each armour upgrade&lt;br /&gt;
; armour_ug_models  Body for each upgrade level&lt;br /&gt;
; stat_ownership    List of factions and cultures that may have this unit&lt;br /&gt;
; era 0,            Optional List of factions that use this in multiplayer era 0&lt;br /&gt;
; era 1,            Optional List of factions that use this in multiplayer era 1&lt;br /&gt;
; era 2,            Optional List of factions that use this in multiplayer era 2&lt;br /&gt;
; info_pic_dir      Optional. Dir to find the info pic in (instead of faction dir)&lt;br /&gt;
; card_pic_dir      Optional. Dir to find the unit card in (instead of faction dir)&lt;br /&gt;
; unit_info         Info for unit info panel. Melee attack, missile attack, defence&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Format=&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Category:MTW2_Modding_Tutorials&amp;diff=5600</id>
		<title>Category:MTW2 Modding Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Category:MTW2_Modding_Tutorials&amp;diff=5600"/>
		<updated>2007-05-19T13:05:26Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links to tutorials and useful answers to common modding questions, divided by category.&lt;br /&gt;
&lt;br /&gt;
For modding tools (eg model exporters) see &#039;&#039;&#039;[[:Category:MTW2 Modding Tools| MTW2 Modding Tools]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When adding items please keep to existing format with type of article first;&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial = extensive tutorial, step by step how to mod something etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Resource = lists of things that work in game, docudemon etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Download = downloads of helpful starting set-ups, re-formatted files etc. (not tools or mods please)&amp;lt;br&amp;gt;&lt;br /&gt;
Answer = short piece on minor topic or answer to frequently asked question.&amp;lt;br&amp;gt;&lt;br /&gt;
==General Set-up Information==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=76289 How to Set up MTW2 for modding] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=93141 How to Add Multiple Campaigns (aka provincial campaigns)] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039; (download included)&lt;br /&gt;
&lt;br /&gt;
*Download - [http://forums.totalwar.org/vb/showthread.php?t=76099 Mod Folder Installer] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Answer - [http://forums.totalwar.org/vb/showthread.php?t=70892 Using .cfg and .bat files] .org Research Wiki&lt;br /&gt;
&lt;br /&gt;
*Answer - [http://forums.totalwar.org/vb/showthread.php?p=1342304#post1342304 Using mod switch without bat file] by &#039;&#039;&#039;ShellShock&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=74945 Adding Other Factions Units to New Faction] by &#039;&#039;&#039;M3rcury15&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=78236 Creating Dismounted Version of Existing Unit] by &#039;&#039;&#039;Zorgrath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=90969 Creating ZoR (Zone of Recruitment) and Recruiting Mercenaries from Buildings] by &#039;&#039;&#039;Sabre657&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=91969 Changing Mount Type of Cavalry Unit] by &#039;&#039;&#039;AliAS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=75706 Adding a New Unit] by &#039;&#039;&#039;Musashi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=79455 Guide to Formatted modeldb File and Syntax Checker] by &#039;&#039;&#039;KnightErrant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=79007 Enabling War Wagons and Wagon Walls] by &#039;&#039;&#039;DukeofSerbia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=76357 Using Era System to Recruit Units] by &#039;&#039;&#039;DukeofSerbia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=87288 Giving Units and Buildings the Free Upkeep Ability] by &#039;&#039;&#039;Agronak gro-Malog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Resource - [http://www.twcenter.net/forums/showthread.php?t=93861&lt;br /&gt;
&lt;br /&gt;
*Answer - [http://forums.totalwar.org/vb/showthread.php?t=83291 Adding a Unit to the Game - Solutions to FAQs] by Hesford&lt;br /&gt;
&lt;br /&gt;
===Unit Cards===&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [[Unit_Cards| Unit Cards]] TWC Wiki Article&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1283 Mesh to MS3D basic tutorial] by &#039;&#039;&#039;zxiang1983&#039;&#039;&#039; (requires Milkshape 3D v1.8 and [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1276 Mesh 2 ms3d beta 0.18] by GrumpyOldMan)&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=93806 Getting your own (made from scratch) models into the game] by &#039;&#039;&#039;indian_boy90&#039;&#039;&#039; (includes converting from Milkshape to 3DS Max etc)&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=83515 How to Edit Unit Textures] by &#039;&#039;&#039;Sir Lancelot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=55689 PhotoShop Skinning Tutorial] by &#039;&#039;&#039;Halie Satanus&#039;&#039;&#039; - (written for RTW but principles relevant)&lt;br /&gt;
&lt;br /&gt;
===Animations===&lt;br /&gt;
&lt;br /&gt;
*Answer - [http://www.twcenter.net/forums/showthread.php?t=74055 Unpacking Animation Files] by &#039;&#039;&#039;zxiang1983&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Banners===&lt;br /&gt;
&lt;br /&gt;
*Resource - [http://www.twcenter.net/forums/showthread.php?t=93861 Banner Template] by &#039;&#039;&#039;bdotward&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
===Formations===&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*Resource - [http://forums.totalwar.org/vb/showthread.php?t=73978 Building Effects New to M2TW] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039;, posted by &#039;&#039;&#039;Epistolary Richard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mapping==&lt;br /&gt;
===Campaign Map===&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=50437 Making a New Campaign Map] by &#039;&#039;&#039;Myrddraal&#039;&#039;&#039; (written for RTW but mostly applicable for M2TW)&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=39035 How I Make My Maps] by &#039;&#039;&#039;BDH&#039;&#039;&#039; (covers use of satellite data - written for RTW but applicable for M2TW)&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=73660 Adding a New Region] by &#039;&#039;&#039;Xerces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=91758 Changing the Appearance of Cities] by Ralendil&lt;br /&gt;
&lt;br /&gt;
* Resource - [http://forums.totalwar.org/vb/showthread.php?t=74616 Vanilla Map Settlement Position Numbers] by Nem Godslayer&lt;br /&gt;
&lt;br /&gt;
*Download - [http://forums.totalwar.org/vb/showthread.php?t=81780 Stripped Down Map] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Answer - [http://forums.totalwar.org/vb/showthread.php?t=82397 Map Editing for AI Path-Finding Problems] Ongoing research project by &#039;&#039;&#039;nikolai1962&#039;&#039;&#039;&lt;br /&gt;
*Answer - [http://forums.totalwar.org/vb/showthread.php?t=72810 DIY corrected regions map] by &#039;&#039;&#039;Spur&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Battle Map===&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=83266 Making Higher Level Settlements Display as Lower Level Settlements on the Battle Map] by FactionHeir&lt;br /&gt;
&lt;br /&gt;
*Answer - [[How_To_Disable_Green_Arrows_And_Banners| How to Disable Green Arrows and Unit Banners]]&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=76202 Creating a New Faction using Saxons and Normans] by &#039;&#039;&#039;selenius4tsd&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=79274 Adding a New Faction from Nothing - Step by Step Guide] by &#039;&#039;&#039;DukeofSerbia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [[Emergent_Factions_-_M2TW| Guide to Emergent Factions in M2TW]]&lt;br /&gt;
&lt;br /&gt;
*Answer - [[How_to_Unlock_All_Factions| How to Unlock all Factions]]&lt;br /&gt;
&lt;br /&gt;
===Diplomacy===&lt;br /&gt;
===AI behaviour===&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=83818 Creating Hyper-Extended Family Trees] by &#039;&#039;&#039;Lopus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Traits &amp;amp; Ancillaries===&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=77176 Beginners Guide to Coding Traits] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=77177 Beginners Guide to Triggers &amp;amp; Monitors] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Resource - [http://forums.totalwar.org/vb/showthread.php?t=73974 List of Character Attributes] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039;, posted by &#039;&#039;&#039;Epistolary Richard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
&lt;br /&gt;
*Resource - [http://forums.totalwar.org/vb/showthread.php?t=73016 List of Events, Commands and Conditions] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039;, posted by &#039;&#039;&#039;Epistolary Richard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Answer - [http://forums.totalwar.org/vb/showthread.php?t=72085 Scripted unit recruitment pool replenishment] by &#039;&#039;&#039;Epistolary Richard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?p=1526725#post1526725 Guide to Modding Character Names] by &#039;&#039;&#039;deRougemont&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Download - [http://www.twcenter.net/forums/showthread.php?t=85734 Name Verifier] by &#039;&#039;&#039;tornnight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
*Tutorial - [[Extracting_Sounds| How to Extract the Sound Files]]&lt;br /&gt;
===Music===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=77905 How to Add Your Own Music] by &#039;&#039;&#039;Trajan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==2D Graphics==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=81326 Adding a New Faction Symbol] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=87628 &#039;Eyecandy&#039; (loading screens and menu)] by &#039;&#039;&#039;Alletun&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=79810 Changing Faction Icon] by &#039;&#039;&#039;AliAS&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=77577 Guide to Guilds] by &#039;&#039;&#039;DarkKnight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=81256 Guide to Missions] by &#039;&#039;&#039;DarkKnight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=92185 How To Add New Historic Events] by  &#039;&#039;&#039;selenius4tsd&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Answer - [[Assassins| Guide to Game Mechanism Behind Assassins]]&lt;br /&gt;
*Answer - [[Changing_the_Counter_from_Turns_to_Years| Changing the Counter from Turns to Years]]&lt;br /&gt;
*Answer - [[Changing_the_Number_of_Years_per_Turn| Changing the Number of Years per Turn]]&lt;br /&gt;
*Answer - [[Removing_the_Pope| How to Remove the Pope]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: MTW2Modding]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Category:MTW2_Modding_Tutorials&amp;diff=5556</id>
		<title>Category:MTW2 Modding Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Category:MTW2_Modding_Tutorials&amp;diff=5556"/>
		<updated>2007-05-18T19:51:21Z</updated>

		<summary type="html">&lt;p&gt;Serious samurai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links to tutorials and useful answers to common modding questions, divided by category.&lt;br /&gt;
&lt;br /&gt;
For modding tools (eg model exporters) see &#039;&#039;&#039;[[:Category:MTW2 Modding Tools| MTW2 Modding Tools]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When adding items please keep to existing format with type of article first;&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial = extensive tutorial, step by step how to mod something etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Resource = lists of things that work in game, docudemon etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Download = downloads of helpful starting set-ups, re-formatted files etc. (not tools or mods please)&amp;lt;br&amp;gt;&lt;br /&gt;
Answer = short piece on minor topic or answer to frequently asked question.&amp;lt;br&amp;gt;&lt;br /&gt;
==General Set-up Information==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=76289 How to Set up MTW2 for modding] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=93141 How to Add Multiple Campaigns (aka provincial campaigns)] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039; (download included)&lt;br /&gt;
&lt;br /&gt;
*Download - [http://forums.totalwar.org/vb/showthread.php?t=76099 Mod Folder Installer] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Answer - [http://forums.totalwar.org/vb/showthread.php?t=70892 Using .cfg and .bat files] .org Research Wiki&lt;br /&gt;
&lt;br /&gt;
*Answer - [http://forums.totalwar.org/vb/showthread.php?p=1342304#post1342304 Using mod switch without bat file] by &#039;&#039;&#039;ShellShock&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showpost.php?p=1770393&amp;amp;postcount=7 Making Mongol Infantry into swordsmen and not archers] by &#039;&#039;&#039;Serious Samurai&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=74945 Adding Other Factions Units to New Faction] by &#039;&#039;&#039;M3rcury15&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=78236 Creating Dismounted Version of Existing Unit] by &#039;&#039;&#039;Zorgrath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=90969 Creating ZoR (Zone of Recruitment) and Recruiting Mercenaries from Buildings] by &#039;&#039;&#039;Sabre657&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=91969 Changing Mount Type of Cavalry Unit] by &#039;&#039;&#039;AliAS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=75706 Adding a New Unit] by &#039;&#039;&#039;Musashi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=79455 Guide to Formatted modeldb File and Syntax Checker] by &#039;&#039;&#039;KnightErrant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=79007 Enabling War Wagons and Wagon Walls] by &#039;&#039;&#039;DukeofSerbia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=76357 Using Era System to Recruit Units] by &#039;&#039;&#039;DukeofSerbia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=87288 Giving Units and Buildings the Free Upkeep Ability] by &#039;&#039;&#039;Agronak gro-Malog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Resource - [http://www.twcenter.net/forums/showthread.php?t=93861&lt;br /&gt;
&lt;br /&gt;
*Answer - [http://forums.totalwar.org/vb/showthread.php?t=83291 Adding a Unit to the Game - Solutions to FAQs] by Hesford&lt;br /&gt;
&lt;br /&gt;
===Unit Cards===&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [[Unit_Cards| Unit Cards]] TWC Wiki Article&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1283 Mesh to MS3D basic tutorial] by &#039;&#039;&#039;zxiang1983&#039;&#039;&#039; (requires Milkshape 3D v1.8 and [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1276 Mesh 2 ms3d beta 0.18] by GrumpyOldMan)&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=93806 Getting your own (made from scratch) models into the game] by &#039;&#039;&#039;indian_boy90&#039;&#039;&#039; (includes converting from Milkshape to 3DS Max etc)&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=83515 How to Edit Unit Textures] by &#039;&#039;&#039;Sir Lancelot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=55689 PhotoShop Skinning Tutorial] by &#039;&#039;&#039;Halie Satanus&#039;&#039;&#039; - (written for RTW but principles relevant)&lt;br /&gt;
&lt;br /&gt;
===Animations===&lt;br /&gt;
&lt;br /&gt;
*Answer - [http://www.twcenter.net/forums/showthread.php?t=74055 Unpacking Animation Files] by &#039;&#039;&#039;zxiang1983&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Banners===&lt;br /&gt;
&lt;br /&gt;
*Resource - [http://www.twcenter.net/forums/showthread.php?t=93861 Banner Template] by &#039;&#039;&#039;bdotward&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
===Formations===&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*Resource - [http://forums.totalwar.org/vb/showthread.php?t=73978 Building Effects New to M2TW] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039;, posted by &#039;&#039;&#039;Epistolary Richard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mapping==&lt;br /&gt;
===Campaign Map===&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=50437 Making a New Campaign Map] by &#039;&#039;&#039;Myrddraal&#039;&#039;&#039; (written for RTW but mostly applicable for M2TW)&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=39035 How I Make My Maps] by &#039;&#039;&#039;BDH&#039;&#039;&#039; (covers use of satellite data - written for RTW but applicable for M2TW)&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=73660 Adding a New Region] by &#039;&#039;&#039;Xerces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=91758 Changing the Appearance of Cities] by Ralendil&lt;br /&gt;
&lt;br /&gt;
* Resource - [http://forums.totalwar.org/vb/showthread.php?t=74616 Vanilla Map Settlement Position Numbers] by Nem Godslayer&lt;br /&gt;
&lt;br /&gt;
*Download - [http://forums.totalwar.org/vb/showthread.php?t=81780 Stripped Down Map] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Answer - [http://forums.totalwar.org/vb/showthread.php?t=82397 Map Editing for AI Path-Finding Problems] Ongoing research project by &#039;&#039;&#039;nikolai1962&#039;&#039;&#039;&lt;br /&gt;
*Answer - [http://forums.totalwar.org/vb/showthread.php?t=72810 DIY corrected regions map] by &#039;&#039;&#039;Spur&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Battle Map===&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=83266 Making Higher Level Settlements Display as Lower Level Settlements on the Battle Map] by FactionHeir&lt;br /&gt;
&lt;br /&gt;
*Answer - [[How_To_Disable_Green_Arrows_And_Banners| How to Disable Green Arrows and Unit Banners]]&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=76202 Creating a New Faction using Saxons and Normans] by &#039;&#039;&#039;selenius4tsd&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=79274 Adding a New Faction from Nothing - Step by Step Guide] by &#039;&#039;&#039;DukeofSerbia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [[Emergent_Factions_-_M2TW| Guide to Emergent Factions in M2TW]]&lt;br /&gt;
&lt;br /&gt;
*Answer - [[How_to_Unlock_All_Factions| How to Unlock all Factions]]&lt;br /&gt;
&lt;br /&gt;
===Diplomacy===&lt;br /&gt;
===AI behaviour===&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=83818 Creating Hyper-Extended Family Trees] by &#039;&#039;&#039;Lopus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Traits &amp;amp; Ancillaries===&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=77176 Beginners Guide to Coding Traits] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=77177 Beginners Guide to Triggers &amp;amp; Monitors] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Resource - [http://forums.totalwar.org/vb/showthread.php?t=73974 List of Character Attributes] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039;, posted by &#039;&#039;&#039;Epistolary Richard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
&lt;br /&gt;
*Resource - [http://forums.totalwar.org/vb/showthread.php?t=73016 List of Events, Commands and Conditions] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039;, posted by &#039;&#039;&#039;Epistolary Richard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Answer - [http://forums.totalwar.org/vb/showthread.php?t=72085 Scripted unit recruitment pool replenishment] by &#039;&#039;&#039;Epistolary Richard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?p=1526725#post1526725 Guide to Modding Character Names] by &#039;&#039;&#039;deRougemont&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Download - [http://www.twcenter.net/forums/showthread.php?t=85734 Name Verifier] by &#039;&#039;&#039;tornnight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Sounds==&lt;br /&gt;
*Tutorial - [[Extracting_Sounds| How to Extract the Sound Files]]&lt;br /&gt;
===Music===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=77905 How to Add Your Own Music] by &#039;&#039;&#039;Trajan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==2D Graphics==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=81326 Adding a New Faction Symbol] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=87628 &#039;Eyecandy&#039; (loading screens and menu)] by &#039;&#039;&#039;Alletun&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=79810 Changing Faction Icon] by &#039;&#039;&#039;AliAS&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=77577 Guide to Guilds] by &#039;&#039;&#039;DarkKnight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=81256 Guide to Missions] by &#039;&#039;&#039;DarkKnight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=92185 How To Add New Historic Events] by  &#039;&#039;&#039;selenius4tsd&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Answer - [[Assassins| Guide to Game Mechanism Behind Assassins]]&lt;br /&gt;
*Answer - [[Changing_the_Counter_from_Turns_to_Years| Changing the Counter from Turns to Years]]&lt;br /&gt;
*Answer - [[Changing_the_Number_of_Years_per_Turn| Changing the Number of Years per Turn]]&lt;br /&gt;
*Answer - [[Removing_the_Pope| How to Remove the Pope]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: MTW2Modding]]&lt;/div&gt;</summary>
		<author><name>Serious samurai</name></author>
	</entry>
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