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	<updated>2026-06-14T10:02:36Z</updated>
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	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Ottoman_Empire_(NTW_Faction)&amp;diff=31539</id>
		<title>Ottoman Empire (NTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Ottoman_Empire_(NTW_Faction)&amp;diff=31539"/>
		<updated>2010-10-10T09:32:01Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[File:Ottoman flag.jpg|250px]]|Name=Ottoman Empire|Game=[[Napoleon: Total War]]|Religion=[[Sunni Islam (NTW Religion)|Sunni Islam]]|Culture=Middle Eastern}}&lt;br /&gt;
= Overview =&lt;br /&gt;
The Ottoman Empire is a middle eastern faction of Napoleon total war, spanning from Egypt to the lower balkan area. Poor militia, decent elite units, excellent cavalry and incredible artillery. It has a nice starting position in the former holy lands to the south east, with some easily defendable terrain to their north western territorities. The lands are poor however, and your first priority should be to get some roads and other infrastructure going. The OE starts out with a lot of enemies as well, and with poor starting units... All factors combined makes the Ottoman Empire a very hard faction to play as. Definately not a faction for new people, and even veterans are going to have a tough time with this faction.&lt;br /&gt;
&lt;br /&gt;
The OE isn&#039;t available from the Grand Campaign menu so you will need to mod it in yourself, or get an available mod to unlock it (mod links are under External Links). Even when you manage to unlock it the OE won&#039;t spawn any rakes nor gentlemen which adds another difficulty to an already tough faction.&lt;br /&gt;
= Units =&lt;br /&gt;
== Infantry ==&lt;br /&gt;
== Cavalry ==&lt;br /&gt;
== Artillery ==&lt;br /&gt;
== Navy ==&lt;br /&gt;
= Location analysis =&lt;br /&gt;
== Faction Relations ==&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
=== Potential Friends ===&lt;br /&gt;
== Terrain ==&lt;br /&gt;
= Napoleon Campaign =&lt;br /&gt;
= Guides =&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?p=7127034#post7127034 Ottoman Glory by Sparky Warky]&lt;br /&gt;
= AAR&#039;s =&lt;br /&gt;
&lt;br /&gt;
= External Links =&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sunni_Islam_(NTW_Religion)&amp;diff=31538</id>
		<title>Sunni Islam (NTW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sunni_Islam_(NTW_Religion)&amp;diff=31538"/>
		<updated>2010-10-10T09:31:35Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Sunni Islam&amp;#039;&amp;#039;&amp;#039; is a religion in N:TW. It is one of two main Islamic branches and is embraced by the Ottoman Empire and the [[Bedouins (NTW Fac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sunni Islam&#039;&#039;&#039; is a religion in N:TW. It is one of two main Islamic branches and is embraced by the [[Ottoman Empire (NTW Faction)|Ottoman Empire]] and the [[Bedouins (NTW Faction)|Bedouins]].&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Ottoman_Empire_(NTW_Faction)&amp;diff=31537</id>
		<title>Ottoman Empire (NTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Ottoman_Empire_(NTW_Faction)&amp;diff=31537"/>
		<updated>2010-10-10T09:29:53Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[File:Ottoman flag.jpg|thumb|250px]]|Name=Ottoman Empire|Game=[[Napoleon: Total War]]|Religion=[[Sunni Islam (NTW Religion)|Sunni Islam]]|Culture=Middle Eastern}}&lt;br /&gt;
= Overview =&lt;br /&gt;
The Ottoman Empire is a middle eastern faction of Napoleon total war, spanning from Egypt to the lower balkan area. Poor militia, decent elite units, excellent cavalry and incredible artillery. It has a nice starting position in the former holy lands to the south east, with some easily defendable terrain to their north western territorities. The lands are poor however, and your first priority should be to get some roads and other infrastructure going. The OE starts out with a lot of enemies as well, and with poor starting units... All factors combined makes the Ottoman Empire a very hard faction to play as. Definately not a faction for new people, and even veterans are going to have a tough time with this faction.&lt;br /&gt;
&lt;br /&gt;
The OE isn&#039;t available from the Grand Campaign menu so you will need to mod it in yourself, or get an available mod to unlock it (mod links are under External Links). Even when you manage to unlock it the OE won&#039;t spawn any rakes nor gentlemen which adds another difficulty to an already tough faction.&lt;br /&gt;
= Units =&lt;br /&gt;
== Infantry ==&lt;br /&gt;
== Cavalry ==&lt;br /&gt;
== Artillery ==&lt;br /&gt;
== Navy ==&lt;br /&gt;
= Location analysis =&lt;br /&gt;
== Faction Relations ==&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
=== Potential Friends ===&lt;br /&gt;
== Terrain ==&lt;br /&gt;
= Napoleon Campaign =&lt;br /&gt;
= Guides =&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?p=7127034#post7127034 Ottoman Glory by Sparky Warky]&lt;br /&gt;
= AAR&#039;s =&lt;br /&gt;
&lt;br /&gt;
= External Links =&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Ottoman_Empire_(NTW_Faction)&amp;diff=31536</id>
		<title>Ottoman Empire (NTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Ottoman_Empire_(NTW_Faction)&amp;diff=31536"/>
		<updated>2010-10-10T09:29:24Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[File:Ottoman flag.jpg|thumb|250px]]|Name=Ottoman Empire|Game=[[Napoleon: Total War]]|Religion=[[Sunni Islam (NTW Religion|Sunni Islam]]|Culture=Middle Eastern}}&lt;br /&gt;
= Overview =&lt;br /&gt;
The Ottoman Empire is a middle eastern faction of Napoleon total war, spanning from Egypt to the lower balkan area. Poor militia, decent elite units, excellent cavalry and incredible artillery. It has a nice starting position in the former holy lands to the south east, with some easily defendable terrain to their north western territorities. The lands are poor however, and your first priority should be to get some roads and other infrastructure going. The OE starts out with a lot of enemies as well, and with poor starting units... All factors combined makes the Ottoman Empire a very hard faction to play as. Definately not a faction for new people, and even veterans are going to have a tough time with this faction.&lt;br /&gt;
&lt;br /&gt;
The OE isn&#039;t available from the Grand Campaign menu so you will need to mod it in yourself, or get an available mod to unlock it (mod links are under External Links). Even when you manage to unlock it the OE won&#039;t spawn any rakes nor gentlemen which adds another difficulty to an already tough faction.&lt;br /&gt;
= Units =&lt;br /&gt;
== Infantry ==&lt;br /&gt;
== Cavalry ==&lt;br /&gt;
== Artillery ==&lt;br /&gt;
== Navy ==&lt;br /&gt;
= Location analysis =&lt;br /&gt;
== Faction Relations ==&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
=== Potential Friends ===&lt;br /&gt;
== Terrain ==&lt;br /&gt;
= Napoleon Campaign =&lt;br /&gt;
= Guides =&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?p=7127034#post7127034 Ottoman Glory by Sparky Warky]&lt;br /&gt;
= AAR&#039;s =&lt;br /&gt;
&lt;br /&gt;
= External Links =&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Orthodox_(NTW_Religion)&amp;diff=31534</id>
		<title>Orthodox (NTW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Orthodox_(NTW_Religion)&amp;diff=31534"/>
		<updated>2010-10-10T09:21:20Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Orthodox Christianity&#039;&#039;&#039; is a religion in Napoleon: Total War. It is a branch of Eastern Christianity and is embraced by [[Russia (NTW Faction)|Russia]].&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Protestantism_(NTW_Religion)&amp;diff=31533</id>
		<title>Protestantism (NTW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Protestantism_(NTW_Religion)&amp;diff=31533"/>
		<updated>2010-10-10T09:20:49Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Protestantism&#039;&#039;&#039; is a religion in Napoleon: Total War. It is a branch of Western Christianity embraced by [[Prussia (NTW Faction)|Prussia]] and [[Great Britain (NTW Faction)|Great Britain]].&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Catholicism_(NTW_Religion)&amp;diff=31532</id>
		<title>Catholicism (NTW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Catholicism_(NTW_Religion)&amp;diff=31532"/>
		<updated>2010-10-10T09:19:40Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Catholicism&amp;#039;&amp;#039;&amp;#039; is a religion in Napoleon: Total War. It is a branch of Western Christianity and is embraced by France and [[Austria (NTW Faction)|Aust...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Catholicism&#039;&#039;&#039; is a religion in Napoleon: Total War. It is a branch of Western Christianity and is embraced by [[France (NTW Faction)|France]] and [[Austria (NTW Faction)|Austria]].&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Catholic_(NTW_Religion)&amp;diff=31531</id>
		<title>Catholic (NTW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Catholic_(NTW_Religion)&amp;diff=31531"/>
		<updated>2010-10-10T09:18:28Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Redirected page to Catholicism (NTW Religion)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Catholicism (NTW Religion)]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Austria_(NTW_Faction)&amp;diff=31530</id>
		<title>Austria (NTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Austria_(NTW_Faction)&amp;diff=31530"/>
		<updated>2010-10-10T09:17:37Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[image:Austria 1263220963 4776.jpg|250px]]|Name=Austria|Game=[[Napoleon: Total War]]|Religion=[[Catholic (NTW Religion)|Catholic]]|Culture=European}}&lt;br /&gt;
&lt;br /&gt;
Austria is one of the 5 playable factions in Napoleon: Total War.  It is a major faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
[[image:Austria 1263220963 4776.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
There are matters to be settled between the house of Hapsburg and the upstart Bonaparte. Francis I is the first Hapsburg monarch to use the title Emperor of Austria. His ancient possessions in the Holy Roman Empire have been largely stripped away by a series of military disasters inflicted by the &amp;quot;Emperor&amp;quot; Napoleon. The old Empire is no more.&lt;br /&gt;
&lt;br /&gt;
In Italy and Germany, General Bonaparte personally oversaw military campaigns that broke Austrian Hapsburg dominance. Despite a relatively generous peace settlement in 1801, the Hapsburg throne lost too much. France remains a threat: it is unlikely that Napoleon can ever let matters rest as they are now. His legitimacy as a ruler is bought and paid for in military glory, and that cannot be won in times of peace. His attitude towards other nations is tinged with contempt at best, and hostility at worst.&lt;br /&gt;
&lt;br /&gt;
Austria, then, has to choose sides. Fortunately, there are potential allies in the Russians and the British. Indeed, the British may be ideal allies, for they are likely to want the return of Hanover, thus weakening Prussian power within Germany. They also have an exceptionally large amount of money to help finance their continental allies. The Russians will expect to be compensated for any efforts against Napoleon by Polish territory, but Austria can put up with such an arrangement. The difficulty may lie in coming to an arrangement with Prussia: can Germany be divided equably? But there is much to be gained by finding allies: Austria needs help if she is to regain the lost lands of Italy and, finally, remove the revolutionary threat that is France.&lt;br /&gt;
&lt;br /&gt;
{{NTW_Factions}}&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Orthodox_(NTW_Religion)&amp;diff=31529</id>
		<title>Orthodox (NTW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Orthodox_(NTW_Religion)&amp;diff=31529"/>
		<updated>2010-10-10T09:17:07Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Orthodox Christianity&amp;#039;&amp;#039;&amp;#039; is a religion in Napoleon: Total War. It is embraced by Russia.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Orthodox Christianity&#039;&#039;&#039; is a religion in Napoleon: Total War. It is embraced by [[Russia (NTW Faction)|Russia]].&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Protestantism_(NTW_Religion)&amp;diff=31528</id>
		<title>Protestantism (NTW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Protestantism_(NTW_Religion)&amp;diff=31528"/>
		<updated>2010-10-10T09:15:40Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Protestantism&amp;#039;&amp;#039;&amp;#039; is a religion in Napoleon: Total War. It is embraced by Prussia and Great Britain.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Protestantism&#039;&#039;&#039; is a religion in Napoleon: Total War. It is embraced by [[Prussia (NTW Faction)|Prussia]] and [[Great Britain (NTW Faction)|Great Britain]].&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Protestant_(NTW_Religion)&amp;diff=31527</id>
		<title>Protestant (NTW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Protestant_(NTW_Religion)&amp;diff=31527"/>
		<updated>2010-10-10T09:12:46Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Redirected page to Protestantism (NTW Religion)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Protestantism (NTW Religion)]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Protestant_(NTW_Religion)&amp;diff=31526</id>
		<title>Protestant (NTW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Protestant_(NTW_Religion)&amp;diff=31526"/>
		<updated>2010-10-10T09:12:22Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Redirected page to Protestantism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Protestantism]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Russia_(NTW_Faction)&amp;diff=31525</id>
		<title>Russia (NTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Russia_(NTW_Faction)&amp;diff=31525"/>
		<updated>2010-10-10T09:10:15Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[image:Russia flag.jpg|250px]]|Name=Russia|Game=[[Napoleon: Total War]]|Religion=[[Orthodox (NTW Religion)|Orthodox]]|Culture=European}}&lt;br /&gt;
==Playability==&lt;br /&gt;
Russia is one of the 5 playable factions in Napoleon: Total War. It is a major faction. &lt;br /&gt;
&lt;br /&gt;
==Faction type==&lt;br /&gt;
Orthodox Absolute Monarchy&lt;br /&gt;
==Starting Position==&lt;br /&gt;
&lt;br /&gt;
Lots of enemies around, and have a few trade routes and a single port. Sweden, Dagestan and Georgia are hostile,have a war with Crimean Khanate Ottoman Empire and only two allies Denmark and Republic of Poland. Fortunately, Russia is able to cope with most of the opponents, using weak units. To conquer Sweden and Ottoman Empire advanced military infrastructure will be needed.&lt;br /&gt;
&lt;br /&gt;
{{NTW_Factions}}&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Napoleon:_Total_War&amp;diff=31472</id>
		<title>Napoleon: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Napoleon:_Total_War&amp;diff=31472"/>
		<updated>2010-10-09T19:45:29Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Napoleon-total-war-box-artwork-big.jpg|200px|thumb|right|Napoleon: Total War cover]]&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Napoleon: Total War]] was released on the 23rd of February, 2010. The &#039;&#039;&#039;Peninsular Campaign&#039;&#039;&#039; DLC was released on the 22nd of June, 2010. Both were developed by the Creative Assembly and published by SEGA.&lt;br /&gt;
&lt;br /&gt;
Aside from the Peninsular Campaign, two more DLC packs were released: &#039;&#039;&#039;Coalition Battle Pack&#039;&#039;&#039; and the &#039;&#039;&#039;Imperial Guard Pack&#039;&#039;&#039;&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Napoleon: Total War]] is set during the extremely turbulent and violent Napoleonic Era, from 1805 - 1815. Set at a time when revolutionary France is turning the old dynasties of europe upside down, old rivalries and mistrusts will be put aside to halt the amibitions of one man and the rise of a european superpower: France.&lt;br /&gt;
&lt;br /&gt;
Napoleons Italian campaign highlights his struggles against the mighty Austrian empire and her friends in Italy, where management and efficiency is vital. The Egyptian campaign brings a different challenge all together, Napoleon must fight his way up through the Mamelukes and deal with constant nuisance raids from the British in order to achieve his goal. And then the Russian Bear presents a new challenge with her climate, even the best general will struggle to avoid the cold and push through. Patience and cunning will be needed here.&lt;br /&gt;
&lt;br /&gt;
Napoleon: Total War also gives the player a chance to play as one of four Coalition powers: Great Britain, Austria, Prussia or Russia. The effort to stop Napoleon and his new regieme will require all the tactical and strategic genius the Allied powers can muster. &lt;br /&gt;
{{Total War}}&lt;br /&gt;
This game also brings some revolutionary new features to the Total War series. Creative Assembly has introduced a new system called Attrition. Attrition areas are scattered through the various campaign maps and will drastically effect your campaign if not considered when planning. Troops entering these &#039;attrition areas&#039; will be effected by the weather and will quickly lose troop numbers during the Winter or Summer months depending on the type. As well as new systems CA has improved systems from [[Empire: Total War]] such as diplomacy. The player now has a greater range of diplomatic actions, such as asking a Faction to issue a trade embargo against another faction, or to join you in a war against another faction.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
*Napoleon: Total War could be considered the easiest Total War game to pick up so far, as it&#039;s well oiled and tested systems are easy to use by a new player.&lt;br /&gt;
*Napoleon: Total War took an already revolutionary system and made it better, with a far superior campaign and battle AI, plus a wider range of available options&lt;br /&gt;
*The game is set during the Napoleonic Era, allowing more advanced weaponry to be researched&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
There are more than 35 factions in N:TW, but only a small amount are actually playable in the vanilla game. 18 factions are available to play with easy modding, or by using an already released mod.&lt;br /&gt;
&lt;br /&gt;
====Playable Factions====&lt;br /&gt;
*[[Austria (NTW Faction) | Austria]] - Catholic Absolute Monarchy&lt;br /&gt;
*[[France (NTW Faction) | France]] - Catholic Empire&lt;br /&gt;
*[[Great Britain (NTW Faction) | Great Britain]] - Protestant Constitutional Monarchy&lt;br /&gt;
*[[Prussia (NTW Faction) | Prussia]]  -Protestant Absolute Monarchy&lt;br /&gt;
*[[Russia (NTW Faction) | Russia]] - Orthodox Absolute Monarchy&lt;br /&gt;
&lt;br /&gt;
====Unplayable Factions====&lt;br /&gt;
[[File:43-r.jpg|thumb|right|250px|Strategic map and tech research window]]&lt;br /&gt;
*Spain&lt;br /&gt;
*Portugal&lt;br /&gt;
*Kingdom of Sicily&lt;br /&gt;
*Kingdom of Naples&lt;br /&gt;
*Papal States&lt;br /&gt;
*Kingdom of Italy&lt;br /&gt;
*Kingdom of Sardinia&lt;br /&gt;
*The Ottoman Empire&lt;br /&gt;
*Swiss confederation&lt;br /&gt;
*Bavaria&lt;br /&gt;
*Baden-Würtenberg&lt;br /&gt;
*Hessen - Kassel&lt;br /&gt;
*Batavian Republic&lt;br /&gt;
*Saxony&lt;br /&gt;
*Mecklenburg&lt;br /&gt;
*Denmark&lt;br /&gt;
*[[Sweden (NTW Faction) | Sweden]]&lt;br /&gt;
*Oldenburg&lt;br /&gt;
&lt;br /&gt;
====Emergent Factions====&lt;br /&gt;
[[File:46-r.jpg|thumb|right|250px|Austrian Battleship]]&lt;br /&gt;
*Scotland &lt;br /&gt;
*Ireland &lt;br /&gt;
*Hannover&lt;br /&gt;
*Belgium&lt;br /&gt;
*Brittany&lt;br /&gt;
*Catalonia&lt;br /&gt;
*Italy&lt;br /&gt;
*Hungary&lt;br /&gt;
*Greater Poland&lt;br /&gt;
*Normandy&lt;br /&gt;
*Courland&lt;br /&gt;
*Norway&lt;br /&gt;
*Greece&lt;br /&gt;
*Westfalen-Cleves&lt;br /&gt;
*Romania&lt;br /&gt;
*Crimean Khanate&lt;br /&gt;
*United Netherlands&lt;br /&gt;
&lt;br /&gt;
===Guides and strategy tips===&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?p=7705907#post7705907 Italian Campaign Guide and tips] by [http://www.twcenter.net/forums/member.php?u=784 Belisarius]&lt;br /&gt;
&lt;br /&gt;
==Peninsular Campaign==&lt;br /&gt;
The game takes place in the beginning of the 19th century, in the Iberian Peninsula. It&#039;s focused on the conflict between the British Royal Army lead by Arthur Wellesley, Duke of Wellington and the French forces lead by Joseph Bonaparte. You can also embrace the crown of Spain in its struggle to preserve independence.&lt;br /&gt;
&lt;br /&gt;
===Gameplay features===&lt;br /&gt;
[[File:11-r-2-1280x720.jpg|thumb|right|250px|Peninsular Campaign]]&lt;br /&gt;
* The main feature of the Campaign is guerrilla warfare: when you liberate a city, you get a few guerrilla units from the Spanish Resistance.&lt;br /&gt;
* There are three types of non-combat strategic units: propagandists, priests and rakes. The latter serve as assassins, spies and saboteurs.&lt;br /&gt;
* You can boost your economy and enlarge your income by sending a trade ship to one of your colonies.&lt;br /&gt;
* Technological researches also play an important role in the Peninsular Campaign.&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
====Playable factions====&lt;br /&gt;
* British Empire&lt;br /&gt;
* French Empire&lt;br /&gt;
* Spain&lt;br /&gt;
&lt;br /&gt;
====Non-playable factions====&lt;br /&gt;
* Portugal&lt;br /&gt;
&lt;br /&gt;
===Guides and strategy tips===&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?p=8145773#post8145773 Peninsular Campaign Guide] by [http://www.twcenter.net/forums/member.php?u=36306 ♔Old Dragoon♔]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?p=7705960#post7705960 TWC Iberian Peninsula Campaign Guide/Tips] by [http://www.twcenter.net/forums/member.php?u=784 Belisarius]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://www.totalwar.com/napoleon/?t=EnglishUK Official N:TW site]&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=1431 N:TW section of the Total War Center]&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=1446 N:TW AAR&#039;s hosted on the Total War Center]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Napoleon:_Total_War&amp;diff=31471</id>
		<title>Napoleon: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Napoleon:_Total_War&amp;diff=31471"/>
		<updated>2010-10-09T19:28:26Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Napoleon-total-war-box-artwork-big.jpg|200px|thumb|right|Napoleon: Total War cover]]&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Napoleon: Total War]] was released on the 23rd of February, 2010. The &#039;&#039;&#039;Peninsular Campaign&#039;&#039;&#039; DLC was released on the 22nd of June, 2010. Both were developed by the Creative Assembly and published by SEGA.&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Napoleon: Total War]] is set during the extremely turbulent and violent Napoleonic Era, from 1805 - 1815. Set at a time when revolutionary France is turning the old dynasties of europe upside down, old rivalries and mistrusts will be put aside to halt the amibitions of one man and the rise of a european superpower: France.&lt;br /&gt;
&lt;br /&gt;
Napoleons Italian campaign highlights his struggles against the mighty Austrian empire and her friends in Italy, where management and efficiency is vital. The Egyptian campaign brings a different challenge all together, Napoleon must fight his way up through the Mamelukes and deal with constant nuisance raids from the British in order to achieve his goal. And then the Russian Bear presents a new challenge with her climate, even the best general will struggle to avoid the cold and push through. Patience and cunning will be needed here.&lt;br /&gt;
&lt;br /&gt;
Napoleon: Total War also gives the player a chance to play as one of four Coalition powers: Great Britain, Austria, Prussia or Russia. The effort to stop Napoleon and his new regieme will require all the tactical and strategic genius the Allied powers can muster. &lt;br /&gt;
{{Total War}}&lt;br /&gt;
This game also brings some revolutionary new features to the Total War series. Creative Assembly has introduced a new system called Attrition. Attrition areas are scattered through the various campaign maps and will drastically effect your campaign if not considered when planning. Troops entering these &#039;attrition areas&#039; will be effected by the weather and will quickly lose troop numbers during the Winter or Summer months depending on the type. As well as new systems CA has improved systems from [[Empire: Total War]] such as diplomacy. The player now has a greater range of diplomatic actions, such as asking a Faction to issue a trade embargo against another faction, or to join you in a war against another faction.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
*Napoleon: Total War could be considered the easiest Total War game to pick up so far, as it&#039;s well oiled and tested systems are easy to use by a new player.&lt;br /&gt;
*Napoleon: Total War took an already revolutionary system and made it better, with a far superior campaign and battle AI, plus a wider range of available options&lt;br /&gt;
*The game is set during the Napoleonic Era, allowing more advanced weaponry to be researched&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
There are more than 35 factions in N:TW, but only a small amount are actually playable in the vanilla game. 18 factions are available to play with easy modding, or by using an already released mod.&lt;br /&gt;
&lt;br /&gt;
====Playable Factions====&lt;br /&gt;
*[[Austria (NTW Faction) | Austria]] - Catholic Absolute Monarchy&lt;br /&gt;
*[[France (NTW Faction) | France]] - Catholic Empire&lt;br /&gt;
*[[Great Britain (NTW Faction) | Great Britain]] - Protestant Constitutional Monarchy&lt;br /&gt;
*[[Prussia (NTW Faction) | Prussia]]  -Protestant Absolute Monarchy&lt;br /&gt;
*[[Russia (NTW Faction) | Russia]] - Orthodox Absolute Monarchy&lt;br /&gt;
&lt;br /&gt;
====Unplayable Factions====&lt;br /&gt;
[[File:43-r.jpg|thumb|right|250px|Strategic map and tech research window]]&lt;br /&gt;
*Spain&lt;br /&gt;
*Portugal&lt;br /&gt;
*Kingdom of Sicily&lt;br /&gt;
*Kingdom of Naples&lt;br /&gt;
*Papal States&lt;br /&gt;
*Kingdom of Italy&lt;br /&gt;
*Kingdom of Sardinia&lt;br /&gt;
*The Ottoman Empire&lt;br /&gt;
*Swiss confederation&lt;br /&gt;
*Bavaria&lt;br /&gt;
*Baden-Würtenberg&lt;br /&gt;
*Hessen - Kassel&lt;br /&gt;
*Batavian Republic&lt;br /&gt;
*Saxony&lt;br /&gt;
*Mecklenburg&lt;br /&gt;
*Denmark&lt;br /&gt;
*[[Sweden (NTW Faction) | Sweden]]&lt;br /&gt;
*Oldenburg&lt;br /&gt;
&lt;br /&gt;
====Emergent Factions====&lt;br /&gt;
[[File:46-r.jpg|thumb|right|250px|Austrian Battleship]]&lt;br /&gt;
*Scotland &lt;br /&gt;
*Ireland &lt;br /&gt;
*Hannover&lt;br /&gt;
*Belgium&lt;br /&gt;
*Brittany&lt;br /&gt;
*Catalonia&lt;br /&gt;
*Italy&lt;br /&gt;
*Hungary&lt;br /&gt;
*Greater Poland&lt;br /&gt;
*Normandy&lt;br /&gt;
*Courland&lt;br /&gt;
*Norway&lt;br /&gt;
*Greece&lt;br /&gt;
*Westfalen-Cleves&lt;br /&gt;
*Romania&lt;br /&gt;
*Crimean Khanate&lt;br /&gt;
*United Netherlands&lt;br /&gt;
&lt;br /&gt;
==Peninsular Campaign==&lt;br /&gt;
The game takes place in the beginning of the 19th century, in the Iberian Peninsula. It&#039;s focused on the conflict between the British Royal Army lead by Arthur Wellesley, Duke of Wellington and the French forces lead by Joseph Bonaparte. You can also embrace the crown of Spain in its struggle to preserve independence.&lt;br /&gt;
&lt;br /&gt;
===Gameplay features===&lt;br /&gt;
[[File:11-r-2-1280x720.jpg|thumb|right|250px|Peninsular Campaign]]&lt;br /&gt;
* The main feature of the Campaign is guerrilla warfare: when you liberate a city, you get a few guerrilla units from the Spanish Resistance.&lt;br /&gt;
* There are three types of non-combat strategic units: propagandists, priests and rakes. The latter serve as assassins, spies and saboteurs.&lt;br /&gt;
* You can boost your economy and enlarge your income by sending a trade ship to one of your colonies.&lt;br /&gt;
* Technological researches also play an important role in the Peninsular Campaign.&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
====Playable factions====&lt;br /&gt;
* British Empire&lt;br /&gt;
* French Empire&lt;br /&gt;
* Spain&lt;br /&gt;
&lt;br /&gt;
====Non-playable factions====&lt;br /&gt;
* Portugal&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:46-r.jpg&amp;diff=31470</id>
		<title>File:46-r.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:46-r.jpg&amp;diff=31470"/>
		<updated>2010-10-09T19:27:34Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
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		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:43-r.jpg&amp;diff=31469</id>
		<title>File:43-r.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:43-r.jpg&amp;diff=31469"/>
		<updated>2010-10-09T19:25:13Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:11-r-2-1280x720.jpg&amp;diff=31468</id>
		<title>File:11-r-2-1280x720.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:11-r-2-1280x720.jpg&amp;diff=31468"/>
		<updated>2010-10-09T19:24:03Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
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		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Russia_(NTW_Faction)&amp;diff=31467</id>
		<title>Russia (NTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Russia_(NTW_Faction)&amp;diff=31467"/>
		<updated>2010-10-09T19:22:38Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Russia flag.jpg|thumb|right|250px|The flag of Russia]]&lt;br /&gt;
==Playability==&lt;br /&gt;
Russia is one of the 5 playable factions in Napoleon: Total War. It is a major faction. &lt;br /&gt;
&lt;br /&gt;
==Faction type==&lt;br /&gt;
Orthodox Absolute Monarchy&lt;br /&gt;
==Starting Position==&lt;br /&gt;
&lt;br /&gt;
Lots of enemies around, and have a few trade routes and a single port. Sweden, Dagestan and Georgia are hostile,have a war with Crimean Khanate Ottoman Empire and only two allies Denmark and Republic of Poland. Fortunately, Russia is able to cope with most of the opponents, using weak units. To conquer Sweden and Ottoman Empire advanced military infrastructure will be needed.&lt;br /&gt;
&lt;br /&gt;
{{NTW_Factions}}&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Napoleon:_Total_War&amp;diff=31427</id>
		<title>Napoleon: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Napoleon:_Total_War&amp;diff=31427"/>
		<updated>2010-10-09T15:13:02Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Napoleon-total-war-box-artwork-big.jpg|200px|thumb|right|Napoleon: Total War cover]]&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Napoleon: Total War]] was released on the 23rd of February, 2010. The &#039;&#039;&#039;Peninsular Campaign&#039;&#039;&#039; DLC was released on the 22nd of June, 2010. Both were developed by the Creative Assembly and published by SEGA.&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Napoleon: Total War]] is set during the extremely turbulent and violent Napoleonic Era, from 1805 - 1815. Set at a time when revolutionary France is turning the old dynasties of europe upside down, old rivalries and mistrusts will be put aside to halt the amibitions of one man and the rise of a european superpower: France.&lt;br /&gt;
&lt;br /&gt;
Napoleons Italian campaign highlights his struggles against the mighty Austrian empire and her friends in Italy, where management and efficiency is vital. The Egyptian campaign brings a different challenge all together, Napoleon must fight his way up through the Mamelukes and deal with constant nuisance raids from the British in order to achieve his goal. And then the Russian Bear presents a new challenge with her climate, even the best general will struggle to avoid the cold and push through. Patience and cunning will be needed here.&lt;br /&gt;
&lt;br /&gt;
Napoleon: Total War also gives the player a chance to play as one of four Coalition powers: Great Britain, Austria, Prussia or Russia. The effort to stop Napoleon and his new regieme will require all the tactical and strategic genius the Allied powers can muster. &lt;br /&gt;
{{Total War}}&lt;br /&gt;
This game also brings some revolutionary new features to the Total War series. Creative Assembly has introduced a new system called Attrition. Attrition areas are scattered through the various campaign maps and will drastically effect your campaign if not considered when planning. Troops entering these &#039;attrition areas&#039; will be effected by the weather and will quickly lose troop numbers during the Winter or Summer months depending on the type. As well as new systems CA has improved systems from [[Empire: Total War]] such as diplomacy. The player now has a greater range of diplomatic actions, such as asking a Faction to issue a trade embargo against another faction, or to join you in a war against another faction.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
*Napoleon: Total War could be considered the easiest Total War game to pick up so far, as it&#039;s well oiled and tested systems are easy to use by a new player.&lt;br /&gt;
*Napoleon: Total War took an already revolutionary system and made it better, with a far superior campaign and battle AI, plus a wider range of available options&lt;br /&gt;
*The game is set during the Napoleonic Era, allowing more advanced weaponry to be researched&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
There are more than 35 factions in N:TW, but only a small amount are actually playable in the vanilla game. 18 factions are available to play with easy modding, or by using an already released mod.&lt;br /&gt;
&lt;br /&gt;
====Playable Factions====&lt;br /&gt;
*[[Austria (NTW Faction) | Austria]] - Catholic Absolute Monarchy&lt;br /&gt;
*[[France (NTW Faction) | France]] - Catholic Empire&lt;br /&gt;
*[[Great Britain (NTW Faction) | Great Britain]] - Protestant Constitutional Monarchy&lt;br /&gt;
*[[Prussia (NTW Faction) | Prussia]]  -Protestant Absolute Monarchy&lt;br /&gt;
*[[Russia (NTW Faction) | Russia]] - Orthodox Absolute Monarchy&lt;br /&gt;
&lt;br /&gt;
====Unplayable Factions====&lt;br /&gt;
*Spain&lt;br /&gt;
*Portugal&lt;br /&gt;
*Kingdom of Sicily&lt;br /&gt;
*Kingdom of Naples&lt;br /&gt;
*Papal States&lt;br /&gt;
*Kingdom of Italy&lt;br /&gt;
*Kingdom of Sardinia&lt;br /&gt;
*The Ottoman Empire&lt;br /&gt;
*Swiss confederation&lt;br /&gt;
*Bavaria&lt;br /&gt;
*Baden-Würtenberg&lt;br /&gt;
*Hessen - Kassel&lt;br /&gt;
*Batavian Republic&lt;br /&gt;
*Saxony&lt;br /&gt;
*Mecklenburg&lt;br /&gt;
*Denmark&lt;br /&gt;
*[[Sweden (NTW Faction) | Sweden]]&lt;br /&gt;
*Oldenburg&lt;br /&gt;
&lt;br /&gt;
====Emergent Factions====&lt;br /&gt;
*Scotland &lt;br /&gt;
*Ireland &lt;br /&gt;
*Hannover&lt;br /&gt;
*Belgium&lt;br /&gt;
*Brittany&lt;br /&gt;
*Catalonia&lt;br /&gt;
*Italy&lt;br /&gt;
*Hungary&lt;br /&gt;
*Greater Poland&lt;br /&gt;
*Normandy&lt;br /&gt;
*Courland&lt;br /&gt;
*Norway&lt;br /&gt;
*Greece&lt;br /&gt;
*Westfalen-Cleves&lt;br /&gt;
*Romania&lt;br /&gt;
*Crimean Khanate&lt;br /&gt;
*United Netherlands&lt;br /&gt;
&lt;br /&gt;
==Peninsular Campaign==&lt;br /&gt;
The game takes place in the beginning of the 19th century, in the Iberian Peninsula. It&#039;s focused on the conflict between the British Royal Army lead by Arthur Wellesley, Duke of Wellington and the French forces lead by Joseph Bonaparte. You can also embrace the crown of Spain in its struggle to preserve independence.&lt;br /&gt;
&lt;br /&gt;
===Gameplay features===&lt;br /&gt;
* The main feature of the Campaign is guerrilla warfare: when you liberate a city, you get a few guerrilla units from the Spanish Resistance.&lt;br /&gt;
* There are three types of non-combat strategic units: propagandists, priests and rakes. The latter serve as assassins, spies and saboteurs.&lt;br /&gt;
* You can boost your economy and enlarge your income by sending a trade ship to one of your colonies.&lt;br /&gt;
* Technological researches also play an important role in the Peninsular Campaign.&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
====Playable factions====&lt;br /&gt;
* British Empire&lt;br /&gt;
* French Empire&lt;br /&gt;
* Spain&lt;br /&gt;
&lt;br /&gt;
====Non-playable factions====&lt;br /&gt;
* Portugal&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Napoleon:_Total_War&amp;diff=31425</id>
		<title>Napoleon: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Napoleon:_Total_War&amp;diff=31425"/>
		<updated>2010-10-09T14:55:32Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Napoleon-total-war-box-artwork-big.jpg|200px|thumb|right|Napoleon: Total War cover]]&lt;br /&gt;
__TOC__&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Napoleon: Total War]] is set during the extremely turbulent and violent Napoleonic Era, from 1805 - 1815. Set at a time when revolutionary France is turning the old dynasties of europe upside down, old rivalries and mistrusts will be put aside to halt the amibitions of one man and the rise of a european superpower: France.&lt;br /&gt;
&lt;br /&gt;
Napoleons Italian campaign highlights his struggles against the mighty Austrian empire and her friends in Italy, where management and efficiency is vital. The Egyptian campaign brings a different challenge all together, Napoleon must fight his way up through the Mamelukes and deal with constant nuisance raids from the British in order to achieve his goal. And then the Russian Bear presents a new challenge with her climate, even the best general will struggle to avoid the cold and push through. Patience and cunning will be needed here.&lt;br /&gt;
&lt;br /&gt;
Napoleon: Total War also gives the player a chance to play as one of four Coalition powers: Great Britain, Austria, Prussia or Russia. The effort to stop Napoleon and his new regieme will require all the tactical and strategic genius the Allied powers can muster. &lt;br /&gt;
{{Total War}}&lt;br /&gt;
This game also brings some revolutionary new features to the Total War series. Creative Assembly has introduced a new system called Attrition. Attrition areas are scattered through the various campaign maps and will drastically effect your campaign if not considered when planning. Troops entering these &#039;attrition areas&#039; will be effected by the weather and will quickly lose troop numbers during the Winter or Summer months depending on the type. As well as new systems CA has improved systems from [[Empire: Total War]] such as diplomacy. The player now has a greater range of diplomatic actions, such as asking a Faction to issue a trade embargo against another faction, or to join you in a war against another faction.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
*Napoleon: Total War could be considered the easiest Total War game to pick up so far, as it&#039;s well oiled and tested systems are easy to use by a new player.&lt;br /&gt;
*Napoleon: Total War took an already revolutionary system and made it better, with a far superior campaign and battle AI, plus a wider range of available options&lt;br /&gt;
*The game is set during the Napoleonic Era, allowing more advanced weaponry to be researched&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
There are more than 35 factions in N:TW, but only a small amount are actually playable in the vanilla game. 18 factions are available to play with easy modding, or by using an already released mod.&lt;br /&gt;
&lt;br /&gt;
====Playable Factions====&lt;br /&gt;
*[[Austria (NTW Faction) | Austria]] - Catholic Absolute Monarchy&lt;br /&gt;
*[[France (NTW Faction) | France]] - Catholic Empire&lt;br /&gt;
*[[Great Britain (NTW Faction) | Great Britain]] - Protestant Constitutional Monarchy&lt;br /&gt;
*[[Prussia (NTW Faction) | Prussia]]  -Protestant Absolute Monarchy&lt;br /&gt;
*[[Russia (NTW Faction) | Russia]] - Orthodox Absolute Monarchy&lt;br /&gt;
&lt;br /&gt;
====Unplayable Factions====&lt;br /&gt;
*Spain&lt;br /&gt;
*Portugal&lt;br /&gt;
*Kingdom of Sicily&lt;br /&gt;
*Kingdom of Naples&lt;br /&gt;
*Papal States&lt;br /&gt;
*Kingdom of Italy&lt;br /&gt;
*Kingdom of Sardinia&lt;br /&gt;
*The Ottoman Empire&lt;br /&gt;
*Swiss confederation&lt;br /&gt;
*Bavaria&lt;br /&gt;
*Baden-Würtenberg&lt;br /&gt;
*Hessen - Kassel&lt;br /&gt;
*Batavian Republic&lt;br /&gt;
*Saxony&lt;br /&gt;
*Mecklenburg&lt;br /&gt;
*Denmark&lt;br /&gt;
*[[Sweden (NTW Faction) | Sweden]]&lt;br /&gt;
*Oldenburg&lt;br /&gt;
&lt;br /&gt;
====Emergent Factions====&lt;br /&gt;
*Scotland &lt;br /&gt;
*Ireland &lt;br /&gt;
*Hannover&lt;br /&gt;
*Belgium&lt;br /&gt;
*Brittany&lt;br /&gt;
*Catalonia&lt;br /&gt;
*Italy&lt;br /&gt;
*Hungary&lt;br /&gt;
*Greater Poland&lt;br /&gt;
*Normandy&lt;br /&gt;
*Courland&lt;br /&gt;
*Norway&lt;br /&gt;
*Greece&lt;br /&gt;
*Westfalen-Cleves&lt;br /&gt;
*Romania&lt;br /&gt;
*Crimean Khanate&lt;br /&gt;
*United Netherlands&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:Napoleon-total-war-box-artwork-big.jpg&amp;diff=31424</id>
		<title>File:Napoleon-total-war-box-artwork-big.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:Napoleon-total-war-box-artwork-big.jpg&amp;diff=31424"/>
		<updated>2010-10-09T14:53:36Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
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		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Marshall_Ney_(NTW_Character)&amp;diff=31321</id>
		<title>Marshall Ney (NTW Character)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Marshall_Ney_(NTW_Character)&amp;diff=31321"/>
		<updated>2010-10-08T17:27:58Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Created page with &amp;quot;{| 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; |- | colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; font-size: large;&amp;quot; | Marshall Ney |- |...&amp;quot;&lt;/p&gt;
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&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; | Marshall Ney&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Image:Marechal Ney.jpg|200px]]&lt;br /&gt;
|- &lt;br /&gt;
!Date of birth/Date of death:&lt;br /&gt;
| 10 January 1769 – 7 December 1815&lt;br /&gt;
|-&lt;br /&gt;
! Allegiance:&lt;br /&gt;
| France&lt;br /&gt;
|- &lt;br /&gt;
! Military Branch:&lt;br /&gt;
| French Revolutionary Army, La Grande Armée&lt;br /&gt;
|- &lt;br /&gt;
! Rank:&lt;br /&gt;
| Marshal of France&lt;br /&gt;
|- &lt;br /&gt;
! Military Service:&lt;br /&gt;
| French Revolutionary Wars, Napoleonic Wars, Hundred Days&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: smaller;&amp;quot; | {{{Biography|}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Michel Ney&#039;&#039;&#039;, 1st Duc d&#039;Elchingen, 1st Prince de la Moskowa (10 January 1769 – 7 December 1815) was a French soldier and military commander during the French Revolutionary Wars and the Napoleonic Wars. He was one of the original 18 Marshals of France created by Napoleon I. He was known as Le Rougeaud (&amp;quot;red faced&amp;quot; or &amp;quot;ruddy&amp;quot;) by his men and nicknamed le Brave des Braves (&amp;quot;the bravest of the brave&amp;quot;) by Napoleon.&lt;br /&gt;
&lt;br /&gt;
==Biography==&lt;br /&gt;
===Early days===&lt;br /&gt;
Michel Ney was born in Saarlouis, the second son of Pierre Ney (1738 – 1826), a master barrel cooper and veteran of the Seven Years&#039; War, and wife Margarethe Grewelinger (1739 – 1791). Ney was paternal grandson of Matthias Ney (1700 – 1780) and wife Margarethe Becker (d. 1767), and maternal grandson of Valentin Grewelinger and wife Margaretha Ding. His hometown was then a French-speaking enclave in a predominantly German-speaking portion of Lorraine, and Ney grew up bilingual.&lt;br /&gt;
&lt;br /&gt;
Ney was educated at the Collège des Augustins, and, after his education, became a notary in Saarlouis, and then overseer of mines and forges.&lt;br /&gt;
&lt;br /&gt;
===French Revolutionary Wars===&lt;br /&gt;
The life as a civil servant did not suit Ney, and he enlisted in the Colonel-General Hussar Regiment in 1787. Ney rapidly rose through the non-commissioned ranks. He served in the Army of the North from 1792-94, with which he saw action at the Cannonade of Valmy, the Battle of Neerwinden, and other engagements. Ney was commissioned in October 1792, transferred to the Sambre-et-Meuse in June 1794, and wounded at the Siege of Mainz. Ney was promoted to général de brigade in August 1796, and commanded cavalry on the German Fronts. On 17 April 1797, during the battle of Neuwied, Ney led a cavalry charge against Austrian lancers trying to seize French cannons. The lancers were beaten back, but Ney’s cavalry were counter-attacked by heavy cavalry. During the mêlée, Ney was thrown from his horse and made a prisoner of war; on 8 May he was exchanged for an Austrian general. Following the capture of Mannheim, Ney was promoted to géneral de division in March 1799. Later in 1799, Ney commanded cavalry in the armies of Switzerland and the Danube. At Winterthur, Ney was wounded in the thigh and wrist. After Ney’s recovery he fought at Hohenlinden under General Moreau in December 1800. From September 1802, Ney commanded French troops in Switzerland and performed diplomatic duties.&lt;br /&gt;
&lt;br /&gt;
===Napoleonic Wars===&lt;br /&gt;
On 19 May 1804, Ney received his Marshal&#039;s baton, emblematic of his status as a Marshal of the Empire, the Napoleonic era&#039;s equivalent of Marshal of France. In the 1805 campaign Ney took command of VI Corps of La Grande Armée, and was praised for his conduct at Elchingen. In November 1805, Ney invaded the Tyrol, capturing Innsbruck from Archduke John. In the 1806 campaign, Ney fought at Jena and then occupied Erfurt. Later in the campaign, Ney successfully besieged Magdeburg. In the 1807 campaign Ney arrived with reinforcements in time to save Napoleon from defeat at Eylau, although the battle ended as a draw. Later in the campaign, Ney fought at Güttstadt, and commanded the right wing at Friedland. On 6 June 1808, Ney was created Duke of Elchingen. In August 1808 Ney was sent to Spain in command of VI Corps, and won a number of minor actions. In 1809 he routed an Anglo-Portuguese force under Sir Robert Wilson at Baños. In 1810 Ney joined Marshal Masséna in the invasion of Portugal, where he took Ciudad Rodrigo from the Spanish and Almeida from the British and Portuguese, brusquely defeated the British on the River Côa, and fought at Buçaco. During the retreat from Torres Vedras, Ney worsted Wellington in a series of much-lauded rearguard actions (Pombal, Redinha, Casal Novo, Foz d&#039;Aronce), but was ultimately removed from command for insubordination.&lt;br /&gt;
&lt;br /&gt;
===Russia to Fontainebleau===&lt;br /&gt;
Ney was given command of III Corps of La Grande Armée during the 1812 invasion of Russia. At Smolensk, Ney was wounded in the neck, but recovered enough to later fight in the central sector at Borodino. During the retreat from Moscow, Ney commanded the rear guard and was anecdotally known as &#039;the last Frenchman on Russian soil&#039;. After being cut off from the main army, Ney managed to rejoin it, which delighted Napoleon. For this action Ney was given the nickname ‘the bravest of the brave’ by Napoleon. Ney fought at Beresina and helped hold the vital bridge at Kovno, where legend has it that Ney was the last man to cross the bridge and exit Russia. On 25 March 1813, Ney was given the title of Prince of the Moskowa. During the 1813 campaign Ney fought at Weissenfels, was wounded at Lützen, and commanded the left wing at Bautzen. Ney later fought at Dennewitz and Leipzig, where he was again wounded. In the 1814 campaign in France, Ney fought various battles and commanded various units. At Fontainebleau Ney became the spokesman for the Marshals&#039; revolt on 4 April 1814, demanding Napoleon’s abdication. Ney informed Napoleon that the army would not march on Paris; Napoleon responded ‘the army will obey me!’ to which Ney answered, ‘the army will obey its chiefs’.&lt;br /&gt;
&lt;br /&gt;
When Paris fell and the Bourbons reclaimed the throne, Ney, who had pressured Napoleon to accept his first abdication and exile, was promoted, lauded, and made a peer by the newly enthroned Louis XVIII. Although Ney had pledged his allegiance to the restored monarchy, the Bourbon court reacted coolly to his common origins.&lt;br /&gt;
&lt;br /&gt;
===The Hundred Days campaign===&lt;br /&gt;
When hearing of Napoleon’s return to France, Ney, determined to keep France at peace and to show his loyalty to Louis XVIII, organized a force to stop Napoleon’s march on Paris. Ney also pledged to bring Napoleon back alive in an iron cage. Napoleon was aware of Ney’s plans and sent him a letter which said, in part, ‘I shall receive you as after the Battle of the Moskowa’. Despite Ney’s promise to the King, he joined Napoleon at Auxerre, on 18 March 1815.&lt;br /&gt;
&lt;br /&gt;
On 15 June 1815, Napoleon appointed Ney commander of the left wing of the Army of the North. On 16 June Napoleon&#039;s forces split up into two wings to fight two separate battles simultaneously. Ney attacked Wellington at Quatre Bras (and received criticism for attacking slowly,) while Napoleon attacked Blücher&#039;s Prussians at Ligny. Although Ney was criticized for not capturing Quatre Bras early, there is still debate as to what time Napoleon actually ordered Ney to capture Quatre Bras. At Ligny, Napoleon ordered General d&#039;Erlon to move his corps (currently on Napoleon&#039;s left and Ney&#039;s right) to the Prussians&#039; rear in order to cut off their line of retreat. D&#039;Erlon began to move into position, but suddenly stopped and began moving away, much to the surprise and horror of Napoleon. The reason for the sudden change in movement is that Ney had ordered d&#039;Erlon to come to his aid at Quatre Bras. Without d&#039;Erlon&#039;s corps blocking the Prussians&#039; line of retreat, the French victory at Ligny was not complete, and the Prussians were not routed. To be fair, Ney was d&#039;Erlon&#039;s direct superior and Napoleon never informed Ney of his plans.&lt;br /&gt;
&lt;br /&gt;
At Waterloo Ney was again in command of the left wing of the army. At around 3:30 p.m., Ney ordered a mass cavalry charge against the Anglo-Dutch line. Ney&#039;s cavalry overran the enemy cannons, but found the infantry formed in cavalry-proof square formations. Ney, without infantry or artillery support, was unable to break the squares. The action earned Ney criticism, and some argue that it led to Napoleon’s defeat at Waterloo. There is still debate as to the responsibility for the cavalry charge and why it was unsupported. Ney’s cavalry also failed to spike enemy cannons (driving an iron spike into the firing hole) while they were under French control (during a cavalry attack the crew of a cannon retreated into the squares for protection, and then re-manned their piece as the horsemen receded). Ney’s cavalry carried equipment needed to spike cannons, and spiking the cannons would likely have made them useless for the rest of the battle. The loss of a large number of cannons would weaken an army and could have caused the Anglo-Dutch force to withdraw from the battle. Ney was seen during one of the charges beating his sword against the side of a British cannon in furious frustration. During the battle he had five horses killed under him.&lt;br /&gt;
&lt;br /&gt;
There has been a theory that the logic of his deciding on some of his actions at Waterloo was affected by post-traumatic stress syndrome caused by his experiences in the Russian campaign.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
When Napoleon was defeated, dethroned, and exiled for the second time in the summer of 1815, Ney was arrested (on 3 August 1815), and tried (4 December 1815) for treason by the Chamber of Peers. On 6 December 1815 he was condemned, and executed by firing squad in Paris near the Luxembourg Garden on 7 December 1815 – an event that deeply divided the French public. He refused to wear a blindfold and was allowed the right to give the order to fire, reportedly saying:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Soldiers, when I give the command to fire, fire straight at my heart. Wait for the order. It will be my last to you. I protest against my condemnation. I have fought a hundred battles for France, and not one against her ... Soldiers, Fire!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ney&#039;s execution was an example intended for Napoleon&#039;s other marshals and generals, many of whom were eventually exonerated by the Bourbon monarchy. Ney is buried in Paris at Père Lachaise Cemetery.&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:Marechal_Ney.jpg&amp;diff=31320</id>
		<title>File:Marechal Ney.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:Marechal_Ney.jpg&amp;diff=31320"/>
		<updated>2010-10-08T17:21:07Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: &lt;/p&gt;
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		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Ages_of_Darkness_2&amp;diff=31313</id>
		<title>Ages of Darkness 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Ages_of_Darkness_2&amp;diff=31313"/>
		<updated>2010-10-08T14:27:20Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title=Ages of Darkness 2&lt;br /&gt;
|compatibility=[[Barbarian Invasion]]&lt;br /&gt;
|type=Complete Conversion&lt;br /&gt;
|members=[[Pompeius Magnus]], [[Naughteous Maximus]], [[SeniorBatavianHorse]], [[Joar]], [[Wundai]], [[Thor the Bassist]], [[William the Silent]], [[Apple]], [[constantius]], [[empio]], [[jermagon]]&lt;br /&gt;
|release= None yet&lt;br /&gt;
|description=Rome has fallen! Who will rise now?&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Agesofdarknessbanner.jpg|center]]&lt;br /&gt;
= Introduction =&lt;br /&gt;
AoD2 – a mod based on RTW/BI – starts in 527 A.D. – the year in which Justinian became Emperor.&lt;br /&gt;
Rome has fallen many years ago. However, the Roman Empire in the east is well prepared, its economy is still strong and the army is powerful.&lt;br /&gt;
&lt;br /&gt;
Is it possible that ‘New Rome’ will rule over the Mare Nostrum again or will the inevitable war bring it into a final decline?&lt;br /&gt;
= Description =&lt;br /&gt;
The year 476 A.D. is generally accepted as the formal date which saw the end of the Roman Empire in the West.&lt;br /&gt;
&lt;br /&gt;
In that year, Orestes refused the request of Germanic mercenaries in his service for lands in Italy. The dissatisfied mercenaries, led by Odovacer, revolted and deposed the last Western Emperor, Romulus Augustus.&lt;br /&gt;
This event has traditionally been considered as the Fall of the Western Empire.&lt;br /&gt;
As the Western Empire declined in during the 5th Century, the richer Eastern Roman Empire would be protected from much of the attendant destruction – and in the mid 6th Century, under the Emperor Justinian, it would re-conquer Italy and parts of Illyria from the Ostrogoths, North Africa from the Vandals and southern Hispania from the Visigoths.&lt;br /&gt;
&lt;br /&gt;
The re-conquest of southern Hispania was somewhat ephemeral but North Africa served the Romans for another century with parts of Italy for another five centuries, and parts of Illyria even longer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
527 A.D.&lt;br /&gt;
Justinian’s reign is marked by the ambitious renovation imperii – or ‘restoration of the empire’. This ambition was expressed in the partial recovery of the territories of the Western Roman Empire, including the City of Rome itself.&lt;br /&gt;
A still more resonant aspect of his legacy was the uniform re-writing of Roman Law, the Corpus Juris Civilis, which is still the basis of Civil Law in many modern states.&lt;br /&gt;
&lt;br /&gt;
His reign also marked a blossoming of Byzantine culture while his building programme yielded such masterpieces as the church of Hagia Sophia, which was to be the centre of the Eastern Orthodox Church for many centuries.&lt;br /&gt;
= Features =&lt;br /&gt;
Ages of Darkness 2 offer an authentic unit roster – the result of many years of research – for all factions within the mod.&lt;br /&gt;
You will become part of that exciting period.&lt;br /&gt;
&lt;br /&gt;
The Roman player will prepare the economy and the troops for an expensive adventure in the West.&lt;br /&gt;
However, the Roman player must also be prepared for a challenge in the East.&lt;br /&gt;
&lt;br /&gt;
Playing one of the Western civilised ‘barbarians’ offers several features also. You might attempt to establish an empire after the Roman model or alternatively travel in a different direction.&lt;br /&gt;
&lt;br /&gt;
Playing the Sassanid Empire is also a difficult task – your enemies are standing around your country and are only waiting on the right moment to invade the rich satrápēs.&lt;br /&gt;
&lt;br /&gt;
*A mod still under construction based on RTW/BI&lt;br /&gt;
*A full conversion&lt;br /&gt;
*Offers dozens of customised settlement layouts (no clone settlements anymore)&lt;br /&gt;
*New music tracks&lt;br /&gt;
*Many new 3D buildings for the tactical view&lt;br /&gt;
*A new unit roster&lt;br /&gt;
*A brand new building tech tree&lt;br /&gt;
*A new strat-map including new textures&lt;br /&gt;
*New ancillaries and traits&lt;br /&gt;
. . . and much more exciting elements!&lt;br /&gt;
= Factions =&lt;br /&gt;
*Imperivm Romanvm&lt;br /&gt;
*Regnvm Tvringorvm&lt;br /&gt;
*Persarmenia&lt;br /&gt;
*Regnvm Hirae&lt;br /&gt;
*Britanni&lt;br /&gt;
*Regnvm Francorvm&lt;br /&gt;
*Hvnni&lt;br /&gt;
*Regnvm Gepidorvm&lt;br /&gt;
*Rex Regvm&lt;br /&gt;
*Saxones&lt;br /&gt;
*Regnvm Vandalorvm et Alanorvm&lt;br /&gt;
*Regnvm Visigothorvm&lt;br /&gt;
*Scoti&lt;br /&gt;
*Regnvm Italiae et Gothorvm&lt;br /&gt;
*Avari&lt;br /&gt;
*Langobardi&lt;br /&gt;
*Regnvm Mavrorvm et Romanorvm&lt;br /&gt;
*Regnvm Bvrgvndionvm&lt;br /&gt;
*Regnvm Sveborvm&lt;br /&gt;
= The Team =&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=7642 Naughteous Maximus] research, advisor&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=28648 SeniorBatavianHorse] reading and correcting errors, english translations&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=3667 Joar] portraits&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=10177 Wundai] 3D building reconstructions (strat map and tactical view)&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=36944 Thor the Bassist] advisor&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=20862 William the Silent] research, hist.events&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=35985 Apple] makes brand new music tracks&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=45977 constantius] research, advisor&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=10035 empio] unit maker&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=26545 jermagon] research, 2D art&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=14364 Pompeius Magnus] mod-leader, coordination, coding, 2D work, responsible for the mod concept, research&lt;br /&gt;
= History =&lt;br /&gt;
Ages of Darkness 2 – as the name implies – is the second Ages of Darkness mod. AoD1 was made and finally realised by the former team-leader, Arbaces. AoD1 was a re-built version of Barbarian Invasion: TW.&lt;br /&gt;
= Included Mods =&lt;br /&gt;
Ages of Darkness 2 is not released yet so as of this moment it is not possible to give a detailed list of all the included minor mods and add-ons. However, it is expected that when completed 90% of the content will be original work by the Team – that is, the Map, the 3D buildings, the music and the Unit-making. Not to mention the new City layouts and textures.&lt;br /&gt;
= Pictures =&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Agesofdarknessunits.jpg|thumb|350px]]&lt;br /&gt;
|[[Image:Agesofdarknesswalls.jpg|thumb|350px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Norman_Invasion&amp;diff=31312</id>
		<title>Norman Invasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Norman_Invasion&amp;diff=31312"/>
		<updated>2010-10-08T14:26:54Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title=Norman Invasion&lt;br /&gt;
|compatibility=[[Barbarian Invasion|Barbarian Invasion 1.6]]&lt;br /&gt;
|type=Complete Overhaul&lt;br /&gt;
|members=[[MasterofNone]], [[Aradan]], [[Keyser Soze]], [[Uranos]], [[Halie Satanus]]&lt;br /&gt;
|release=[http://www.twcenter.net/forums/showthread.php?t=302419 &#039;&#039;Norman Invasion 1.3&#039;&#039;]&lt;br /&gt;
|description=A mod based on the Norman invasion of England&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Over two hundred years have passed since the Viking Age of Britain portrayed in Viking Invasion II, and the Dark Ages are coming to an end. Norman Invasion starts in the year AD 1066. William, Duke of Normandy, has landed his troops at Pevensey bay and King Harold II of England has just arrived at Hastings, fresh from victory at Stamford Bridge, to hurl the Normans back into the English Channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
As the player you can choose to take up the Fighting Man banner of Harold and defend your shores against the Norman dogs, or you can – if you really feel the need! – take up the Papal Banner of William “le Batard” and put the English firmly under the Norman yoke. You can also play as one of the three minor factions - the Welsh, Norse or Scots.&lt;br /&gt;
&lt;br /&gt;
For those who have played Viking Invasion II, you will see that Ireland no longer features in Norman Invasion as that land was not invaded until after the period covered in this modification. Western Scandinavia has also disappeared from the map (it was no longer of significance to England’s immediate history after Harold’s victory against Harald Hardrada), but the Continent has been added and includes Normandy, Flanders and the Cotentin Peninsula. The map has also been significantly enlarged and the number of counties increased.&lt;br /&gt;
&lt;br /&gt;
Historically, of course, William’s invasion of England was successful, though not without setbacks and rebellions. The English people were brought under a dreadful feudal burden in their own homeland, though some escaped to other lands such as Scotland, Scandinavia and places even further abroad. Even Wales and Scotland eventually succumbed to the Norman’s military machine.&lt;br /&gt;
&lt;br /&gt;
But it doesn’t have to work out that way…In Norman Invasion “history” is now in your hands!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
[[Image:Normaninvasioncampaignmap.jpg|250px|thumb|right|Campaign Map View]]&lt;br /&gt;
*A map of Britain 20% larger than Viking Invasion II bringing the new total to 81 regions&lt;br /&gt;
*Earldoms and principalities together with a whole new system of titles&lt;br /&gt;
*In order for the English or Norman ruler to claim the crown of England he must not only conquer the capital but must also gather his respective assembly (Witenagemot or Curia Regis) to approve the coronation&lt;br /&gt;
*Political Systems now replace religion and represent the unease between the customary laws of Britain and the feudal law of the Normans, with a third hybrid political system called Marcher Law&lt;br /&gt;
*Normans can build one of three “lordships” (or systems of rule) - Local Lordships, Feudal Lordships or Marcher Lordships&lt;br /&gt;
*Unit balance and unit file generated by Aradan&#039;s new EDUmatic tool.&lt;br /&gt;
*Some settlements, built upon natural outcrops of rocks, are designated natural fortresses and are a lot harder for an enemy to breach&lt;br /&gt;
*Roma Surrectum&#039;s stunning new battlemap environments have been kindly granted and implemented to create better grass, more variety of trees and superior ground textures&lt;br /&gt;
*Churches now have the option to provide yearly, monthly or even daily almsgiving to the poor and needy to help boost happiness in a province&lt;br /&gt;
*Provincial Information, accessed via the open-book icon, has been expanded to include more history, geography and other interesting and useful details about each region&lt;br /&gt;
*Historic Royal Seats, when captured, create a public order boost across all the regions owned by the conqueror&lt;br /&gt;
*Over a dozen new music tracks have been added, including some culture-specific pieces, to further immerse the player in eleventh-century Britain&lt;br /&gt;
*The Norman culture has been added which includes a whole new French-accent voice bank for the Normans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
Conceived, created, researched, mapped, built, written and managed by [[MasterOfNone]] with support in the following areas from the following people:&lt;br /&gt;
*[[Aradan]] - Traits, Ancillaries, Unit &amp;amp; Campaign Balance &lt;br /&gt;
*[[Halie Satanus]] - Model Tweaks, Loading Screens, Banners &amp;amp; Symbols&lt;br /&gt;
*[[Uranos]] - Map Tweaks &amp;amp; Unit Cards&lt;br /&gt;
*[[Keyser Soze]] - Research Assistance &amp;amp; Beta Testing &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With elements kindly offered by:&lt;br /&gt;
*[[Chivalry: Total War]]&lt;br /&gt;
*[[1066]]&lt;br /&gt;
*[[Roma Surrectum]]&lt;br /&gt;
*[[Arthurian Total War]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The core team behind [[Viking Invasion II]] was toying with the idea of a submod or continuation of it since Dominion of Britannia (VI2&#039;s official submod) was released, and in early June 2009 MasterOfNone conceived the idea of a mod based around the Norman Invasion.&lt;br /&gt;
The mod was based heavily on the VI2 resources, so five months from the moment of conception NI was released (one day before the battle of Hastings anniversary, Oct 13th). There have been 3 patches for it since.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Pictures =&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Normaninvasionanglobanner.jpg|300px|thumb|right|Harold&#039;s &amp;quot;Fighting Man&amp;quot; banner]]&lt;br /&gt;
|[[Image:Normaninvasionwelsh.jpg|300px|thumb|right|Welsh looking down a valley]]&lt;br /&gt;
|[[Image:Normaninvasionbodyguard.jpg|335px|thumb|right|William&#039;s papal banner]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= External Links =&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=1322 The Norman Invasion Mod forum on TWC]&lt;br /&gt;
[[Category:BI_Mods_%28Released%29]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=King%27s_Banner&amp;diff=31311</id>
		<title>King&#039;s Banner</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=King%27s_Banner&amp;diff=31311"/>
		<updated>2010-10-08T14:26:26Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod4|mod=King&#039;s Banner|image=[[Image:Kings banner screen.jpg]]|platform=[[Kingdoms]]|era=Medieval|leader=[[joedreck]]|release=[http://www.twcenter.net/forums/showthread.php?t=117759 Version 3.0]}}&lt;br /&gt;
==Description==&lt;br /&gt;
This is a mod for Medieval II: Total War.&lt;br /&gt;
This mod adds over 130 new main banners, many new upgrade banners and over 300 new shield textures for Medieval 2.&lt;br /&gt;
Every one of the large factions have received new banners.&lt;br /&gt;
There also created a system which will allow more banners for each faction than was available in vanilla.&lt;br /&gt;
Developer tried to make all textures as historically accurate, as was possible. &lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===Special Units===&lt;br /&gt;
Knights of:&lt;br /&gt;
*Bremer, Leibwalcks (hre)&lt;br /&gt;
*Gongora, Mora (spain, portugal)&lt;br /&gt;
*Norfolk, Cornwall (england)&lt;br /&gt;
*Fogliano (milan, venice, sicily)&lt;br /&gt;
*Przemysl (poland)&lt;br /&gt;
*Jerusalem (all crusader states)&lt;br /&gt;
Other units:&lt;br /&gt;
*Byzantine Palace Guard (byzantium)&lt;br /&gt;
*Teutonic soldiers (hre) (Crossbowmen, Helbardier, Swordmen)&lt;br /&gt;
These special units are recruitable in special cities/castles and are rare.&lt;br /&gt;
Order Knights;&amp;lt;br&amp;gt;&lt;br /&gt;
Complete with own uniforms, banners and shields:&lt;br /&gt;
*Knights of Miechowici (poland, hungary)&lt;br /&gt;
*Knights Templar, Veteran Knights Templar (france)&lt;br /&gt;
*Knights of Malta (milan, venice)&lt;br /&gt;
*Knights Hospitaller, Veteran Knights Hospitaller (england, scotland, denmark, sicily)&lt;br /&gt;
*Knights of Komtur Grudenc, Braunsberg, Marienburg (hre)&lt;br /&gt;
(with 2 new helmets)&lt;br /&gt;
===Other New units===&lt;br /&gt;
*Light Swordmen: recuitable in the early period in castles&lt;br /&gt;
(hre, france, england, scotland, denmark, poland, hungary, sicily, venice, milan, spain, portugal)&lt;br /&gt;
*Swordmen: recuitable in the middle period in cities&lt;br /&gt;
(hre, france, england, milan, venice, sicily. get a special one: poland, hungary)&lt;br /&gt;
*Heavy Mailed Knight: recuitable in the early period in castles&lt;br /&gt;
(hre, england, france, denmark, milan, venice, sicily, portugal, spain, scotland)&lt;br /&gt;
*Mazowiak (poland)&lt;br /&gt;
*Pronoia Infantry, Light Infantrymen, Byzantine Spearmen (byzantine)&lt;br /&gt;
===New Character Battle Models===&lt;br /&gt;
Generals, Heirs &amp;amp; Kings;&lt;br /&gt;
:added new general battle models for some factions&lt;br /&gt;
*Generals: spain, hre, england, venice, france, byzantine&lt;br /&gt;
*Heirs: spain, hre, england, france, venice&lt;br /&gt;
*Kings: spain, hre, england, france, byzantine, venice&lt;br /&gt;
===Shields, Banners, Textures===&lt;br /&gt;
Some of the units have special banners, which are only for them. Examples: Templar, Teutonic order (3 different), special units&lt;br /&gt;
*over 500 shield textures (min 200 made by Salty for our mod Art of War).&lt;br /&gt;
The heraldic symbols are from historical sources.&lt;br /&gt;
*over 140 banners. Some of them are retextured with a material texture&lt;br /&gt;
The heraldic symbols are from historical sources.&lt;br /&gt;
*the units get the burreks textures and some are my design.&lt;br /&gt;
===New Weapons===&lt;br /&gt;
(in following categories);&lt;br /&gt;
*Axe, Warhammer, Sword, Mace&lt;br /&gt;
*Twohander-Axe, Bill, Poleaxe, Berdiche&lt;br /&gt;
*Hellebard, Voulge, Swordstaff&lt;br /&gt;
===Ancillaries (retinue)===&lt;br /&gt;
*adds over 140 new pics for the retinue&lt;br /&gt;
*no doubble pics for the ancs and the arabic got their own pics&lt;br /&gt;
*every faction got their own crowns (the arabic get a special symbol)&lt;br /&gt;
*every faction got their own king&#039;s banners&lt;br /&gt;
===Map/Battle Map===&lt;br /&gt;
*add new Provinces: St Austell, Norwich, Burgos, Koeln, Marienburg, Radom, Gniezno, Bryno, Orleans, Ripen, Allborg, Lund, Lagos, Oporto&lt;br /&gt;
*add more Rebels inside the Rebel settlements&lt;br /&gt;
*add new settlement managment. the settlements don&#039;t grow so fast&lt;br /&gt;
*add expensive buildings, which have longer building time&lt;br /&gt;
*add new ressources: salt, tar, honey, hemp, dogs&lt;br /&gt;
*add agents limit(spy and assassin)&lt;br /&gt;
*add new recruiting system. mounted-, foot-troops need for building stables or barracks&lt;br /&gt;
*add more money for the ai (for expensive buldings aso)&lt;br /&gt;
*add some new unit cards (archer, crossbowmen...)&lt;br /&gt;
*add new city/castle look for england, south europe and teutonic regions&lt;br /&gt;
*add more expencive upgrades for the units&lt;br /&gt;
*add new upkeep costs. horses are more expensive then foot troops&lt;br /&gt;
*add stronger missile archers and crossbowmen (+1)&lt;br /&gt;
*add new models and textures for upgraded venetian archers&lt;br /&gt;
*add typical english spearmen with their helmets as upgraded levy spearmen&lt;br /&gt;
*add new mercs (european muslims) for islamic factions&lt;br /&gt;
*add mini siege mod for better strat siege optic&lt;br /&gt;
==Included mods==&lt;br /&gt;
&lt;br /&gt;
*Retrofit mod for basis&lt;br /&gt;
*Burrek&#039;s Mod&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=485 Retrofit Mod, it&#039;s needed for basis]&lt;br /&gt;
*[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1988 English version]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
Mod leader:&lt;br /&gt;
:[http://www.twcenter.net/forums/member.php?u=23069 joedreck]&lt;br /&gt;
&lt;br /&gt;
Thanks to:&lt;br /&gt;
:[http://www.twcenter.net/forums/member.php?u=27228 Unspoken Knight] for his Retrofit mod&lt;br /&gt;
:[http://www.twcenter.net/forums/member.php?u=16449 Salty] for the Denmark color changes and Italien shields&lt;br /&gt;
:[http://www.twcenter.net/forums/member.php?u=4887 riczu74] for his siege and trading minimod&lt;br /&gt;
:[http://www.twcenter.net/forums/member.php?u=22702 Alletun] for his help with milkshape&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=453 TWC hosted forum]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=117759 Release thread for King&#039;s Banner 3.0]&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:18011684vz6.jpg&lt;br /&gt;
Image:71575625sc0.jpg&lt;br /&gt;
Image:93932635tb6.jpg&lt;br /&gt;
Image:Teutonichelmetstn0.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Medieval 2: Total War Modifications (Released)]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Assyria:_Total_War&amp;diff=31310</id>
		<title>Assyria: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Assyria:_Total_War&amp;diff=31310"/>
		<updated>2010-10-08T14:26:20Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod4|mod=Assyria Total War|image=[[File:Ashur.png]]|platform=[[Rome: Total War]]|era=813 BC - 500 BC|leader=[[Legio]]|release=None, [http://www.twcenter.net/forums/forumdisplay.php?f=751 though still in active development]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
Assyria Total War will take the player from the rise of the Assyrian empire to its fall. This is the age when the Greek City-States were still in the Dark Ages, and the power of the polis was emerging. Hoplite warfare was not invented yet. Can you lead your people to greatness and conquer the haughty Urartans? Can you sack the mighty city of Babylon and carry away the treasures of Jerusalem? &lt;br /&gt;
&lt;br /&gt;
This mod focuses on an era that has never been before seen in any RTW mods. Will you stand against the tide of warriors and carve your own path to destiny?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
*Brand new, never seen before map focusing on the ancient near east!&lt;br /&gt;
*A whole new list of factions, including many never seen before in any total war game or mod!&lt;br /&gt;
*New units and unit types!&lt;br /&gt;
*New trait system!&lt;br /&gt;
*A reform that takes place when a Greek faction builds an acropolis. This is known so far as the &amp;quot;hoplite reform&#039;. and allows hoplites and other related troops to be trained in Greece and elsewhere. Other, non-Greek factions will also have access to hoplites, such as the Israelites and Judaeans, hwo historically did have their own form of a phalanx.&lt;br /&gt;
*Complete reskinning for every unit, and even a few new surprise models!&lt;br /&gt;
*Command the greatest forces of the post-biblical world, from Assyrian Frontline Archers to Israelite Ne&#039;Arim shock troops!&lt;br /&gt;
*A Zone of Recruitment (ZoR) system tailored specifically for the game!&lt;br /&gt;
*Loading screens showing historical exploits of the in-game factions- yes, the siege of Lachish and Sennacherib&#039;s Lion Hunts!&lt;br /&gt;
*Over 150 new and relevant quotes found and added only to this mod!&lt;br /&gt;
*A historically accurate mod that is not in the timeframe of all the other mods!&lt;br /&gt;
*A complete new set of wonders on the map, including the Colossus of Memnon, the Temple of Solomon, and the mountain of Jabl Bakar!&lt;br /&gt;
Many other nice surprises that will blow your socks off and will be revealed in good time!&lt;br /&gt;
=Factions=&lt;br /&gt;
*In the east the Persians were still a group of feuding tribes. The most powerful of these were known by the Hebrew peoples as Elamites.&lt;br /&gt;
*But closer to home, and all the more dangerous, were the powers of Asshur (Assyria) and Bab-Ilu (Babylon). Assyria had a powerful army and was the greatest military innovator of its time, eventually conquering a huge amount of territory. &lt;br /&gt;
*Babylon- the greatest city of all the world. She was a wonder, and extended her power over all. Her powerful chariots and numerous infantry swept over most opposition. With a good planner, Babylon might rule the world, and from there- who knows? The heavens, perhaps!&lt;br /&gt;
*The Phoenician city-states were located on the eastermost coast of the Mediterranean. They were a sea-faring people, and colonized to the ends of the earth, founding great city such as Carthage and Gadir (modern-day Cadiz). Their most powerful cities were Sidon, Byblus, and Tyre. Tyre was so well-defended that even Alexander the Great himself took eight months to finally take it!&lt;br /&gt;
*The Kingdoms of Israel and Judah, although of the same blood and culture, were rival nations. They sometimes banded together against the greater powers such as Babylon and Assyria, but always feuded. They were almost always, at best, in a state of neutrality. After the splitting of the Hebrews into two kingdoms, no other king succeeded in uniting them.&lt;br /&gt;
=The Team=&lt;br /&gt;
*Legio&lt;br /&gt;
*Marcel&lt;br /&gt;
*Lu Bu&lt;br /&gt;
*Olavi&lt;br /&gt;
*Gen.James Wolfe&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
The mod was started in 2008 and is still in development. The team is working hard and are making progress at a steady pace.&lt;br /&gt;
&lt;br /&gt;
=Visual Material=&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Asshurinfantry.jpg|thumb|upright|250px|alt=wallpaper.|Assyrian Infantry]]&lt;br /&gt;
|[[Image:Asshurcavalry.jpg|thumb|upright|250px|alt=wallpaper.|Assyrian Cavalry]]&lt;br /&gt;
|[[File:Late.png|thumb|upright|250px|alt=wallpaper.|Assyrian Infantry model]]&lt;br /&gt;
|[[File:Symb.png|thumb|upright|250px|alt=wallpaper.|Assyrian Faction Symbol]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=La_Guerre_de_Cent_Ans&amp;diff=31309</id>
		<title>La Guerre de Cent Ans</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=La_Guerre_de_Cent_Ans&amp;diff=31309"/>
		<updated>2010-10-08T14:26:15Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|width=1&lt;br /&gt;
|title=La Guerre de Cent Ans - The Hundred Years War&lt;br /&gt;
:[[image:England_map.jpg]]&lt;br /&gt;
|compatibility=M2TW&lt;br /&gt;
|type=Modification&lt;br /&gt;
|members=[http://www.twcenter.net/forums/member.php?u=17122 on a mountain]&lt;br /&gt;
|release=0.99&lt;br /&gt;
|description=A mod set in western central Europe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Hundred Years War is a mod set in western central Europe in the years between 1337 and 1453. The main focus of the campaign is set on the warring factions of France and England against the background of the French throne succession, which was claimed by the English King Edward III. As a successor of Henry II and Eleanor of Aquitaine he considered himself a rightful heir to the French crown as the only living male descendant of his deceased maternal grandfather, Philip IV. Additional reasons for war were continuing French raids on southern English ports, and the French alliance with Edward&#039;s scottish arch-enemy David II.&lt;br /&gt;
Around this main plot, we find a multitude of minor actors (Bretagne, Scotland, Flandres, the Holy Roman Empire, Savoy, Burgundy, Navarra, Aragon, and Castille). All these players intervened at some point or another on behalf of one of the main contrahends, obviously to more or less openly promote their own agendas.&lt;br /&gt;
The Hundred Years War is the classic conflict of the Middle Ages. It has everything: Heroes, villains, huge battles, sieges, devastation, intrigues, death, and highly unlikely outcomes.&lt;br /&gt;
==Features==&lt;br /&gt;
* A complete new campaign map. Even though the map only holds France, England and adjected territories this map is 20% larger than the original MTW2 map, with considerably more landmass. Fight in real mountains and navigate your navies on to four large rivers in mainland Europe. A great deal of time and effort was spent to make this the most beautiful of all modded M2TW maps (in our humble opinion).&lt;br /&gt;
* Twelve factions included, Ten to play with: England and France fight against eachother and ten other combatants, HRE, Aragon, Flanders, Savoy, Burgundy, Scotland, Navarra, Brittany, Castille and Wales. All factions have new or revamped unit rosters.&lt;br /&gt;
* Several new or re-skinned units to fight with.&lt;br /&gt;
* Units will only be recruitable from castles. In order to be strong you have to defend tactical points on the map while attacking as well. Professional armies offer little choices, but you can always rely on mercenary companies to bolster your lines on the battlefield. Around 50 mercenary units included.&lt;br /&gt;
* New models on campaign map.&lt;br /&gt;
* The game starts in 1337. It ends in 1453, with two years per turn, this gives you 232 turns to gain victory over your enemies. You will enjoy several upcoming events, such as the Welsh uprising, and the come of Jeanne d&#039; Arc.&lt;br /&gt;
==The Team==&lt;br /&gt;
Teamleader:&lt;br /&gt;
:[http://www.twcenter.net/forums/member.php?u=17122 on a mountain]&lt;br /&gt;
Main modders:&lt;br /&gt;
:[http://www.twcenter.net/forums/member.php?u=43884 =NF=Vasileos_the2nd]&lt;br /&gt;
:[http://www.twcenter.net/forums/member.php?u=9409 theStig]&lt;br /&gt;
:[http://www.twcenter.net/forums/member.php?u=17122 on a mountain]&lt;br /&gt;
Skinning:&lt;br /&gt;
:[http://www.twcenter.net/forums/member.php?u=11225 NONOPUST]&lt;br /&gt;
Historical battles:&lt;br /&gt;
:[http://www.twcenter.net/forums/member.php?u=63122 Moomooman]&lt;br /&gt;
Many important contributions:&lt;br /&gt;
:Naked Fanatics clan, including [http://www.twcenter.net/forums/member.php?u=25901 B5Draal] and [http://www.twcenter.net/forums/member.php?u=48717 Flimmeister]&lt;br /&gt;
==Included Mods==&lt;br /&gt;
* [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=2162 Ultimate Education Mod]&lt;br /&gt;
* [http://www.twcenter.net/forums/showthread.php?t=168816 New Castles Mod]&lt;br /&gt;
==History==&lt;br /&gt;
The mod started out as a crazy idea of on a mountain in the summer of 2007. The first thing to be finished was the map work, which already looked 90% of how it looks now back then. This is the main reason, by the way, why it is a M2 and not a kingdoms mod.&lt;br /&gt;
&lt;br /&gt;
Very soon theStig began contributing regularly, and a bit later Vas. The mod almost came to an end during the winter of 2007/2008 because its member were all bogged down in real life work. Also, the task of actually putting all the details in seemed enormous and insurmountable. &lt;br /&gt;
It was Vas who resurected the effort in the spring of that year, and stig followed suit. On a mountain only very reluctantly rejoined the effort, but was coerced to it in the end, as the makers decided that we might have a working version by the end of the year.&lt;br /&gt;
&lt;br /&gt;
The strategy was to first put in the main factions and then add more and more components and complexity. So, England and France were taken over almost as they were. Burgundy and Aragon were included, and then Savoy and the HRE.&lt;br /&gt;
&lt;br /&gt;
TheStig hat a simple and brilliant idea for the conception of the factions: the developers would strip them down to a few essential units. Simultaneously they would make mercenaries available, in a way not seen in M2 or kingdoms. This was to reflect the style of war then effective. Furthermore, cities would be reduced to villages, to give the player a lot of financial difficulties in the initial phases of the game. &lt;br /&gt;
These simple implements gave the mod, from the very beginning, a very different feel to other mods.&lt;br /&gt;
&lt;br /&gt;
During the course of 2008 on a mountain bought reams of books that covered the war, and read his way through many biographies and accounts of battles. This was to serve as the base for the large family trees featured in the game, and for a variety of historic descriptions.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, Vas did an incredible amount of his own brand of byzantine artwork, while stig was busy with the mercenaries, making large lists of possibilities and regionally diverse fighters.&lt;br /&gt;
&lt;br /&gt;
The map saw a succession of mutations. Smoothing of coastlines and mountains, implementing resources, and eliminating dead-ends and overlaps. &lt;br /&gt;
Early tests also showed that the number of provinces had to be increased, mainly in the north, to slow the advande of english armies.&lt;br /&gt;
&lt;br /&gt;
Despite the efforts and hundreds of hours of work invested, the mod was far from the goal of our ambitions by the end of 2008. Nevertheless, early versions were published and tested on twc.&lt;br /&gt;
With the advent of 2009 theStig was forced to reduce his contributions as his real life became more demanding. Nevertheless, the remaining members began with the implementation of Flandres and the most ambitious task to date, which was the appearance of scottish hordes from the north. The style of raids were taken over from the mongol faction in M2TW, which essentially is what we used as Scotland.&lt;br /&gt;
&lt;br /&gt;
In the meantime huge lists of names were sieved through, mostly from old archives of actual inhabitants of cities of the time. For instance, aragones names were taken over from birth records of citizen of Barcelona from the relevant years.&lt;br /&gt;
&lt;br /&gt;
Vas did monstruous amounts of coding and cleaning up. By the end of 2009 it actually looked like we could finally put the longed for 1.0 online.&lt;br /&gt;
But several massive bugs hindered the work, the game kept crashing for no (apparent) obvious reason. Also on a mountain had put it into his head to expand the game by more satellite factions splitting Aragon into Aragon, Castille and Navarra. Vas implemented Bretagne and Wales as new factions.&lt;br /&gt;
When work looked finished, the effort dwindled down once again. Vas had to join the greek military for an inhuman amount of time, and on a mountain got disillusioned and hampered by recurring bugs and crashes.&lt;br /&gt;
&lt;br /&gt;
Once again it was Vas who saved the effort. Once he was back from the military in the spring of 2010 he took over and finished the thing. He published 0.99 recently, and it finally looks like we might get a grip on those mysterious and elusive bugs. &lt;br /&gt;
&lt;br /&gt;
* [http://www.twcenter.net/forums/showthread.php?t=272532 Version 0.90]&lt;br /&gt;
* [http://www.twcenter.net/forums/showthread.php?t=381033 Version 0.99]&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:ALLES CARDES.jpg| Mercenaries&lt;br /&gt;
Image:Faction shieldscopy.jpg |Faction list&lt;br /&gt;
Image:Mapscopy.jpg | Campaign map&lt;br /&gt;
Image:Presentation_small.jpg | Reskinned captains&lt;br /&gt;
Image:Loading_screen_16copy.jpg | Loading Screen&lt;br /&gt;
Image:Medieval22008-06-2707-04-29-28.jpg | Two handed swordsmen&lt;br /&gt;
Image:Medieval22008-06-2708-06-49-78.jpg | Cavarly charging&lt;br /&gt;
Image:2.jpg | Technical stuff&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Anno_Domini&amp;diff=31308</id>
		<title>Anno Domini</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Anno_Domini&amp;diff=31308"/>
		<updated>2010-10-08T14:25:14Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod3|mod=Anno Domini|image=[[Image:normanspearmen.jpg]]|platform=[[Medieval II: Total War]]|era=Middle Ages |leader=&#039;&#039;&#039;Re Berengario I&#039;&#039;&#039;|mod-folder=In mod-folder|release=Inactive}}&lt;br /&gt;
==Description==&lt;br /&gt;
Anno Domini Mod is aimed to the strategical player who also love to have a campaign the most historically correct possible. To reach this goal we implemented a lot of new features respect to the Vanilla version. Everything comes at a price though so be warned that turns will run significantly slower than the original game.&lt;br /&gt;
Maybe you can use the extra time to think more on your next move as there is very little space to errors. Running a middle-age dinasty is a hard job filled with perils, traisons, lack of money and nasty neighbours. Not only the strongest can survive, but more often the most cunning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;BIGGER MAP AND MORE REGIONS&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bigger map elaborated from one made by Spurius. We also modded out the dreadful &amp;quot;checker farm pattern&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
191 Provinces with correct names and owners at the date of 1080. So for example Antioch would be Byzantine even if with the new distance from capital modifiers it tends to rebel in the very first turns (historically correct and I&#039;m pretty pleased of it). This would make happy eastern-lover players as they&#039;ll have all the provinces of Kievan Rus (it splitted starting from 1116 not 1080).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;HISTORICALLY CORRECT CHARACTERS NAMES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HISTORICAL EVENTS&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many historical events script, included all the most important eresies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;LESSER FACTIONS AND REAL REBELS&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rebel forces representing tribes and minor powers added, rebel faction renamed Lesser Factions to reflect the new concept.&lt;br /&gt;
&lt;br /&gt;
Random brigand/pirates spawns have been reduced to the minimum, replaced to realistic rebel forces which are linked to some factors like your reputation, the happiness of the region, historical events, etc.&lt;br /&gt;
And those rebels HURT! They don&#039;t stand there watching their feet like in vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;COMPLETELY REVISED VNVS AND ANCILLARIES&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
New traits based on the seven deadly sins and seven virtues to give you the right middle-age flavor. Other traits linked to the basic education received when young (military, trade, religious, court) with different chances related to the faction. &lt;br /&gt;
&lt;br /&gt;
New and revised ancillaries... no more foreign fruitcakes and other silly things that would have lead to the burning stake in a second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;AUTOGARRISON&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important AI controlled cities will have an increase in their garrison troops during sieges. Don&#039;t be fooled by an almost empty settlement then, &lt;br /&gt;
if the settlement is heavily populated, the enemy can field a lot of troops giving weapons to the inhabitants.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;NEW FACTION EVENTS&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Randomly, at the start of the turn, some faction events could be proposed to the player with him to decide what to do pressing the &amp;quot;show me&amp;quot; button of the advisor or dismissing it. They are mostly self-explainatory, but mostly of them have derived effects, good or bad or &amp;quot;mixed&amp;quot; even if the player doesn&#039;t accept them. &lt;br /&gt;
New faction events will be implemented at every release so to give a richer ruling experience!&lt;br /&gt;
&lt;br /&gt;
Does your leader prefer to spend his hard earned florins on an illuminated Book of Hours or recruit some new knights?&lt;br /&gt;
Choices... choices...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;COMPLETELY NEW MEDIEVAL GRAPHIC ART&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loadscreens, events, ancillaries and a lot of other things now use famous artistic graphic from middle age and renaissance times. No more &amp;quot;plastic look&amp;quot; but a coherent and immersive background for you playing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;NEW GAMEPLAY AND REPUTATION SYSTEM&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The basic principle of Anno Domini is reaching your victory conditions without angering too much the other factions. It is based on your&lt;br /&gt;
global reputation which can be controlled on the Diplomatic Screen of the game. The worse your global reputation is the more the other factions&lt;br /&gt;
will be happy to declare war on you. The worse your global reputation is the more disloyal your generals and family members will become too. &lt;br /&gt;
In short words none will trust you.&lt;br /&gt;
&lt;br /&gt;
What decreases your global reputation:&lt;br /&gt;
&lt;br /&gt;
*Invading a settlement. If the settlement was owned by a faction of your same religion the reputation hit will be far greater.&lt;br /&gt;
Global reputation max is 10, min is -10.&lt;br /&gt;
&lt;br /&gt;
Faction Invasor Faction Owner Global reputation&lt;br /&gt;
catholic catholic -3&lt;br /&gt;
catholic orthodox -2&lt;br /&gt;
catholic islamic/rebel -1&lt;br /&gt;
orthodox orthodox -3&lt;br /&gt;
orthodox catholic -2&lt;br /&gt;
orthodox islamic/rebel -1&lt;br /&gt;
islamic islamic -3&lt;br /&gt;
islamic catholic/orthodox/rebel -1&lt;br /&gt;
&lt;br /&gt;
*Having faction leader and other named characters with poor command, loyalty/authority, chivalry and piety. Buildup wisely your family members and generals. A dreadful general can win battles but can make you very hated all around the world.&lt;br /&gt;
*All other transgression like walking with troops in foreign ground without permission, undeclared attacks, etc (same things than in Vanilla).&lt;br /&gt;
*Sign an alliance with factions of opposite faiths. Do it at your peril!&lt;br /&gt;
*Being excommunicated&lt;br /&gt;
*Suffer a crushing loss&lt;br /&gt;
*Every turn you are at war with a faction (more if with a faction of the same religion)&lt;br /&gt;
*Some faction events&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;What increases your global reputation&amp;lt;/u&amp;gt;:&lt;br /&gt;
*Royal titles&lt;br /&gt;
*Have your faction winning a crusade/jihad&lt;br /&gt;
*Have one of your cardinals elected as Pope&lt;br /&gt;
*Having faction leader and other named characters with good command, loyalty/authority, chivalry and piety.&lt;br /&gt;
*Have a crushing victory&lt;br /&gt;
*Every turn you are at peace (lesser factions, mongols and timurids excluded)&lt;br /&gt;
*Some faction events&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ROYAL TITLES&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Owning some regions gives your faction leader, until his death, some royal titles. Of course you cannot acquire a royal title owned by another faction &lt;br /&gt;
until its current holder dies (naturally... or not, you get the point ;&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;TROOPS, SPIES AND ASSASSINS UPKEEP COSTS&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Troops upkeep costs are halved for turn but if you bring an army out a settlement it will cost you a lot of money for every turn your army stays &lt;br /&gt;
mobilitated. The further the army moves from your capital, without ending in a settlement, the higher will be its upkeep cost.&lt;br /&gt;
&lt;br /&gt;
Spies and assassins in enemy lands cost a fortune because they need to bribe guards, agents, nobles, captains and so on to perform their tasks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;USING YOUR GENERALS ON THE BATTLEFIELD&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beware of suicidal tactics, your generals can acquire a &amp;quot;wounded&amp;quot; trait if they get hit a lot during the battle. Once wounded they can recover their health or they can become permanently ill, while wounded or seriously ill they can barely move. On the opposite side fighting in battle can also give some good bravery traits, while watching the carnage from a distance can result in some cowardly traits. There&#039;s no easy way... it&#039;s war after all!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;DARTH VADER OS 16 INCLUDED&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
Shaba Wangy&lt;br /&gt;
&lt;br /&gt;
Re Berengario &lt;br /&gt;
==Visual Material==&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:Englanddk9.jpg|thumb|upright|200px|alt=Campaign Map.|England]]&lt;br /&gt;
| [[Image:Irelandwalesck4.jpg|thumb|upright|200px|alt=Campaign Map.|Ireland &amp;amp; Wales]]&lt;br /&gt;
| [[Image:Northitalyld4.jpg|thumb|upright|200px|alt=Campaign Map.|Northern Italy]]&lt;br /&gt;
| [[Image:Moorscg6.jpg|thumb|upright|200px|alt=Campaign Map.|Al-Andalus]]&lt;br /&gt;
| [[Image:Sicilywt8.jpg|thumb|upright|200px|alt=Campaign Map.|Sicily]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This mod unfortunately is dead, however version 0.93 exists and may be downloaded [http://www.twcenter.net/forums/showthread.php?t=83370 here]. It has been [http://www.twcenter.net/forums/showthread.php?t=104392 merged] with the Medieval Auctoriso Project to create [[Italia Invicta]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=La_mont%C3%A9e_de_l%27Empire&amp;diff=31307</id>
		<title>La montée de l&#039;Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=La_mont%C3%A9e_de_l%27Empire&amp;diff=31307"/>
		<updated>2010-10-08T14:25:09Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is about the mod called [http://www.twcenter.net/forums/showthread.php?t=368811 La montée de l&#039;Empire], which was created by [http://www.twcenter.net/forums/member.php?u=48658 Iutland]&lt;br /&gt;
{{mod|mod= Total War|modscreenshot=Lme_paper.png}}&lt;br /&gt;
{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title= La montée de l&#039;Empire &lt;br /&gt;
|compatibility= Mods:&lt;br /&gt;
*ToonTW&#039;s Napoleon all in one mod&lt;br /&gt;
*JFC&#039;s Total Flag mod&lt;br /&gt;
*Swiss Halberdiers AUM-NAP&lt;br /&gt;
*LtRowlands Improved sound mod&lt;br /&gt;
*Removal of tracers mod by Ftmch&lt;br /&gt;
*Josst&#039;s (now known as The Hedge Knight) U_AI&lt;br /&gt;
*Radious &amp;quot;WeaponFX&amp;quot;&lt;br /&gt;
*UltimateSound V3&lt;br /&gt;
*Drum Cadences from Brig&lt;br /&gt;
*No Flags with work-around&lt;br /&gt;
*Mod Unit Battle Movement Speed &lt;br /&gt;
*Whiff of Sulfur or Mech Donalds BSM&lt;br /&gt;
*Other mods that changes graphics or sound. &lt;br /&gt;
|type= Compilation/Overhaul &lt;br /&gt;
|members= Iutland&lt;br /&gt;
|release= Released&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
In the year 1805 Napoleon’s troops were stationed at the French coast ready for a planned invasion of England using a naval flotilla. But before the flotilla could cross, however, Napoleon had to gain naval control of the English Channel - in his own words, &amp;quot;Let us be masters of the Channel for six hours and we are masters of the world.&amp;quot; He envisaged doing this by having the Brest and Toulon Franco-Spanish fleets break out from the British blockade (led at Brest by Collingwood and Toulon by Nelson), and then sail across the Atlantic to threaten the West Indies. This, he hoped, would draw off the Royal Navy force under William Cornwallis defending the Western Approaches. The Toulon and Brest fleets (under Pierre-Charles Villeneuve and Honoré Joseph Antoine Ganteaume respectively) could then rendezvous at Martinique, quickly sail back across the Atlantic to Europe (losing both these pursuing British fleets en route), land a force in Ireland (as in the two French Revolutionary invasions of Ireland in 1796 and 1798) and, more importantly, defeat what parts of the Channel Fleet had remained in the Channel, take control of the Channel and defend and transport the invasion force, all before the pursuing fleets could return to stop them. (source wiki) &lt;br /&gt;
&lt;br /&gt;
Are you up to the task of both defeating Nelson and the Iron Duke before crushing your oldest enemy? Or would you rather try to stop Napoleon and his forces, the choice is yours! &lt;br /&gt;
&lt;br /&gt;
The La montée de l&#039;Empire mod is a historical focused mod that give you the opportunity to play as either Naploeon or one of his allies, play as one of the Third Coalition members, or perhaps play as one of the “Major” Neutral countries having the option to choose side or stay out of the conflict.&lt;br /&gt;
Whatever path in history you choose it will not be easy. &lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
The mod is focused on history (but it doesn’t mean that it is 100% historical correct), within the limits the CA source data and game engine provides. The aim of the mod is also to get a better visual representation of units, personalities etc. &lt;br /&gt;
But this mod is not about changing and tweaking every aspect of campaign and battle play possible, thereby altering the Vanilla game play. But aspects in the Vanilla game that seems incorrect in a historical or realistic perspective will be changed or tweaked along the way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The foundation of this mod is a merger of my Naval Supremacy mod 1.1.3, Denmark-Norway mod 1.1&amp;amp;1.2 and Diverse Artillery mod 1.6. This means that further development on these mods are discontinued and development will be through this mod. It also means that 99.5% of the contents of those mods are included in this mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic contents:&lt;br /&gt;
 &lt;br /&gt;
Area of Recruitment for LME units and many Vanilla units as well (applicable for all playable factions).&lt;br /&gt;
Revised Tech-Tree with 22 new technologies to research that will benefit your Nation in one way or another &lt;br /&gt;
Extensive overhaul of Naval stats, units, aspects and appearances.&lt;br /&gt;
Extensive overhaul of Artillery stats, units, aspects and appearances as well.&lt;br /&gt;
Most LME and Vanilla Cavalry units changed so they got both primary and secondary weapon to reflect historical battle outfit.&lt;br /&gt;
Projectile ranges and behavior customized. &lt;br /&gt;
Customized overhaul of the included playable factions including augmenting their infantry and cavalry roosters with +100 custom units.&lt;br /&gt;
Land and Naval units gain experience slightly quicker compared to Vanilla.&lt;br /&gt;
Correct portraits included for all faction leaders (Kings etc.) as well as most Generals and Admirals.&lt;br /&gt;
Campaign starting units are originating from this mod where possible.&lt;br /&gt;
LME units available in customized Peninsular Campaign.&lt;br /&gt;
Many battle play changes included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
Nine different campaigns are possible:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;French alliance (1805) with the following factions playable:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* France&lt;br /&gt;
* Batavian Republic&lt;br /&gt;
* Kingdom of Italy&lt;br /&gt;
* Spain&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Coalition (1805) with the following factions playable:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Britain&lt;br /&gt;
* Austria&lt;br /&gt;
* Prussia&lt;br /&gt;
* Russia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutrals (1805) with the following factions playable:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Denmark-Norway&lt;br /&gt;
* Portugal&lt;br /&gt;
* Sweden&lt;br /&gt;
* Ottomans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;German Allies (1805) with the following factions playable:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Switzerland&lt;br /&gt;
* Bavaria&lt;br /&gt;
* Württemberg&lt;br /&gt;
* Saxony&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Client States (1807) with the following factions playable:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Poland-Lithuania (to avoid an attack by France play on Medium setting)&lt;br /&gt;
* Bavaria&lt;br /&gt;
* Kingdom of Naples (Italy rooster)&lt;br /&gt;
* Saxony&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rheinbund or Confederation of the Rhine (1807) with the following factions playable:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Oldenburg&lt;br /&gt;
* Württemberg&lt;br /&gt;
* Hessen&lt;br /&gt;
* Westphalia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coalition (1807) with the following factions playable:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Austria&lt;br /&gt;
* Britain&lt;br /&gt;
* Prussia&lt;br /&gt;
* Russia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Europe (1807) the following factions playable:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* France&lt;br /&gt;
* Denmark-Norway&lt;br /&gt;
* Sweden&lt;br /&gt;
* Kingdom of Italy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Peninsular campaign (requires that you have purchased the DLC through steam) (Camp4) and can be played via &amp;quot;The Peninsular Campaign&amp;quot; button&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
The team currently consists of the following:&lt;br /&gt;
&lt;br /&gt;
* Coding etc.: [http://www.twcenter.net/forums/member.php?u=48658 Iutland]&lt;br /&gt;
&lt;br /&gt;
* 2D Artist: [http://www.twcenter.net/forums/member.php?u=50044 KDK]&lt;br /&gt;
&lt;br /&gt;
* Scripter: Vacant&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
The mod originates from the Denmark-Norway and wars with England (DEK) and with the contents from Naval Supremacy and Diverse Artillery mod. With a merger of these mods it was natural to expand the LME mod to include more nations as playable with custom made units and features all in a historical perspective.&lt;br /&gt;
&lt;br /&gt;
= AAR =&lt;br /&gt;
&lt;br /&gt;
= Included Mods =&lt;br /&gt;
Some elements of the &amp;quot;Realistic explosion&amp;quot; mod is included (via the Diverse Artillery mod) besides that everything is custom made with no 3rd party contents.&lt;br /&gt;
&lt;br /&gt;
=Visual Material=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Altona.jpg&lt;br /&gt;
Image:Bavgen.jpg&lt;br /&gt;
Image:Dutchguardhussar.jpg&lt;br /&gt;
Image:Spairl.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=PRO_DEO_ET_REGE&amp;diff=31306</id>
		<title>PRO DEO ET REGE</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=PRO_DEO_ET_REGE&amp;diff=31306"/>
		<updated>2010-10-08T14:25:07Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title= Pro Deo et Rege&lt;br /&gt;
|image=[[Image:PDERLOGO.jpg]]&lt;br /&gt;
|compatibility= Medieval 2: Total War; Kingdoms Expansion&lt;br /&gt;
|type= Modfoldered; overhaul/improvement&lt;br /&gt;
|members= [http://www.twcenter.net/forums/member.php?u=21880 Socal_infidel]&lt;br /&gt;
|release= Released; latest version: [http://www.twcenter.net/forums/showthread.php?t=146782 v1.0]&lt;br /&gt;
|description= PDER is an overhaul projects adding more factions, units, scripts and many other improvements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
PRO DEO ET REGE is a [[modification]] for [[Medieval II: Total War]] which focuses on improved historical accuracy and realism. The mod aims to create a slower and more challenging campaign.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===Factions===&lt;br /&gt;
The mod has revised the faction names and starting generals for improved historical accuracy. Several units have been added or reskinned as well. These are the included factions:&lt;br /&gt;
&lt;br /&gt;
*Kingdom of England&lt;br /&gt;
*Royaume de France&lt;br /&gt;
*Heiliges Römisches Reich&lt;br /&gt;
[[Image:DENMARK.jpg|thumb|250px|New Danish textures]]&lt;br /&gt;
*Reino de Castilla&lt;br /&gt;
*Serenissima Repubblica di Venezia&lt;br /&gt;
*Regno di Sicilia&lt;br /&gt;
*Repubblica di Genova [replaces Milan]&lt;br /&gt;
*Rìoghachd na h-Alba&lt;br /&gt;
*Kievan Rus&#039;&lt;br /&gt;
*Basileia ton Rhomaiôn&lt;br /&gt;
*al-Murabitun Imarat&lt;br /&gt;
*al-Fatimiyyun Khilafah&lt;br /&gt;
*Selçuk Saltanat&lt;br /&gt;
*Condado Portucalense&lt;br /&gt;
*Kongeriget Danmark&lt;br /&gt;
*Królestwo Polski&lt;br /&gt;
*Magyar Királyság&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
The mod adds over 80 new provinces to the original [[vanilla]] campaign map. These provinces have been chosen for their historical importance and care has been given to ensure they retain their proper historical name.&lt;br /&gt;
[[Image:KH.jpg|thumb|250px|Mounted Knights Hospitaller charging.]]&lt;br /&gt;
&lt;br /&gt;
===Regional Area of Recruitment System===&lt;br /&gt;
Upon conquering a foreign province, a faction will find itself as strangers in a strange land. Looked upon with suspicion and faced with hostility, much work will need to be done to bring a new province into the fold. To this end, PRO DEO ET REGE implements a Regional Area of Recruitment System that limits and restricts the amount and types of troops available to a faction in a newly conquered foreign province. &lt;br /&gt;
&lt;br /&gt;
===Commercial Capitals of the World===&lt;br /&gt;
Not all medieval cities were equal. Due to location and resources, some cities naturally had more of an economic advantage than others. To this end, there are four levels of trade spots:&lt;br /&gt;
&lt;br /&gt;
* Commercial Capitals are the jewels of the medieval world. Amongst them are cities such as London, Venice and Constantinople which were major economic powerhouses in the Middle Ages. In the mod, these cities increase trade and wealth greatly.&lt;br /&gt;
* Trade Centers - these cities are the trade centers of a particular region and offer increased trade bonuses.&lt;br /&gt;
* Trade Hubs - these cities are waypoints on the main trade routes and receive a slight increase in trade.&lt;br /&gt;
* Minor Cities - a city that can be developed economically if the effort is put in, but one that does not boast the advantages that others naturally possess.&lt;br /&gt;
&lt;br /&gt;
=== New governance system ===&lt;br /&gt;
* Increased emphasis has been placed on Governours. Governours are now required in &lt;br /&gt;
order to build ALL military and political buildings in a settlement. In addition, having (or not having) a Governour in a settlement will have an increased effect on a settlement&#039;s public order.&lt;br /&gt;
&lt;br /&gt;
=== New rebel personalities ===&lt;br /&gt;
* Each initial rebel region &#039;accurately&#039; depicts the group that historically controlled that region in 1080 A.D. So for example, should Cilician Armenia wish to siege Melitene, they will have to contend with Gavriel of Melitene, a Greek Orthodox Armenian who had risen from the ranks of the Byzantine army and governed the region at this time.&lt;br /&gt;
* Each rebel culture group has been given new strat map banners to add depth and atmosphere to the campaign map&lt;br /&gt;
* Rebel garrisons have been diversified to better depict a settlement&#039;s initial garrison&lt;br /&gt;
* New rebel types with unique and diversified rebel pools added to better reflect a &lt;br /&gt;
region&#039;s rebel make-up&lt;br /&gt;
&lt;br /&gt;
=== Revised AOR system ===&lt;br /&gt;
&lt;br /&gt;
[[File:Maplightallzi3.jpg|thumb|right|300px|Map with faction starting position|Map with faction starting position]]&lt;br /&gt;
&lt;br /&gt;
* The AOR system has been completely revised to allow for more logical recruitment of &lt;br /&gt;
local units. Higher-class regional units are now available at higher-level military &lt;br /&gt;
buildings. Gaps in a region&#039;s AOR system have, for the most part, been filled to make &lt;br /&gt;
construction of higher-level buildings worthwhile &lt;br /&gt;
* Several additional units (new and old alike) have been added to the AOR Recruitment &lt;br /&gt;
System&lt;br /&gt;
&lt;br /&gt;
=== Revised starting positions ===&lt;br /&gt;
* Care has been taken to give a faction the settlements they historically-held at the &lt;br /&gt;
start-date of 1080 A.D. Obviously, some factions will have it harder (or easier) than &lt;br /&gt;
others. All factions are not created the same. A Georgian campaign should be harder &lt;br /&gt;
than a Seljuk campaign.&lt;br /&gt;
 &lt;br /&gt;
==Team==&lt;br /&gt;
* &#039;&#039;&#039;DESIGNER &amp;amp; DEVELOPER:&#039;&#039;&#039; &lt;br /&gt;
:[http://www.twcenter.net/forums/member.php?u=21880 Socal_infidel]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;3D MODELLING AND TEXTURING&#039;&#039;&#039;&lt;br /&gt;
:Socal_infidel&lt;br /&gt;
:danova (Aragonese knights and Iberian Swordsmen textures)&lt;br /&gt;
:dome (3D models - helmets, weapons &amp;amp; attachments) &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2D ART AND DESIGN&#039;&#039;&#039;&lt;br /&gt;
:danova (PDER logo design, splash screen, menu screen, signatures)&lt;br /&gt;
:Musculus Maximus (loading screens)&lt;br /&gt;
:Neaera (Danish unit and unit info cards}&lt;br /&gt;
:Tschiburaschka (various unit and unit info cards)&lt;br /&gt;
:Socal_infidel&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CODING&#039;&#039;&#039;&lt;br /&gt;
:Socal_infidel&lt;br /&gt;
:Gigantus (adding new factions, really too much to list! Believe me, it never would have gotten finished without him, though!)&lt;br /&gt;
:ST0MPA (Orders Guild and Ancillary Fix)&lt;br /&gt;
:Pope_Fred_I (Noble Titles descriptions)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MAPPING&#039;&#039;&#039;&lt;br /&gt;
:Socal_infidel&lt;br /&gt;
:Gigantus (resource placement, port placement, road placement, and on and on...)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SCRIPTING&#039;&#039;&#039;&lt;br /&gt;
:Socal_infidel&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BETA TESTING&#039;&#039;&#039;&lt;br /&gt;
:Gigantus&lt;br /&gt;
:VirusITA&lt;br /&gt;
:ST0MPA&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=146782 Version 1.0]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=437 PRO DEO ET REGE hosted forum] at TotalWarCenter&lt;br /&gt;
&lt;br /&gt;
[[Category:Medieval 2: Total War Modifications (Released)]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Great_War&amp;diff=31305</id>
		<title>The Great War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Great_War&amp;diff=31305"/>
		<updated>2010-10-08T14:23:16Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:TheGreatWarmodsig.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title= The Great War&lt;br /&gt;
|compatibility= Napoleon: Total War&lt;br /&gt;
|type= Complete Overhaul&lt;br /&gt;
|members= [http://www.twcenter.net/forums/member.php?u=76509 Mitch], [http://www.twcenter.net/forums/member.php?u=57831 Aanker]&lt;br /&gt;
|release= TGW V4.2&lt;br /&gt;
|description= A mod set in World War I&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
The Great War mod is a total conversion project for Napoleon: Total War. It aims to create an authentic representation of World War I-era formations, tactics, strategies and general warfare.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
* Revamped land warfare. While waves of battalions advance under the cover of massed artillery barrages and deadly chlorine gas, or stay hidden behind their earthworks, machineguns brutally mow down uncareful attackers. Complex defenses are manned by thousands of troops, armed with rapid breech-loaded rifles. SMG Infantry, flamethrowers, snipers and elite formations attempt to break the stalemate, while the sheer industrial output of all combatting nations - and the density of forces along most fronts - ensure that advances are measured in metres, not in the grand distances of earlier days. Commanders must learn to control massive battles, where audacity and wit must overcome seemingly impossible odds.&lt;br /&gt;
* Reworked naval warfare. Dreadnoughts rule the waves in the grand collisions between two of the world&#039;s mighties navies, while cruisers and destroyers launch raids on ports and merchant shipping, gradually forcing nations into starvation and resource shortages. Battles are carried out at long ranges, with the biggest metal titans bolstering an impressive and unprecedented firepower.&lt;br /&gt;
* New campaign. The German Empire has been forged together by the military strength of Prussia and her allies, and is on the verge of becoming a superpower. Italy has become a great military power since her unification. Ambitious and wise leaders have led their nations to industrial might, and most of the grand powers are able to muster the immense manpower required to drive the machines of a truly Total War, but must still learn to adapt and evolve to survive. Armies of confident and convinced conscripts are raised in an instant, while artillery is being manufactured in great facilities on a scale never witnessed before in the history of mankind.&lt;br /&gt;
* Scale. Battles are fought with thousands - sometimes tens of thousands - of soldiers, and casualties are measure in roughly equal numbers. Users have frequently noted the deadliness of early 20th century warfare: campaign casualties rising into the 300,000s have been observed for single nations.&lt;br /&gt;
* Impression. The artillery barrages, explosions and clouds of dense and poisonous gas help create a feeling of awe and truly exposes the capabilities and wonders of the warscape engine. Watch battalions evaporate under whithering shelling, melt away in green-coloured chlorine gas or be turned into piles of corpses in front of enemy positions.&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=76509 .Mitch.] - Team Leader, Startpos (Campaign), General Features&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=57831 Aanker] - Naval Warfare, UI (HUD), Artwork, General Features&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=59603 BDIZZLE356] - Equipment, Weapon, Artillery and Vehicle Models&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=39579 King Sama] - Faction Diversity, Machineguns and General Features&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=12775 LuckyLewis] - Screenshots&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=66718 &#039;The Hedge Knight] (formerly Josst) - Effects, AI, Unit Cards and General Features&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=9359 Thoragos] (MIA) - Former Team Leader, AI&lt;br /&gt;
&lt;br /&gt;
=Visual Material=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:tgw01.jpg|[[screenshot 1]]&lt;br /&gt;
Image:tgw02.jpg|[[screenshot 2]]&lt;br /&gt;
Image:tgw03.jpg|[[screenshot 3]]&lt;br /&gt;
Image:tgw04.jpg|[[screenshot 5]]&lt;br /&gt;
Image:tgw05.jpg|[[screenshot 6]]&lt;br /&gt;
Image:tgw06.jpg|[[screenshot 7]]&lt;br /&gt;
Image:tgw07.jpg|[[screenshot 8]]&lt;br /&gt;
Image:tgw08.jpg|[[screenshot 9]]&lt;br /&gt;
Image:tgw09.jpg|[[screenshot 10]]&lt;br /&gt;
Image:tgw10.jpg|[[screenshot 11]]&lt;br /&gt;
Image:tgw11.jpg|[[artwork 1]]&lt;br /&gt;
Image:tgw12.jpg|[[artwork 2]]&lt;br /&gt;
Image:tgw13.jpg|[[artwork 3]]&lt;br /&gt;
Image:tgw14.jpg|[[artwork 4]]&lt;br /&gt;
Image:tgw15.jpg|[[artwork 5]]&lt;br /&gt;
Image:tgw16.jpg|[[artwork 6]]&lt;br /&gt;
Image:tgw17.jpg|[[artwork 7]]&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=374691 The Great War Mod Information and Download]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Call_of_Warhammer&amp;diff=31304</id>
		<title>Call of Warhammer</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Call_of_Warhammer&amp;diff=31304"/>
		<updated>2010-10-08T14:22:25Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|width=1&lt;br /&gt;
|title=Call of Warhammer: Total War&lt;br /&gt;
|compatibility=M2TW Kingdoms&lt;br /&gt;
|type=Modification&lt;br /&gt;
|members=[http://www.twcenter.net/forums/member.php?u=22420 Yeoman]&lt;br /&gt;
|release=1.04&lt;br /&gt;
|description=A fantasy mod for M2TW-K&lt;br /&gt;
}}&lt;br /&gt;
[[image:9b8cd3ca258b.jpg|center]]&lt;br /&gt;
=Call of Warhammer: Total War=&lt;br /&gt;
==Description==&lt;br /&gt;
Call of Warhammer: Champions of the vile Chaos gods have stepped forward uniting into a northern tidal wave sweeping south. Orcs are growing restless in the cramped space of the Badlands. A WAAGGGHH!!! is inevitable and the Greenskin horde will soon unleash another of their destructive invasions. The mysterious Phoenix King has ordered an expedition corps to the Old World to stand by the forces of light in the coming struggles. The Empire and Kislev… will have to hold the line and stand tall against the coming of the Storm of Chaos.&lt;br /&gt;
==Features==&lt;br /&gt;
* Changes from Hick09&lt;br /&gt;
* 9 new script battles&lt;br /&gt;
* New script for Grimgor invasion &lt;br /&gt;
* New traits for each fraction and reballance of the old ones&lt;br /&gt;
* New retinue-Ancillaries (kanhivapanu+timorfeys+hick09)&lt;br /&gt;
* Flags and unique buildings from Crisord&lt;br /&gt;
* Nurgle General from the Monolith&lt;br /&gt;
* A demon-prince - unique group for Khorne followers with chance of arrival of 1 %&lt;br /&gt;
* Trolls. First will be unique group for orks. In the second will occupy settlement in the country of trolls - the Big cave of trolls. In the third will be spawn randomly in this territory.&lt;br /&gt;
* Greenskin alliance. Orks and goblins can be unite. Chance of this event of 1 %. Also if the goblin leader dies there is an additional chance of this event. The probability of event depends on authority of the leader - with low authority the chances groth.&lt;br /&gt;
* Goblins can take part in orcish Waaagh! &lt;br /&gt;
* Gobiliny can employ spies. Orks can employ them if they unite with night goblins or crash them.&lt;br /&gt;
* New playable fraction - Border Princes. Units are taken from Rusichi. Suitable units are taken only. This state with chance in 1 % can enter in light alliance. &lt;br /&gt;
* Fejnar fix a smoke, and also has made new shells for empire rockets and catapults of skulls.&lt;br /&gt;
* New mages. Shamans for goblins and orks (will be if Sigmar can make tothem)&lt;br /&gt;
* Ice magicians (it is possible, but not the fact if Shredder makes them)&lt;br /&gt;
* H Elves magika (most likely), work of Fejnara and Iselendil&lt;br /&gt;
* Ogrs, bigguns, blackorks, bloodletters and plaguebearers by their attack throw enemies in air&lt;br /&gt;
* The expanded tree at all fractions. Agents on start (thanks Mesh) are added&lt;br /&gt;
* In all settlements buildings are added. I.e. cities became more developed. Most vanila icons and building arts changed (thanks to cedric37, kanhivapanu, Timorfeys)&lt;br /&gt;
==The Team==&lt;br /&gt;
Mod Leader: &lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=22420 Yeoman]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coding: &lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=22420 Yeoman],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=23077 Isilendil],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=44000 Hick],&lt;br /&gt;
Bela&lt;br /&gt;
&lt;br /&gt;
3d Modeling: &lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=22420 Yeoman],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=13289 SHREDDER],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=61420 Sigmar],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=23077 Isilendil],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=41589 Krechet],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=36239 Mono1it],&lt;br /&gt;
Saladin TWC&lt;br /&gt;
&lt;br /&gt;
Skinning:&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=22420 Yeoman],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=13289 SHREDDER],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=61420 Sigmar],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=23077 Isilendil],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=36239 Mono1it],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=41589 Krechet],&lt;br /&gt;
&lt;br /&gt;
Mapping:&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=22420 Yeoman],&lt;br /&gt;
Muhamed,&lt;br /&gt;
Nevada TWC,&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=44000 Hick],&lt;br /&gt;
Russian_Gondor&lt;br /&gt;
&lt;br /&gt;
2d Art:&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=22420 Yeoman],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=41511 Timorfeys],&lt;br /&gt;
crisord&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=23077 Isilendil],&lt;br /&gt;
Diccon TWC,&lt;br /&gt;
MadGAD,&lt;br /&gt;
Blackomur89 TWC,&lt;br /&gt;
Azfag,&lt;br /&gt;
cedric37 TWC,&lt;br /&gt;
Kahvipannu TWC,&lt;br /&gt;
steroid TWC,&lt;br /&gt;
Ank&lt;br /&gt;
&lt;br /&gt;
Scripting:&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=22420 Yeoman],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=44000 Hick],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=23077 Isilendil],&lt;br /&gt;
Bela&lt;br /&gt;
&lt;br /&gt;
Video:&lt;br /&gt;
Feinar,&lt;br /&gt;
Toboe TWC&lt;br /&gt;
&lt;br /&gt;
Translation into English:&lt;br /&gt;
Beregond&lt;br /&gt;
&lt;br /&gt;
Research and Ideas:&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=22420 Yeoman],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=41511 Timorfeys],&lt;br /&gt;
Magnus,&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=36239 Mono1it],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=13289 SHREDDER],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=61420 Sigmar],&lt;br /&gt;
stomoped,&lt;br /&gt;
Azfag,&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=44000 Hick],&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=23077 Isilendil],&lt;br /&gt;
Aleks_tkael,&lt;br /&gt;
ank,&lt;br /&gt;
Feinar,&lt;br /&gt;
NikT,&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=32821 Revan Shan TWC],&lt;br /&gt;
Gaspar,&lt;br /&gt;
Grand Admiral Thrawn TWC,&lt;br /&gt;
Valiant Champion TWC&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* [http://www.twcenter.net/forums/showthread.php?t=320935 Version 1.02]&lt;br /&gt;
* [http://www.twcenter.net/forums/showthread.php?t=320935 Version 1.03]&lt;br /&gt;
* [http://www.twcenter.net/forums/showthread.php?t=320935 Hotfix 1.03.1]&lt;br /&gt;
* [http://www.twcenter.net/forums/showthread.php?t=356716 Version 1.04]&lt;br /&gt;
* [http://www.twcenter.net/forums/showthread.php?t=320033 English Version]&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:2537.jpg&lt;br /&gt;
Image:24006075.jpg&lt;br /&gt;
Image:Callofwarhammer4521.jpg&lt;br /&gt;
Image:Nurgle01.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=DarthMod_Empire&amp;diff=31303</id>
		<title>DarthMod Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=DarthMod_Empire&amp;diff=31303"/>
		<updated>2010-10-08T14:22:05Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod3|mod=DarthMod Empire|image=[[Image:DM_ogo.png]]|platform=[[Empire Total War]]|era=18th Century |leader=[[DARTH VADER]]|mod-folder= |release= DarthMod v6.2, Ultimate Commander v6.0 (optional v6.2 patches)|map= }}&lt;br /&gt;
[[image:Darthmodsig.png|center]]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=240571 DarthMod Empire] is an [[Empire: Total War]] game modification which is being developed by [http://www.twcenter.net/forums/member.php?u=1698 DARTH VADER]. Its latest version is 6.1 and it requires Empire: Total War version 1.6. &lt;br /&gt;
&lt;br /&gt;
DarthMod Empire attempts to fix various imbalances, gameplay inconsistencies, bugs, AI problems and historical inaccuracies in the Creative Assembly&#039;s latest game. Additionally, the mod tries to enhance the gameplay and to increase the game&#039;s replayability. Parts of the game have also become more challenging in order to make it even more exciting and fun to play. A complete list of the improvements which DARTH VADER has in mind and of everything which is already fixed in the latest version of his mod can be found [http://www.twcenter.net/forums/showthread.php?t=246153 here].&lt;br /&gt;
&lt;br /&gt;
==Two Different Darth Mods==&lt;br /&gt;
There are two different variations of the DarthMod for [[Empire: Total War]] One is the standard DarthMod and the other is DarthMod Ultimate Commander. The standard DarthMod is Core Changes by [http://www.twcenter.net/forums/member.php?u=1698 DARTH VADER] himself which relate mostly to the BAI (Battle AI) and the CAI (Campaign AI) and it allowed several smaller mods such as: Smoke and Blood. DarthMod Ultimate Commander at it&#039;s base is the core of DarthMod but many many more smaller mods added into it. It also allows you to launch via a launcher menu from which you can also tweak game settings.&lt;br /&gt;
&lt;br /&gt;
===What DarthMod does to Empire===&lt;br /&gt;
&#039;&#039;&#039;Increased Range on Muskets:&#039;&#039;&#039; &lt;br /&gt;
All line infantry have had their ranged increased by about 66%. Their damages at ranges have also be changed dramatically. What this means is that musket duels at extreme ranges are possible, but they result in very long engagements, while very close shots result in massive losses. This vastly changes the tactical landscape, as now the question of just *when* to shoot is up to player skill. In vanilla the best tactic was to march into maximum range then open fire. Now you must consider whether to hold fire, march closer, or duke it out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Much Larger Regiment Sizes:&#039;&#039;&#039;&lt;br /&gt;
What DarthMod also features is more men per unit which ranges all the way upto more cannons per unit to the amount of men in a unit. This feature can give you a sense of more epic battles with more musketes firing at the enemy and more bodies help make it look more realistic. Also because you have more men in a unit it changes the way you have to maneuver your units to the terrain, you can aswell increase the line or make it deeper with more men giving you more options on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cavalry Tweaked:&#039;&#039;&#039;&lt;br /&gt;
Cavalry in this mod have been tweaked to an extent that they tire more quickly and individually are vastly superior to infantry, but due to overwhelming numbers they are usually quickly slaughtered in a bayonet vs saber fight. Furthermore their impact is reduced, due to a combination of numbers, slower speeds and more tired horses. This means less deaths in the initial clash.&lt;br /&gt;
All these changes are designed to make cavalry charges risky endeavours that need to be executed with care. Cavalry charges - BEFORE IMPACT - affect morale. A wall of horses charging at infantry - particularly engaged infantry&#039;s flanks - will badly affect their morale, and often will lead to a rout before the cavalry even arrive. However charging frontally into a stationary wall of bayonets wielded by eager men is suicide! Wait until they have been affected by morale reducing attacks then charge the flanks for an early rout! Do it to multiple regiments to get a mass rout going!&lt;br /&gt;
&lt;br /&gt;
Once the enemy is routed THEN the cavalry get the kill on. Watch them mop up hundreds of men as they flee.&lt;br /&gt;
&lt;br /&gt;
So basically cavalry serve a different purpose in this mod, no longer can you charge at the front of a wall of bayonets and have a chance to overcome you have to use them more wisely or else you can rest assured your cavalry will be retreating the battle from mass amount of deaths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Times Tweaked:&#039;&#039;&#039;&lt;br /&gt;
To quote the creator himself ([http://www.twcenter.net/forums/member.php?u=1698 DARTH VADER]):&lt;br /&gt;
&#039;&#039;Yes correct hip and also about the melee improvements I want to note that the most noticeable effect is the penetration which can be achieved (In vanilla all is stonewall). The penetration makes the melees less static and more chaotic, resulting to less predictable results.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So in a few words it has been tweaked so that Melee is alot more interesting than vanilla with soldiers getting stuck in hand to hand combat making it more gritty and warlike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplomatic AI Is Smarter:&#039;&#039;&#039;&lt;br /&gt;
Now with Darthmod when you enter negotiations with another faction you can gurantee that they are reasonable in what they desire and what you demand from them, now factions will declare war on for a reason and if it benefits them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign AI Is Smarter:&#039;&#039;&#039;&lt;br /&gt;
With the vastly improved CAI you can expect to see other factions placing armies more strategically and more frequant naval invasions so if you play as Great Britain your Island can be invaded by the French!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle AI Is Smarter:&#039;&#039;&#039;&lt;br /&gt;
Have you never been beaten by the AI before? Than you have never played DarthMod. DarthMod makes the AI alot more challenging and difficult, not by stat increase bonuses but by making the AI smarter and adapting to the battlefield and placing artillery, cavalry and infantry more smartly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=1698 DARTH VADER]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=33268 hip63]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=58280 ♔hammeredalways♔]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=11445 Syntax]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=68936 No0dle]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=65910 ♔Tango12345♔]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=69988 Voice of Treason]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=18231 diadok]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=77343 Xwhyzed]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=12109 zowrath] (idle)&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=28224 Argent Usher] (idle)&lt;br /&gt;
&lt;br /&gt;
===Current DarthMod Beta Testers (idle)===&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=38654 alhoon]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=35425 FedeM]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=7250 Humble Warrior]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=68845 ♔The Nanny♔]   Now   ([http://www.twcenter.net/forums/member.php?u=68845 Nanny de Bodemloze]) &lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=1948 ♔Drewoid13♔]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=53597 ♔Mandelus♔]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=77813 Lexandro81]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=76296 CamilleBonparte]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=13700 Marku]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=55783 sir diman]&lt;br /&gt;
&lt;br /&gt;
==Included Mods==&lt;br /&gt;
*&amp;lt;small&amp;gt; DarthMod by Darth Vader&lt;br /&gt;
* Garrison Units by Darth Vader&lt;br /&gt;
* DMUC Ultimate Campaign by Shakyrivers / HusserITW / hip63&lt;br /&gt;
* DMUC Ultimate Late Campaign by HusserITW / hip63&lt;br /&gt;
* Uprising Campaign by HusserITW / hip63 (based on Warpath DLC)&lt;br /&gt;
* All Factions Playable Custom Campaign by HusserITW / hip63&lt;br /&gt;
* Proper Militia Mod by spanky&lt;br /&gt;
* Smoke and Blood Mod by mech donald&lt;br /&gt;
* Sweden Retexture by Ftmch&lt;br /&gt;
* United Provinces Retexture by jarnomiedema&lt;br /&gt;
* United States Retexture by ToonTotalWar&lt;br /&gt;
* Denmark Retexture by erasmus777&lt;br /&gt;
* Austrian Retexture by Remo&lt;br /&gt;
* Prussian Retexture by Remo&lt;br /&gt;
* Ottoman Retexture by Remo&lt;br /&gt;
* British Retexture by LegoFingers / Sir Digby Chicken Caesar / ToonTotalWar&lt;br /&gt;
* Potugal Retexture by Ranger86&lt;br /&gt;
* Polish Retexture by Smatussek1&lt;br /&gt;
* Bavaria Retexture by General Cornwallis&lt;br /&gt;
* German States Retexture by Pom&lt;br /&gt;
* Genoa Retexture by Cornwallis&lt;br /&gt;
* Papal States Retexture by Cornwallis&lt;br /&gt;
* Piedmont Savoy Retexture by Cornwallis&lt;br /&gt;
* Westphalia Retexture by Cornwallis&lt;br /&gt;
* French Retexture by Cornwallis / Sir Digby Chicken Caesar&lt;br /&gt;
* Spanish Retexture by manormars&lt;br /&gt;
* Russian Retexture by Hellfire&lt;br /&gt;
* Venice Units Retextures by Sir Digby Chicken Caesar&lt;br /&gt;
* Knights of Saint John Units Retextures by Sir Digby Chicken Caesar&lt;br /&gt;
* Hungarian Units Retextures by Sir Digby Chicken Caesar&lt;br /&gt;
* Naples/Sicily Units Retextures by Sir Digby Chicken Caesar&lt;br /&gt;
* Württemberg Retextures by Nimrod_1971&lt;br /&gt;
* Additional Spanish Units by Rhevant&lt;br /&gt;
* Additional Prussian Units by gary&lt;br /&gt;
* Additional Austrian Units by Pressuen Gloria&lt;br /&gt;
* Additional Swedish Units by Pressuen Gloria&lt;br /&gt;
* Additional Ancien Regime Units (France and Spain) by isilendil&lt;br /&gt;
* Additional United Provinces Units by jarnomiedema / Okuto&lt;br /&gt;
* Additional Greek Units by Demis14 / HusserITW / Greek Mod Team&lt;br /&gt;
* Additional German Units by Pom&lt;br /&gt;
* Additional Ornamentum Units (Various Factions) by Danova&lt;br /&gt;
* Additional Northern War Units (Sweden and Russia) by Danova&lt;br /&gt;
* Euro Armed Citizenry by Sir Digby Chicken Caesar&lt;br /&gt;
* Unit Animations Mods by tiyafeh&lt;br /&gt;
* UPC Localization by applelover and Swiss Halberdier&lt;br /&gt;
* GUI Font Sizes by Just&lt;br /&gt;
* DMUC Introduction Movie by The Nanny&lt;br /&gt;
* Events Period Art by jarnomiedema&lt;br /&gt;
* Campaign Map City Graphics by jarnomiedema&lt;br /&gt;
* Ancillary Period Art by jarnomiedema&lt;br /&gt;
* Character Period Art by jarnomiedema&lt;br /&gt;
* Historical Mini-Maps by jarnomiedema&lt;br /&gt;
* Period Portraits by Onkel Tuca / Yoram777&lt;br /&gt;
* Improved Spring and Summer Grass for Battles by Primergy&lt;br /&gt;
* Improved Building Textures for Battles by KillZone GB&lt;br /&gt;
* Semi-Transperant HUD for Campaign Map by KillZone GB&lt;br /&gt;
* Family Tree Mod by GeorgiaPeanuts / Umberto202&lt;br /&gt;
* USA Faction Custom Battles by Demokritos / hip63&lt;br /&gt;
* Euro Faction Custom Battles by Demokritos / hip63&lt;br /&gt;
* Eastern Faction Custom Battles by Demokritos / hip63&lt;br /&gt;
* Pipmod by waronmars&lt;br /&gt;
* DMUC Launcher by hip63&lt;br /&gt;
* DMUC Menu Movies by hip63 / CA&lt;br /&gt;
* DMUC Launcher Art by Voice Of Treason&lt;br /&gt;
* DMUC Installer Art by Voice Of Treason&lt;br /&gt;
* DMUC Loading Screen Art by Voice Of Treason&lt;br /&gt;
* DMUC Version of AUM Mod by Swiss Swiss Halberdier/hip63/Darth Vader&lt;br /&gt;
* DMUC Unlocked Factions for Custom Battles by hip63&lt;br /&gt;
* Equipment Tweak Mod by erasmus777&lt;br /&gt;
* Empire Total Flags by JFC&lt;br /&gt;
* Sgt Mellin&#039;s Sound Mod by Sgt Mellin&lt;br /&gt;
* Atmospheric Sounds by Pisoiasul&lt;br /&gt;
* Realism Sound Pack Mod by Gerald Duval&lt;br /&gt;
* Fixed Headwear Mod by Ahiga&lt;br /&gt;
* Cross Straps Mod by Ahiga&lt;br /&gt;
* Bearskin Officers by DoomBunny666&lt;br /&gt;
* Music Overhaul Mod by La-De-Da Brigadier Graham&lt;br /&gt;
* Drum and Fife Music by Hollowfaith&lt;br /&gt;
* Gun Ports Mod by jarnomiedema&lt;br /&gt;
* Sealord Lite Mod by Bladerunner&lt;br /&gt;
* Selectable Modified Deployment Zones by Baron von Beer&lt;br /&gt;
* Selectable Technology Tree Research Rates by Isabelxxx&lt;br /&gt;
* Selectable Blue Skies Mod by adiuvat&lt;br /&gt;
* Selectable No Borders Mods by Isabelxxx &lt;br /&gt;
* Selectable Warpath Models for GC by Ftmch&lt;br /&gt;
* Selectable No Forts Mod by Santini&lt;br /&gt;
* Selectable Leather HUD by manonmars&lt;br /&gt;
* Selectable Transparent HUB by KillZoneGB&lt;br /&gt;
* Selectable Grenades Mod by hip63&lt;br /&gt;
* Selectable 2, 3 or 4 Turns Per Year by hip63&lt;br /&gt;
* Selectable Artillery Mods by Tharoth / Topcat / hip63 and includes: &lt;br /&gt;
* 25% Fast Reload&lt;br /&gt;
* 2x Accuracy&lt;br /&gt;
* 4x Accuracy&lt;br /&gt;
* 2x Accuracy + 25% Fast Reload&lt;br /&gt;
* 4x Accuracy + 25% Fast Reload&lt;br /&gt;
* Artillery Units x1.5&lt;br /&gt;
* Artillery Units x2&lt;br /&gt;
* Artillery Units x1.5 + 25% Fast Reload&lt;br /&gt;
* Artillery Units x2 + 25% Fast Reload&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=1126 DarthMod Empire&#039;s subforum]&lt;br /&gt;
&lt;br /&gt;
[[Category: ETW Mods (Released)]]&lt;br /&gt;
[[Category:ETW Mods (Hosted)]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:British1.jpg&lt;br /&gt;
image:Empire2010022223314360.jpg&lt;br /&gt;
image:Empire2010091018425446.jpg&lt;br /&gt;
image:Francecouleurs.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Res_Bellicae&amp;diff=31302</id>
		<title>Res Bellicae</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Res_Bellicae&amp;diff=31302"/>
		<updated>2010-10-08T14:21:28Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|width=1&lt;br /&gt;
|title=Res Bellicae&lt;br /&gt;
|compatibility=RTW&lt;br /&gt;
|type=Modification&lt;br /&gt;
|members=[http://www.twcenter.net/forums/member.php?u=28176 Gaio Giulio Patrizio],[http://www.twcenter.net/forums/member.php?u=28920 Milite],[http://www.twcenter.net/forums/member.php?u=30592 Tito Flavio]&lt;br /&gt;
|release=2.0&lt;br /&gt;
|description=Birth of Rome, Roman Empire and Greek-Persian wars&lt;br /&gt;
}}&lt;br /&gt;
[[image:Logoresbellicae852ni6.jpg|center]]&lt;br /&gt;
== Description ==&lt;br /&gt;
This modification changes, enhances and enlarges the Rome Total War map, adds several new animations and skins, whilst also enhancing the AI (Artificial Intelligence) of the game.&lt;br /&gt;
This modification covers several periods of the time in a form of several different campaigns:&lt;br /&gt;
Italy to the Birth of Rome covers the years 735-241 B.C.&lt;br /&gt;
Roman Republic to Empire covers the years 241 B.C. to 117 A.D. &lt;br /&gt;
Greek-Persian Wars covers the years 500-323 B.C.&lt;br /&gt;
== Features ==&lt;br /&gt;
* Italy to the Birth of Rome campaign features the following factions:&lt;br /&gt;
Iberians, Gauls, Germanics, Romans, Dacians, Thracians, Scythians, Macedons, Greek Cities, Pontics, Armenians, Seleucids, Parthians, Egiptians, Cartaginians, Numidians, Minor Kingdoms And Republics (Epirus, Britons, Bactrians, Sarmatians and more)&lt;br /&gt;
&lt;br /&gt;
* The Roman Republic to Empire campaign features the following factions:&lt;br /&gt;
Romans, Gauls, Etruscans, Italics, Carthaginians, Greek Cities, Macedons, Minor Kingdom and Republics&lt;br /&gt;
&lt;br /&gt;
* The Greek-Persian Wars campaign features the following factions:&lt;br /&gt;
Greek Cities, Macedons, Persians, Egyptians, Minor Kingdoms And Republics&lt;br /&gt;
&lt;br /&gt;
* 1) 3 Campaigns&lt;br /&gt;
  Alexander(going from Marathon to the death of&lt;br /&gt;
  Alexander)&lt;br /&gt;
&lt;br /&gt;
  --Imperial Campaign(going from second punic war to&lt;br /&gt;
  108dc)&lt;br /&gt;
&lt;br /&gt;
  --Italica(going from 530ac to the 220dc to see rome arise&lt;br /&gt;
  in Italica peninsula)&lt;br /&gt;
&lt;br /&gt;
* 2) 11 Reforms&lt;br /&gt;
  --8 Global Reforms(including Marian,Imperial,Severian and&lt;br /&gt;
  phalanx ones to say some)&lt;br /&gt;
&lt;br /&gt;
  --3 Local Reforms(Example:Gladius hispanienses for&lt;br /&gt;
  romans)&lt;br /&gt;
&lt;br /&gt;
* A set of completely new skins and models&lt;br /&gt;
* New texture for the strat map.&lt;br /&gt;
* New formations to have a better AI,esclusivelly meded for this mod.&lt;br /&gt;
* New Game Balancement,including a complete new rework of units attributes and more historicalls unit speeds.&lt;br /&gt;
* New projectile models like reinforced pilas etc.&lt;br /&gt;
* Units just as historicall as possible.&lt;br /&gt;
* New Resources like the Oracle.&lt;br /&gt;
* Historicall Naval Powers.You won&#039;t see gauls with quinquiremes or something similar&lt;br /&gt;
* Support for vanilla rome,BI and Alexander to have a better AI&lt;br /&gt;
* A new Rebel Faction has been inserted to make rebels very aggresive against you.&lt;br /&gt;
* New volatile traits that influnce your general army morale differently each turn dependly on your actions.An example:If you recruit mercenries you can get a morale boost(if they are saw as a &lt;br /&gt;
reinforcement by you units) or a lose of morale(when they are saw as stranger).This one won&#039;t apply to carthaginians due the fact they used merenaries a lot.&lt;br /&gt;
* Inserted a new governor trait system for each faction.Macedons will get king,gauls Capoclans and more.&lt;br /&gt;
* Spy removed,now you have the explorer,able to steal enemy supplies.&lt;br /&gt;
* To attack an allied faction you need a diplomat or a casus Belli(you have been attacked).THis one will interact with the new scripted diplomacy engine i&#039;m making.&lt;br /&gt;
* A new reworked diplomatic system to favour alliances against big states or against you...&lt;br /&gt;
* A new ability for archers that now got fast shooting and precision shooting.Artillery still got incendiary ones.&lt;br /&gt;
* a new stat for eastern archers that now use hooked arrows that cause fear on enemies hitten by their shoots.&lt;br /&gt;
* A new governor system.Now you can impose you kind of governament to any city you conquer(like Local Democracy or Oligarchic governament),and have you home govenramnet in your natal regions(like &lt;br /&gt;
Roman citizenship in italy) that will affect greatly the aor.To recruit your best troops you must train them in home governed regions so it will be better to control the sea to move them fastly where you need them.&lt;br /&gt;
* No more huge cities and their huge walls.&lt;br /&gt;
* A new disposition of walls to make siege more difficoults,including more towers.&lt;br /&gt;
* Removed Sap Points,that now are script controlled to make ai use them and more historicall as they were rarelly used.&lt;br /&gt;
* Historical archer ranges(eastern compound bow will shoot double the range of european ones)&lt;br /&gt;
* 28 Numebered legions,in both imperial and republican forms(so 28*2 = 26) + caesarian X Gemina and Praetorians (so 58 kind of legions)&lt;br /&gt;
Imperial legions will be equipped for climates(suited for hot,normal or cold ones).&lt;br /&gt;
* Other faction units can only be trained using mercenaries to simulate the&lt;br /&gt;
fact that they were not always available.So we have inserted a lot of mercenaiers.&lt;br /&gt;
* New historical battle like thermopily and Zama&lt;br /&gt;
* A new great music pack that is now FINISHED&lt;br /&gt;
* a new Terrain that has phisical obstacles,so that you can finally say,i have attracted phalanx on a REAL difficoult terrain.&lt;br /&gt;
* projectiles now disorganize formations.very usefull against phalanxes.&lt;br /&gt;
* Videos in almost any game scroll for a deeper experience.&lt;br /&gt;
* A script that will have:&lt;br /&gt;
  1)Simulation of lose of control of the army during a battle.&lt;br /&gt;
  2)Reforms&lt;br /&gt;
  3)Sap Points Replacement script&lt;br /&gt;
  4)Post-battle exterminantion script to simulate AI post battle units extermination(Now the ai can massacre you units after winning a battle,or at least the script will do it XD so you are no more advantaged).&lt;br /&gt;
  5) a New year per turn script that simulate the different weights of periods.&lt;br /&gt;
so the years will pass rapidly when historically nothing happened and slowly in coencitated periods.&lt;br /&gt;
  6)New Automerge script that will unit very damaged units.&lt;br /&gt;
  7)New program that make possible to disable some parts of the script you don&#039;t like.&lt;br /&gt;
  8)Extra lose of money at the end of turn.&lt;br /&gt;
  9)Civil wars for greeks and romans&lt;br /&gt;
  10)Historicall characters like spartacus and Caaesar&lt;br /&gt;
  11)Diplomacy control script to simulate a better diplomacy evolution beetween enemy factions.&lt;br /&gt;
&lt;br /&gt;
* New buidlings like a different dock and port system,new traits(including cognomen like &amp;quot;Africanus&amp;quot;,&amp;quot;Germanicus&amp;quot; etc for romans) and new ancilaries.&lt;br /&gt;
Beetween the traits we will include also bonus for those people how descent from the first faction leader(this way they will hav emore power that adopted or non-noble ones as those of noble birth were much more considered in that time)&lt;br /&gt;
* now the phalanx units cannot un-phalanx and run.you have to move them while in phalanx formation as this is proved to be more historical.&lt;br /&gt;
* completed the new formations.A new set of formations that will improve tha ai efficency in our mod&lt;br /&gt;
* we have incorporated a lot of traits to show from wich tribe or gens or house the character came from.Those ones are ereditary .and even some egyptian social traits,like the vizier charge&lt;br /&gt;
i have also balanced the mod in a away that AI ytrains much more cavalries and different infantries for bbeter balanced armies&lt;br /&gt;
* added a new thing:Naval important points.you must protect with your navy this points to get extra money.See the topic in the non-sticked section for futher more info.&lt;br /&gt;
* modded the game so you can hear troops screem phrases like &amp;quot;stay close&amp;quot; and so on.&lt;br /&gt;
* Implemented Post Battle spoils on victory script to simulate the the income after a battle derived on enemy sacking&lt;br /&gt;
* added new animations:now they are more historicall&lt;br /&gt;
* found a way to reinsert the fire arrows in the mod.So now archewrs have 2 abilities(or fiery arrows or aim better ability)&lt;br /&gt;
* Ai improved by new formations and a scripted help &lt;br /&gt;
* added also religions&lt;br /&gt;
&lt;br /&gt;
== The Team==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team Leader and Scripter&#039;&#039;&#039;&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=28176 Gaio Giulio Patrizio]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinner and modeller&#039;&#039;&#039;&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=28176 Gaio Giulio Patrizio]&lt;br /&gt;
Matteucci and&lt;br /&gt;
Maximo decimo meridio&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assistant, History, and Web Designer&#039;&#039;&#039;&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=28920 Milite]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mapper&#039;&#039;&#039;&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=28176 Gaio Giulio Patrizio]&lt;br /&gt;
Lucio Settimio Severo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Music Pack and Videos&#039;&#039;&#039;&lt;br /&gt;
Maximo decimo meridio&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=30592 Tito Flavio]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Thanks to:&#039;&#039;&#039;&lt;br /&gt;
Big Bear and Nikeforos for his models&lt;br /&gt;
King Louise Assurbanipal for his hoplites&lt;br /&gt;
Ferres for his romans&lt;br /&gt;
smeagollum for his orders pack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Thanks to Rome: Total Realism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Release Date:&#039;&#039;&#039; August 2nd, 2010&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Release Thread:&#039;&#039;&#039; [http://www.twcenter.net/forums/showthread.php?t=374127 Here]&lt;br /&gt;
&lt;br /&gt;
[[Category:RTW Mods (Released)]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=603 Main Modification forum on TWCenter.net]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=164701 List of changes made in the modification]&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Catafratti.png|[[Cataphracts]]&lt;br /&gt;
image:Rbscreen.png|[[Res Bellicae]]&lt;br /&gt;
image:Romanlegion.png|[[Roman army]]&lt;br /&gt;
image:Rometwalx20100103001319.png|[[Fighting]]&lt;br /&gt;
image:Rometwbi200905210245410c.png|[[Legion]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sparta:_Total_War&amp;diff=31301</id>
		<title>Sparta: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sparta:_Total_War&amp;diff=31301"/>
		<updated>2010-10-08T14:20:39Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:00a1stw35screen2.jpg|center]]&lt;br /&gt;
{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title= Sparta: Total War&lt;br /&gt;
|compatibility= Rome:TW&lt;br /&gt;
|type= Faction based mod + reskinning&lt;br /&gt;
|release= Version 3.5&lt;br /&gt;
|description= Kingdom of Sparta remade.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Discription =&lt;br /&gt;
A mod focusing on the kingdom of Sparta itself, hoping to show Sparta as realisticly as possible in the game. Will you lead Sparta to its full potential?&lt;br /&gt;
= Features =&lt;br /&gt;
A mod covering Europe and in particular Greece, with 8 Greek factions. The main focus is Sparta with the premise that it could have become an empire under the right guidance ~ the player.&lt;br /&gt;
Equally we have massively increased the graphical detail of the units by scaling the models to 1.1 and the skins to 512 or even 1024pxls in size. With my particular way of making the graphics from a blended collage of photo’s [mainly from re-enactment and film replica sites], we think we have made the units look as realistic as is possible with this engine. …you wont believe it ‘til you see it!&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
Most of the mod was done by:&lt;br /&gt;
* Quetzalcoatl; skins and 2D graphics, coding.&lt;br /&gt;
* killer bee and spartan666; mapping and respective coding.&lt;br /&gt;
* Holy pilgrim; coding, beta testing, cured a few bugs.&lt;br /&gt;
* Legio; some 2D graphics, beta testing, and general help and support.&lt;br /&gt;
* Agisilaos, HP, margio, spartan198, spartancrotty and dirty. Betatesting &amp;amp; some minor coding.&lt;br /&gt;
=== Other Members ===&lt;br /&gt;
* Agammemnon&lt;br /&gt;
* Beren Erchamion&lt;br /&gt;
* Caligula Caesar&lt;br /&gt;
* Cannibalking&lt;br /&gt;
* Clone&lt;br /&gt;
* Dog Fart&lt;br /&gt;
* KingTheoden1&lt;br /&gt;
* morfeasnikos&lt;br /&gt;
* Presbiter&lt;br /&gt;
* ruthless&lt;br /&gt;
* Solo1906&lt;br /&gt;
* The Holy Pilgrim&lt;br /&gt;
* thepersianguy&lt;br /&gt;
* ToonTotalWar &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Included Mods =&lt;br /&gt;
THE STW 3.5 TEAM&lt;br /&gt;
&lt;br /&gt;
THE RTR TEAM, graphics, models and support.&lt;br /&gt;
&lt;br /&gt;
THE RS TEAM AND TONE, guidance in texturing, unit models and overal help.&lt;br /&gt;
&lt;br /&gt;
THE TROY TEAM and ZHUGE, unit models.&lt;br /&gt;
&lt;br /&gt;
THE XGM TEAM, unit models.&lt;br /&gt;
&lt;br /&gt;
= History = &lt;br /&gt;
The mod started as a simple addition of a Sparta faction and its units to the vanilla game, to my surprise [and many others] this mini-mod got over 10,000 downloads, so after that it was decided to keep making the mod better and better. With version2 the mod re-skinned the whole game but only in terms of re-colouring. After that the mod had gotten a good team going and the full modification was born.&lt;br /&gt;
&lt;br /&gt;
= Visual Material =&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Roman_legionary2.jpg|[[roman legions]]&lt;br /&gt;
image:Jasonandtheargonauts.jpg|[[Greek infantry]]&lt;br /&gt;
image:0factionpreview.jpg|[[Carthage]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=European_Wars_2&amp;diff=31300</id>
		<title>European Wars 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=European_Wars_2&amp;diff=31300"/>
		<updated>2010-10-08T14:20:33Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sygnatura1.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
&#039;European Wars&#039; - a realism-mod for &#039;Empire: Total War&#039;, taking us to the world of 18th century, considered one of the most important and interesting periods in history, as it brings many economical, social and first of all military changes. The most important military events brought by the age of enlightenment are Spanish and Polish Successions, The Great Northern War, The Scottish Jacobite Rebellion and The Seven Years&#039; War. As you can see, this century brings much excitement and is excellent material for strategical game. &#039;European Wars&#039; mod focuses on increasing the historicity of &#039;Empire: Total War&#039;, mainly trough adding some new, historically accurate units such as Prussian Leib-Garde Grenadiers, Hussars of Death, Polish Winged Hussars, French Mousqetaires de la Garde and many, many others!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
*More attention is going to be paid to graphics, battles and economy. A large emphasis will be placed on reality and historicity. The mod is directed to both usual players and the enthusiasts of the 18th century. Any feedback is welcomed.&lt;br /&gt;
&lt;br /&gt;
*Every single unit in the game is going to be reskinned.&lt;br /&gt;
&lt;br /&gt;
*Units will be separated into early and late which will make them differ with statistics.&lt;br /&gt;
With the 18th century moving on, the uniforms of all European armies were changing. The &#039;early&#039; infrantry units&#039; look will be based on historical sources from years 1700-1730, while the &#039;late&#039; units will have their look based on sources concerning years 1757-1789.&lt;br /&gt;
Examples:&lt;br /&gt;
Austrian cuirassiers:&lt;br /&gt;
early, middle and late (18th century)&lt;br /&gt;
&lt;br /&gt;
http://img129.imageshack.us/img129/8551/cuirasss.jpg&lt;br /&gt;
&lt;br /&gt;
Musketeers (line infantry) and grenadiers:&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Aaa11.jpg|thumb|Upright|Spain]]&lt;br /&gt;
| [[File:Aaa12.jpg|thumb|Upright|Russia]]&lt;br /&gt;
| [[File:Aaa13.jpg|thumb|Upright|Austria]]&lt;br /&gt;
| [[File:Aaa13u.jpg|thumb|Upright|France]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Every faction will considerably differ from the others, as every nation will have different uniforms, visible unique aesthetical details and own, unique units.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll add a lot of historical units and delete those inaccurate. Some examples below:&lt;br /&gt;
&lt;br /&gt;
-Divison of the cavalry to regiments of horse, dragoon and light dragoon will disappear in most factions (only USA and UK are going to keep it)&lt;br /&gt;
-In EW, most factions&#039; line cavalry will be reduced to dragoons (in hats called tricornes) only. Only French dragoons will wear helmets (golden colour). UK dragoons will also have hats like all other European dragoons and only UK and USA light dragoons will keep the helmets.&lt;br /&gt;
-New types of guards will be available with musketeers &amp;amp; grenadiers of the guard among them as well as new cavalry units - horse grenadiers.&lt;br /&gt;
&lt;br /&gt;
Horse grenadiers:&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Z1.jpg|thumb|Upright|Russia]]&lt;br /&gt;
|[[File:Z2.jpg|thumb|Upright|France]]&lt;br /&gt;
|[[File:Z3.jpg|thumb|Upright|Austria]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Some units will completley change their character, f.e. &#039;&#039;streletsy&#039;&#039; will be equipped with muskets and now become ranged units. &lt;br /&gt;
&lt;br /&gt;
*Each faction will have it&#039;s infrantry and cavalary divided into historically accurate regiments. In today&#039;s beta version for example, we&#039;ve created 3 regiments of early French infantry. All major factions will get such division. Eeach Regiment in the 18th century differed with an uniform cut, colour and other details.&lt;br /&gt;
&lt;br /&gt;
Examples of French line infantry:&lt;br /&gt;
{|&lt;br /&gt;
|[[File:F1.jpg|thumb|Upright|French line infantry uniforms]]&lt;br /&gt;
|[[File:F2.jpg|thumb|Upright|French line infantry uniforms]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prussian regiments:&lt;br /&gt;
{|&lt;br /&gt;
|[[File:P1.jpg|thumb|Upright|Prussian Regiments]]&lt;br /&gt;
|[[File:P2.jpg|thumb|Upright|Prussian Regiments]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Austrian line infantry regiments:&lt;br /&gt;
{|&lt;br /&gt;
|[[File:A1.jpg|thumb|Upright|Austrian Regiments]]&lt;br /&gt;
|[[File:A2.jpg|thumb|Upright|Austrian Regiments]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Austrian cuirassiers:&lt;br /&gt;
{|&lt;br /&gt;
|[[File:AC1.jpg|thumb|Upright|Austrian Cuirassiers]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
French hussars:&lt;br /&gt;
{|&lt;br /&gt;
|[[File:FH.jpg|thumb|Upright|French Hussars]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Improve Units Cards. Our Units Cards will be clear and legible. Current Units Cards made by the CA are quite problematic for players, since the factions confuse with each other. It lies in the fact that all units have the same uniform details colour on their Unit Card. They differ only in the main colour of uniform. Many factions which have the same primary colour do not vary, since only the main colour is filled automatically. Examples:&lt;br /&gt;
Despite that on the battlefiled Polish troops wear red uniforms with some white details and the British got the same colour of uniform but blue detail, both Polish and British units on the Unit Cards still remain red with yellow details (so it&#039;s impossible to distinguish them). Similliar problem applies to Austria and France, not to mention all the minor factions. Some factions in vanilla ETW have completely different UI, for example Siberian hunters have rangers&#039; card. In &#039;European Wars 2&#039; mod all units will be coloured separately!&lt;br /&gt;
&lt;br /&gt;
CA&#039;s Unit Cards examples:&lt;br /&gt;
&lt;br /&gt;
http://img107.imageshack.us/img107/2710/aaaaaar.jpg&lt;br /&gt;
http://img107.imageshack.us/img107/6863/aaaaaa3.jpg&lt;br /&gt;
http://img123.imageshack.us/img123/9027/aaaaaa2.jpg&lt;br /&gt;
http://img131.imageshack.us/img131/8765/aaaaaa1.jpg&lt;br /&gt;
&lt;br /&gt;
*The issue of same descriptions for different units (f.e. Scots in France have the same description as the British Coldstream Guards - there&#039;s only silly adnotation for all Guard units that they are named variously in each country f.e. ).&lt;br /&gt;
In our mod we will take care of each unit by giving him his own unique and accurate name, short description and regiments.&lt;br /&gt;
Examples CA&#039;s descriptions:&lt;br /&gt;
http://img118.imageshack.us/img118/9249/aaaaaa4.jpg&lt;br /&gt;
&lt;br /&gt;
*The look of the unit will be changed in all aspects, not only uniforms. Soldiers created by CA have mainly black hair and similliar faces. In EW2, nations like Sweden, Denmark or Norway will have mainly blond hair, and factions like Spain or Italian States will have mainly dark hair.&lt;br /&gt;
Many different types of haircut will be added: late period units will have white hairpieces and growls, while the early ones won&#039;t.&lt;br /&gt;
British units will have smoothly shaven facial hair, while other European factions will have soldiers with a moustache. All hussars and cuirassiers will have moustache in accordance to 18th century regulations.&lt;br /&gt;
All to make player feel the climate of this period and to make the game as realistic as possible.&lt;br /&gt;
&lt;br /&gt;
Examples of haircuts and facial hair:&lt;br /&gt;
&lt;br /&gt;
Pandours&lt;br /&gt;
&lt;br /&gt;
http://img27.imageshack.us/img27/8555/pandousss.jpg&lt;br /&gt;
&lt;br /&gt;
Early 18th century&lt;br /&gt;
&lt;br /&gt;
http://img16.imageshack.us/img16/5595/wwwe232.jpg&lt;br /&gt;
&lt;br /&gt;
Middle and Late 18th century&lt;br /&gt;
&lt;br /&gt;
http://img12.imageshack.us/img12/7327/www2e232.jpg&lt;br /&gt;
&lt;br /&gt;
*Glance at the famous generals of history such as Peter the Great, Charles XII, and Tadeusz Kosciuszko.&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
King Louise Assurbanipal&lt;br /&gt;
team leader&lt;br /&gt;
major skinner&lt;br /&gt;
historian&lt;br /&gt;
&lt;br /&gt;
Salvo&lt;br /&gt;
major scripter&lt;br /&gt;
historian&lt;br /&gt;
skinner&lt;br /&gt;
&lt;br /&gt;
PrisonNeo&lt;br /&gt;
skinner&lt;br /&gt;
&lt;br /&gt;
LordMajer&lt;br /&gt;
Trailer Editor&lt;br /&gt;
&lt;br /&gt;
= Included Mods =&lt;br /&gt;
&lt;br /&gt;
DarthMod&lt;br /&gt;
&lt;br /&gt;
=History= &lt;br /&gt;
&lt;br /&gt;
First version of the mod featured just about 10 KLA&#039;s reskinns + few my gameplay changes (mainly for eastern Europe) and Darth Vader&#039;s AI, but since the beginning we knew, that this is going to be global modification for all factions, changeing nearly everething to make the mod more historical accuare and more interesting, so the next version was much bigger. It included division to early and late units for major factions, previous and new gameplay changes, updated AI and many KLA&#039;s reskinns/new units. Unfortunetly I didn&#039;t have enough time to create the pack, becouse I was going to the holidays and the campaign map didn&#039;t work and player could play only custom battles. I fixed everething when I returned, about one month later and KLA made 2 new reskinns.&lt;br /&gt;
This was our beginning. The fourth version was much more professional. I included all previous changes + updated AI, new gameplay changes, fixed bugs and next new units taken from other modders (all is in credits). This was the first version, that made me really proud, but of course this wasn&#039;t enough.&lt;br /&gt;
We were going to include our first big change in o.5 version (realesed on Christmas), what was full reskinn and completly changed unit roster and gameplay settings for Prussia. Unfortunetly this was the first time, when me and KLA wrangled about the future of the mod. He made only 7 new reskinns and the rest (about 30 units) ordered to take from other modders. I was really angry about this, becouse I worked very hard since the beginning, while he didn&#039;t do anything.&lt;br /&gt;
0.5 was realesed on Christmas, but whithout most of the units, I was going to add, becouse I got illed and couldn&#039;t work on the mod I fixed this in next version, added next changes and realesed the game in February. Unfortunetly me and KLA started to wrangle agian, much more often that earlier about the same reason, so I levt the mod in march realesing last 0.61 version with new units (some were made by PrisonNeo, our new skinner, 3 by KLA and the rest by other modders) and gameplay changes.&lt;br /&gt;
I returned to the mod about one month later ans started to make new, 0.7 version, but I stopped after several days...Since that day no changes have been done.&lt;br /&gt;
&lt;br /&gt;
=visual material=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;European Wars 2 Videos&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Qabp_Q97xKs European Wars Trailer]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=arqh0XvTEDc E:TW-Polish Hussars Invicta 2!]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Animations&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(An interesting fight between the Austrian (Hungarian) grenadier and Gardes Francaises with some quite unexpected ending...) &lt;br /&gt;
&lt;br /&gt;
[[File:Screen1.jpg|fight1]] [[File:Prus.jpg|Fight2]] [[File:Screen.jpg|Fight3]]&lt;br /&gt;
&lt;br /&gt;
=AAR&#039;s=&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=280453 A Duffer At War]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Ruins_of_Glory&amp;diff=31299</id>
		<title>Ruins of Glory</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Ruins_of_Glory&amp;diff=31299"/>
		<updated>2010-10-08T14:19:37Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ruins of Glory=&lt;br /&gt;
==Description==&lt;br /&gt;
Ruins of Glory is a complete modification of Rome BI v1.6, featuring the last years of the Roman Empire. It starts in 476 a.d., with the scirian warlord Odoacer having just proclaimed himself &amp;quot;King of Italy&amp;quot;, Julius Nepos running the remains of the Roman Empire in Pannonia, the Saxons, Jutes and Angles having landed on England, etc. [[image:Angles.jpg|thumb|Angles]]&lt;br /&gt;
&lt;br /&gt;
The mod is focused on the western part of the Roman Empire, as to give a better representation both in factions and regions. The mod is based on Rio&#039;s IBFD, from which basically the units are taken from.&lt;br /&gt;
==Features==&lt;br /&gt;
* New Map, with lots of new regions to give a historical depth to every corner of southern europe.&lt;br /&gt;
* Great units from other various mods, IBFD, Arthurian, Vlad, etc. More than 50 new skins/textures.&lt;br /&gt;
* 100 % historical characters wherever has been possible to research (the burgundians have their realistic king and heir, there is Odoacer and his brother, etc)&lt;br /&gt;
* Accurate historical development of the game, you won&#039;t see the Romans making a imperial blitz through europe. The germanics and other &amp;quot;barbarian&amp;quot; factions have the advantage as it should be.&lt;br /&gt;
* 4 turns per year script.&lt;br /&gt;
* Aor System; 100 % AOR system, Germanic factions can only recruit their units in germany, Picts only can recruit in scotland and some parts of Britain, but factions can recruit auxiliaries everywhere.&lt;br /&gt;
* Better horde balance; hordes are stronger and larger in numbers, harder to beat.&lt;br /&gt;
* Brand new factions symbols and banners&lt;br /&gt;
* Temples; every faction has his own correct temples.&lt;br /&gt;
* New loading screens.&lt;br /&gt;
* 21 playable factions, (7 new from vanilla);&lt;br /&gt;
Picts, Romano-British, Angles, Saxons, Franks, Frisians, Thuringians, Alamanni, Jutes, Lombardi, Ostrogoths, Kingdom of Odoacer, Western Roman Empire, Vandals, Berbers, Visigoths, Sueb, Burgundii, Slavs, Free Peoples, Rugians [[image:Britain.jpg|thumb|Britons]]&lt;br /&gt;
==The Team ==&lt;br /&gt;
Basically [http://www.twcenter.net/forums/member.php?u=25665 Boz]. But he has received help from great users as;&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=12506 Octavius Vatco], &lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=7520 Mylae],&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=34019 McScottish], &lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=42481 Flavius Alberticus], &lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=4340 Agraes] [[image:Burning.jpg|thumb|Burning city]]&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
Boz thought that before Rome was too outdated, he should make a mod. Boz had some experience of modding, although he learned a 40 % of the work in the process. He choosed the 476 era, as there wasn&#039;t any mod, and included lots of factions never seen before. Also, he thought it was a interesting period, with two sorts of &amp;quot;Roman Empires&amp;quot;. It took more or less one year to finish it, basically a summer spent on it. It has been much more tiring than expected, but well, he&#039;s satisfied with the final result. [[image:England.jpg|thumb|England on campaign map]]&lt;br /&gt;
&lt;br /&gt;
* [http://www.twcenter.net/forums/showthread.php?t=213263 Version 1.0]&lt;br /&gt;
* [http://www.twcenter.net/forums/showthread.php?t=304227 Version 1.1]&lt;br /&gt;
&lt;br /&gt;
=Visual material=&lt;br /&gt;
[[image:Symbolsld7.jpg]]&lt;br /&gt;
[[image:Francem.jpg]]&lt;br /&gt;
[[image:Frisians.jpg]]&lt;br /&gt;
[[image:Highlands.jpg]]&lt;br /&gt;
[[image:Jutes.jpg]]&lt;br /&gt;
[[image:Norselands.jpg]]&lt;br /&gt;
[[image:Odoacer.jpg]]&lt;br /&gt;
[[image:Romen.jpg]]&lt;br /&gt;
[[image:Rugians.jpg]]&lt;br /&gt;
[[image:Suebians.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Greek_Wars&amp;diff=31297</id>
		<title>The Greek Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Greek_Wars&amp;diff=31297"/>
		<updated>2010-10-08T14:17:52Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sig10612.png|center|alt=main]]&lt;br /&gt;
&lt;br /&gt;
=The Greek Wars=&lt;br /&gt;
==Description==&lt;br /&gt;
The Greek Wars is a mod based on the group story of the same name in the .Com’s Fan Fiction section, which can be found here. The map is restricted to southern Greece and there are 11 factions – Athens, Thebes, Megara, Corinth, Argos, Sparta, Messenia, Elis, Arcadia, Achaea and Sicyon.&lt;br /&gt;
&lt;br /&gt;
The Greek Wars is based upon a work of fiction. However, the borders, nations and troop types are largely historically accurate and represent reality in 360BC There are no fantasy elements in the mod. The fictional elements are the starting Generals and agents, as well as the quotes that appear ingame.&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
* A zoomed-in map focusing on the Pelopenese and Attica, with 40 regions.&lt;br /&gt;
* 12 years per turn script&lt;br /&gt;
* 11 well balanced and well matched factions, each with starting territories of 2-5 settlements&lt;br /&gt;
* Similar unit rosters for all factions, designed to recreate the conditions that made Shogun Total War such a good game and ensuring balanced gameplay&lt;br /&gt;
* Specialized units for certain factions, such as Iphicratian peltast &amp;quot;pikemen&amp;quot; for Athens and the Theban Sacred Band. However, there are no mythical units or super-Spartans!&lt;br /&gt;
* Two classes of settlements: towns and capitals. Capitals are the only places where you can recruit decent troop types, and the best units can only be trained in your own capital. Allied hoplites can be recruited from conquered enemy capitals.&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=3290 Seleukos of Olympia],&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=51326 KingLarsofMars],&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=68829 Ragimund Von Wallat],&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=47210 Conqistador],&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=39086 Sean Cappone],&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=36720 Alexius 17],&lt;br /&gt;
* Volksie,&lt;br /&gt;
* Raja,&lt;br /&gt;
* Sipahi (oftheporte),&lt;br /&gt;
* Percy13,&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=35719 Knight of Cydonia (Kasey)],&lt;br /&gt;
* Kublai&lt;br /&gt;
&lt;br /&gt;
Current Team (version 1.0 development):&lt;br /&gt;
&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=3290 Seleukos of Olympia],&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=68829 Ragimund Von Wallat],&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=31621 Athkara],&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=47210 Conqistador],&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=71723 cpdwane],&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=42828 Cinuz],&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=85017 Cannibalking],&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=39086 Sean Cappone],&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=36720 Alexius 17],&lt;br /&gt;
&lt;br /&gt;
==Version History== &lt;br /&gt;
The history of TGW goes back to 2007, when a few writers got together in CA&#039;s official forum and started a group story, set in ancient Greece. From that shared experience, friendships were created, a new forum was formed, and they embarked on new and different experiments in literature or gaming (most of them short-lived). The most ambitious of those early projects was turning that initial group story into a mod for RTW, which was no easy task, since few of the team had any modding experience. However, with perseverance and making do with existing models (since no one on the team knew any modeling), the first version of the mod (v0.9) was completed within a year and, despite its fictional inspiration, it ended up almost completely historical. The first patch (v0.95) came out ten days later, correcting any obvious problems and adding some features, and the mod was considered stable ever since. Half a year later, a new patch was released (v0.97), adding some further features and fixing some minor mistakes, and that was soon followed by gamers who released personal submods, which were typically integrated as official patches. That infusion of new blood into the development team led to the commencement of the next stage of TGW, with the expansion of the map to the north, the addition of 8 new factions and the replacement of all remaining fictional elements with historical ones. Work is still in progress, as of September 2010. &lt;br /&gt;
&lt;br /&gt;
* [http://www.twcenter.net/forums/showthread.php?t=328201 Version 9.8b], which is the original mod with Ragimund Van Wallet&#039;s changes included. It is the only version that comes with an installer.&lt;br /&gt;
* [http://www.twcenter.net/forums/showthread.php?t=328201 Version 9.8a], which is the original mod with Ragimund Van Wallet&#039;s changes included, as well as 0 turn training times for all units.&lt;br /&gt;
* [http://www.twcenter.net/forums/showthread.php?t=328201 Version 9.7], which is the original mod without Ragimund Van Wallets changes.&lt;br /&gt;
* Version 1 is currently in development, which will increase the map to include northern Greece and macedonia, and add 8 new factions.&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
[[File:Twg.jpg|Campaign map]] [[File:Twg210.jpg|In battle]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Demon%27s_Soul:_Total_War&amp;diff=31296</id>
		<title>Demon&#039;s Soul: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Demon%27s_Soul:_Total_War&amp;diff=31296"/>
		<updated>2010-10-08T14:17:01Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title= Demon&#039;s Soul: Total War&lt;br /&gt;
|compatibility= Kingdoms Total War&lt;br /&gt;
|type= Fantasy, with elements of an RPG&lt;br /&gt;
|members=[http://www.twcenter.net/forums/member.php?u=50070 KingTheoden1]&lt;br /&gt;
|release= Work in Progress&lt;br /&gt;
|description= Demon Soul recreated on the M2TW Engine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Inspired by the incredible game that was Demon Soul, KingTheoden1 decided to created a mod based on it. For those who haven&#039;t played the game, here&#039;s the background story :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;King Allant the Twelfth brought unprecedented prosperity to his people by channeling the Soul Arts. However, in his lust for power, he awakened the Deep One, and with it, a horde of Demons. The Demons hunt for the human&#039;s souls. Those who lose their souls, lose their minds. Those who lost their minds attack the sane, and chaos reigns. The Demons feed themselves with the power of a human soul. And the power of a mature Demon&#039;s Soul, is beyond imagination. Boletaria was shrouded in a deep fog, and those who dared enter, never returned. Until Vallarfax of the Twin Fangs broke free, and told the rest of the world of Boletaria&#039;s plight. Many heroes, including Biorr of the Twing Fangs; Sage Freke, the Visionary; Saint Urbain; Yurt, The Silent Chief; Saint Astraea and her loyal knight, Garl Vinland; and many more. But there was one who broke free - a sole knight. Will you be the saviour of the world ? Or will the Demons find a new slave ?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fini.jpg|200px|thumb|right|Treasure chest]]&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod aims to recreate the world of the Role-Playing Game for the PS3 : Demon&#039;s Souls. Demon&#039;s Souls is a fascinating world, with tonnes of interesting enemies, and especially huge monsters. You start off as a small, tiny little guy, and that&#039;s generally how you feel throughout the game. If at a certain time you feel awesome and strong, the game does a good job in making you feel like a tiny worm again by unleashing a beast that&#039;s eight times as big as you. The mod strives to recreate the loneliness that occurs in Demon&#039;s Souls, as well as the Role-Playing Element.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
The game is completely different from all mods on TW. It focuses mainly (and only) on the RPG-aspect, which becomes clear the moment you enter the game. You need to make a choice immediately, and it&#039;s a quite important one as well. You can choose between 3 classes, each with their own (dis)advantages and strengths. &lt;br /&gt;
&lt;br /&gt;
As you progress throughout the game, the necessary reinforcements will be supplied by the &amp;quot;Treasures&amp;quot; you find along the way. Treasures are settlements in their lowest form, meaning villlages, inhabited by only 400 villagers (the game&#039;s minimum). Treasures yield a reward, and, upon conquering them, you will get that reward. However, the treasures will be guarded by a garisson, depending on the value of the treasure - so players will have to make sure that what they lose during the fight for the treasure, is worth less than the actual treasure. If you keep losing more men than you can pay with the treasures&#039; reward, then you&#039;ll be armyless and bankrupt immediately. Treasures contain all sorts of values, like different types of armor, units, and money.&lt;br /&gt;
&lt;br /&gt;
The units&#039; system is also different. Depending on your first choice, you will start off with the ability to create different types of units. If you chose Soldier, you will only be able to create units with Platemail Armor (strong but expensive armor). If you chose Wanderer, however, you&#039;ll start off with the ability to create cavalry, but you&#039;ll have bad armor, et cetera. These bonuses can be found in the treasure-settlements, so you can still create horses if you chose Soldier in the beginning.&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
&lt;br /&gt;
[[File:renderl.png|200px|thumb|right|Boletarian Soldier]]&lt;br /&gt;
&lt;br /&gt;
The Units system is pretty easy - there are several types of armor :&lt;br /&gt;
&lt;br /&gt;
Leather&lt;br /&gt;
&lt;br /&gt;
Hard Leather (optional)&lt;br /&gt;
&lt;br /&gt;
Chainmail&lt;br /&gt;
&lt;br /&gt;
Plate Mail &lt;br /&gt;
&lt;br /&gt;
Bare-Breasted (male only )&lt;br /&gt;
&lt;br /&gt;
Fluted Armor (either this one or Plate Mail for vs.1)&lt;br /&gt;
&lt;br /&gt;
The units are only available in the settlement in which you found the armor - meaning that if you found the Plate Mail treasure on the map, you can only create units armed with Plate Mail there. If you chose Soldier in the beginning - who are equipped with Plate Mail - , you can create Plate Mail units in the Nexus, BUT ONLY PLATE MAIL UNITS. You&#039;ll have to find the Leather armor treasure to create cheaper units ! The Wanderer and Hunter both start with leather, but Wanderer also has stables (which would also be a treasure), and Hunter has archery ranges (again, would also be a treasure).&lt;br /&gt;
&lt;br /&gt;
Each armor has x (needs to be decided for the first release) kinds of units, and could include :&lt;br /&gt;
&lt;br /&gt;
Normal Man-at-Arms (Sword and shield)&lt;br /&gt;
&lt;br /&gt;
2-Handed Swordsman (perhaps also a 2H Axeman)&lt;br /&gt;
&lt;br /&gt;
Spear-and-shield guys (same as Man-at-Arms but armed with a spear)&lt;br /&gt;
&lt;br /&gt;
Halberdiers (which are essentially the Pikemen of Med2)&lt;br /&gt;
&lt;br /&gt;
Archers&lt;br /&gt;
&lt;br /&gt;
Cavalry&lt;br /&gt;
&lt;br /&gt;
Each armour has it&#039;s advantages and disadvantages -&lt;br /&gt;
&lt;br /&gt;
Leather : Cheap but weak&lt;br /&gt;
&lt;br /&gt;
Fluted Armor : Extremely Expensive but extremely strong&lt;br /&gt;
&lt;br /&gt;
Hard Leather : Good balance between cost/durability&lt;br /&gt;
etc...&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=50070 KingTheoden1]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
KingTheoden1;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After playing the game Demon&#039;s Souls, I thought it&#039;d be cool to create a RPG-mod for TW, and the game was a great theme for that. Then it was just a matter of thinking about the way it would work, etc..&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Forum =&lt;br /&gt;
The thread can be found here [http://www.twcenter.net/forums/showthread.php?t=381776 Demon&#039;s Soul: Total War]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Westeros:_Total_War&amp;diff=31295</id>
		<title>Westeros: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Westeros:_Total_War&amp;diff=31295"/>
		<updated>2010-10-08T14:16:19Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:W.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title= Westeros: Total War&lt;br /&gt;
|compatibility= Kingdoms Total War&lt;br /&gt;
|type=&lt;br /&gt;
|members=&lt;br /&gt;
|release= Westeros: Total War Alpha V0.53&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Westeros Total War is a modificiation of Creative Assembly&#039;s Medieval II Total War. It&#039;s aim is to recreate the wars of George RR Martin&#039;s A Song of Ice and Fire. This mod does not require Kingdoms to play.&lt;br /&gt;
Beginning from the start of the War of the Five Kings, this mod allows the player to play as any of the Great Houses of Westeros.&lt;br /&gt;
All research and planning for the mod is as accurate as possible, with information taken from the Citadel Concordance, the Tower of the Hand website, the Song of Ice and Fire wiki or from Martin&#039;s books.&lt;br /&gt;
The world map encompasses most of Westeros. The northern end of the map breaks off just below the Wall, and the Stepstones and the Free Cities are not on the map. The Eastern Continent or the Summer Isles are not included due to the lack of information we have about these lands. The northernmost province of the mod is Last Hearth. This means that the Night&#039;s Watch and the Wildling factions are not included.&lt;br /&gt;
&lt;br /&gt;
The mod begins right after the execution of Eddard Stark. House Tully is under attack by the Lannisters, Robb Stark wants to take revenge on Joffrey Baratheon for the execution of his father, Renly and Stannis want to seize the Iron Throne from their nephew while the Greyjoys, Arryns and Martells are biding their time. There are three main alliances: Stark-Tully, Lannister-King Joffrey and Tyrell-King Renly. Lannister and Joffrey are at war with Tyrell, Renly, Stannis, Stark and Tully. Tyrell and Renly are at war with Lannister, Joffrey and Stannis. Stark and Tully are at war with Lannister and Joffrey. The other factions are neutral.&lt;br /&gt;
&lt;br /&gt;
Settlements are all largely developed, but cities and castles cannot be converted. Upgrading is also out, as the mod timeframe is short. This places an even higher emphasis on the huge cities and citadels, which are now very precious. There are several rebel provinces. In the books the faction leaders can give orders to their lords bannermen but it&#039;s not guaranteed that they will follow these orders. This subtle system is impossible to translate in M2TW. It&#039;s either full control or no control at all. So that&#039;s why we decided to give most of the provinces to the factions but not all. Of course the most insurgent castles of the books are given a rebel status.&lt;br /&gt;
&lt;br /&gt;
All the ancillaries from the vanilla game will be gone. You will be able to acquire a very diverse retinue of over 180 different ancillaries consisting of court attendants, couriers, mistresses, whores, thugs, maesters, champions, squires, merchants, septons, and more. Several ancillaries will be faction-specific. Others will be unique because they are characters from the books. If you are lucky enough you may be able to collect swords or even a Valyrian steel blade which you can pass on to the generals worthy of wielding it. You can assign lordships of the provinces you hold or have conquered to your generals. For the holder of King&#039;s Landing there will be a special title.&lt;br /&gt;
&lt;br /&gt;
The map is more or less finished, but some faction settlements need tweaking and balancing. Some character traits are mere placeholders, and character ages need checking. Unit rosters need testing and balancing, and mercenaries need to be added. So it’s a bit of chicken and egg situation.&lt;br /&gt;
Faction icons and symbols are complete, but light reskins of most factions are yet to be complete (so far, Joffrey, Stark and Tully are the only completely reskinned factions). The UI and custom battle rosters need to completed as well.&lt;br /&gt;
The completion date for the first version of the mod will be September / October, but this will in no way be a finished product, as there are more tweaks, add-ons and factions to re-skin. Also, there are two possible routes for an expansion, one possibly being the North of the Wall, where the Wildings fight the Night&#039;s Watch, or the return of the Targaryen queen, Daenerys Stormborn. New unit models may also be made for additional releases.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overview taken from official previews and FAQs of the Westeros team&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
This mod is set in the universe of &#039;A Song of Ice and Fire&#039; by G.R.R. Martin. It features the continent of Westeros at the time of &#039;A Game of Thrones&#039;, just as the War of the Five Kings erupts with several powerful noble houses across the continent staking their claim to the Iron Throne.&lt;br /&gt;
&lt;br /&gt;
The player is able to choose one of the important houses during the war of the five kings; And it`s up to him how the events unfold this time.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
A brand new campaign map based on the mythos, factions representing the various noble houses, unique and reskinned units, several complicated immersion scripts, new character portraits and unique models for important generals.&lt;br /&gt;
&lt;br /&gt;
Most of the features will be included in the next release; The current public release is just the alpha.&lt;br /&gt;
&lt;br /&gt;
==Faction List:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House of Joffrey Baratheon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Starting as the acknowledged king of Westeros, Joffrey Baratheon holds the crown city of King&#039;s Landing, but little else. He begins with no standing army, and with Stannis on Dragonstone waiting to destroy him. However, Joffrey is allied to the Lannisters, and his grandfather, Lord Tywin Lannister will surely help him.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House of Renly Baratheon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The youngest of the Baratheon brothers, Renly inherited Storm&#039;s End when his brother Robert became king and Stannis became lord of Dragonstone. With the Stormlands and their experienced armies at his back, Renly has a good chance of becoming king of Westeros, especially as the powerful Tyrells back his claim.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House of Stannis Baratheon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
SJoffrey Baratheon is a spawn of incest between Queen Cersei and her brother, Ser Jaime the Kingslayer. In such a case, Stannis is the rightful king of the Seven Kingdoms and he means to claim his throne. His starting armies are weak, with few levies and fewer knights at his call, but Stannis&#039;s secret weapon is Melisandre, a shadowbinder from Asshai and a priest of the Red God, Rh&#039;llor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Stark&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The last Great House of the first men, the Stark&#039;s control the North, which is less densely populated but is as large as the whole south. Robb Stark, the young lord of Winterfell, wishes to take vengeance on the Lannisters and pull down the pretender, Joffrey Baratheon. His armies are not vast, but the Neck is a natural bottleneck, which the armies of the Southerners have never been able to pass. However, to take the fight to the enemy, the Young Wolf must go south.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Tully&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Tullys of Riverrun control the rich Riverlands, with many rich fields of grain and much trade. However, they are at the centre of Westeros, with potential enemies to all sides. Lord Edmure is untried in battle, but the Tullys&#039; greatest asset is Ser Brynden Blackfish, a great knight and general. Whether his experience will be enough to fend off the Lannister threat remains to be seen.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Lannister&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rich and cunning, the Lannisters of the Westerlands wish to control all of Westeros through the puppet king, Joffrey Baratheon. Lord Tywin Lannister, the former Hand of the King, is a calculating and fearsome commander, with many powerful captains. The war that he brings to the Tullys will be great and terrible. House Lannister starts the richest and begins with armies already in the field.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Arryn&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Arryn&#039;s of the Eyrie are allies of the Tullys and Starks, but Lysa Arryn, sister of Catelyn Stark, fears the Lannisters and will not join in the war. The great warriors of the Vale clamour for war, but will their wish be satisfied and the many knights of the Vale ride to battle?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Tyrell&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Tyrells of the Reach command the greatest manpower of all the great Houses. They control rich lands, and hold Oldtown, a great city of Westeros and the Arbor, a capitol of trade. They are closely allied with Renly Baratheon and support his claim to the throne of Westeros. The Tyrells will not be slow in destroying their enemies as Renly&#039;s former squire and great friend, Ser Loras Tyrell, has the ear of Lord Mace, and will be quick to support Renly should he need help. With many knights and armsmen, the Reach is a power to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Greyjoy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lord Balon Greyjoy claimed a crown years ago, in the disastrous Greyjoy rebellion. With too many kings in the Seven Kingdoms, it will be easy to claim a crown again. However, their armies are lacking in cavalry, and may not be able to stand against a concerted charge from the heavy cavalry armies of the Green Lands. However, the Iron Islands boast the greatest fleets in the world, only rivalled by Lord Redwyne of the Reach, and they can easily take seaside provinces. What the kraken grasps, it will not lose...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Martell&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Martells of Dorne burn for vengeance for Elia. Oberyn Martell, the Red Viper, is ready to bring war to House Lannister and kill Gregor Clegane, the alleged slayer of Princess Elia. However, between Dorne and the Westerlands lie the marcher lords of the Reach, whom have feuded with the Dornishmen for a thousand years. The Dornish culture is also different to the rest of Westeros, and their armies will fight differently to the rest. Will the Martells gain their vegeance, or will their bones be buried under shifting sands?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
Darkstar (Project Manager, Coding, Scripting)&lt;br /&gt;
&lt;br /&gt;
stormbringer951 (Project Manager)&lt;br /&gt;
&lt;br /&gt;
Alone Elf (2d Art, Skinning)&lt;br /&gt;
&lt;br /&gt;
Arthur Artorius (Text)&lt;br /&gt;
&lt;br /&gt;
Damphair (Skinning, Modelling)&lt;br /&gt;
&lt;br /&gt;
Hallow (Text)&lt;br /&gt;
&lt;br /&gt;
HannibalExMachina (Graphics)&lt;br /&gt;
&lt;br /&gt;
King of History (Research, Testing)&lt;br /&gt;
&lt;br /&gt;
Lordinquisitor (Skinning, Research, Testing)&lt;br /&gt;
&lt;br /&gt;
redxavier (Coding, Scripting)&lt;br /&gt;
&lt;br /&gt;
Torana (2d Art, Skinning)&lt;br /&gt;
&lt;br /&gt;
Werthead (Text, Research, Testing) &lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= AAR =&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=265464 Proving Oneself ~ Greyjoy AAR]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=195470 The Vale: An Arryn AAR]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=208994 A Flayed Man&#039;s Got No Secrets - A Stark AAR]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=179850 Am I To accept a Broken Realm? ~ Early Beta AAR]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=180201 The Storm]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=196102 Another Vale AAR]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=207973 Prince of truth]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=206222 Fan Fiction Story]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=196178 A Dornish AAR: The Song of Revenge]&lt;br /&gt;
&lt;br /&gt;
= Included Mods =&lt;br /&gt;
Various, but we have no real list yet. We`ll make sure to give everyone credit, though!&lt;br /&gt;
&lt;br /&gt;
=visual material=&lt;br /&gt;
&lt;br /&gt;
Developer Blogs:&lt;br /&gt;
&lt;br /&gt;
    * [http://www.twcenter.net/forums/showthread.php?t=356847 Developer Blog #1 - Map Enhancements]&lt;br /&gt;
    * [http://www.twcenter.net/forums/showthread.php?t=377759 Developer Blog #2 - Unit Recruitment]&lt;br /&gt;
&lt;br /&gt;
Faction Previews:&lt;br /&gt;
&lt;br /&gt;
    * [http://www.twcenter.net/forums/showthread.php?t=376399 House Frey]&lt;br /&gt;
    * [http://www.twcenter.net/forums/showthread.php?t=366152 House Martell]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=721 TWC forum]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Medieval 2: Total War Modifications (In Development)]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Napoleon_Empire_Realism&amp;diff=31294</id>
		<title>Napoleon Empire Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Napoleon_Empire_Realism&amp;diff=31294"/>
		<updated>2010-10-08T14:15:31Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://j.imagehost.org/0487/testingmaintitle.jpg&lt;br /&gt;
&lt;br /&gt;
{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title=Napoleon Empire Realism&lt;br /&gt;
|compatibility=Napoleon&lt;br /&gt;
|type=Partial Conversion&lt;br /&gt;
|members=[http://www.twcenter.net/forums/member.php?u=1490 JaM], [[DaVinci]], [http://www.twcenter.net/forums/member.php?u=25701 Seijitai], [http://www.twcenter.net/forums/member.php?u=75103 St. Cyr]&lt;br /&gt;
|release=Napoleon Empire Realism Version 0.76 &lt;br /&gt;
|description=Improves the gameplay and realism of the original&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Napoleon Empire Realism aims to provide gameplay improvements as well as realism reflection on the NTW vanilla design. Diverse game aspects have been modified.&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
NER, which stands for Napoleon Empire Realism, is a gameplay modification for Napoleon Total War that significantly changes the game from vanilla Napoleon Total War. The aim of the mod is to create a much more realistic and historical game play experience, both in terms of the human player experience, and how the AI behaves. The mod completely changes the pace and feel of the game, and you will find that the game is now much more intriguing, difficult, and fun. This mod is a work in progress (WIP) that is continually being updated. The idea is to come as close as possible (in game terms) to reflecting the reality of Napoleonic warfare and society.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- Starting unit experience via buildings again slightly overhauled.&lt;br /&gt;
&lt;br /&gt;
- Additional Line Infantry units added (partly with unique textures and unit icons/cards), start with 0 exp (recruitable in barracks and gov buildings), represent for now rapidly trained infantry troops, cannot make square, else capable troops. These unit additions are already pre-sets for a later ZoR/AoR system (internal wip), what will look then different also for these early unit additions (ie. also current textures are mainly placeholders).&lt;br /&gt;
&lt;br /&gt;
- Regular Line Infantry units start always with at least 1 exp (recruitable in barracks buildings), represent the experienced infantry troops.&lt;br /&gt;
&lt;br /&gt;
- The additional infantry units dependent on conscription researchment.&lt;br /&gt;
&lt;br /&gt;
- Militia (europe) now dependent on mass mobilisation researchment.&lt;br /&gt;
&lt;br /&gt;
- Militia units now 1 turn recruitment.&lt;br /&gt;
&lt;br /&gt;
- All Cavalry with horse regionID requirement, as well as certain special troops (elites, lights, skirmishers), or just unique with the capital region.&lt;br /&gt;
&lt;br /&gt;
- Ship movement rates adjusted.&lt;br /&gt;
&lt;br /&gt;
- Research: changed Diamond Formation to Army Organisation, is precursor for Army Corps Organisation, provides -1% upkeep land units.&lt;br /&gt;
&lt;br /&gt;
- Research: reserved Army Movement + Logistics for France alone (better historical reflection).&lt;br /&gt;
&lt;br /&gt;
- Lowered other upkeep boni researches, adjusted some other unit boni per research.&lt;br /&gt;
&lt;br /&gt;
- Tax system overhauled: some buildings (economy, admin) increase and some buildings (culture, education, military) decrease the tax income, besides high buildings (culture, education) have additionally slight global tax penalty effects. Whole economy effects: the whole plan was to decrease the bombastic high income in the game after ca. 1 year. Now all the boni with researchment and buildings have a real higher relevance, besides that the strategical part of the game needs a closer planning. GB is clearly the exception, means they get still a huge income, especially if played cleverly by the human player. France has very probably second high chances for a big cashflow, and then Russia.&lt;br /&gt;
&lt;br /&gt;
- Other global boni modifiers (global regression bonus added to 3rd and 4th tier admin, 5th tier increased slightly).&lt;br /&gt;
&lt;br /&gt;
- Ottoman recruitment significantly changed (examples: a lot more units from on Drill Square, some more from on Barracks incl. Cedit Line Inf, Cedit Line Inf dependent on researchment Army Organisation, Irregulars moved to gov string).&lt;br /&gt;
&lt;br /&gt;
- Coalition DLC units, recruitable from on military academy, slightly changed costs/upkeep, recruitment 2 turns (DLC units must have been bought via Steam, of course).&lt;br /&gt;
&lt;br /&gt;
- small ships now represent privateers - they have zero upkeep so they gain a lot of money by blocking trade lines.&lt;br /&gt;
&lt;br /&gt;
- trade Sloop available from lower trade tiers.&lt;br /&gt;
&lt;br /&gt;
- recruitment limits tightened - ship limits are based on historical data of ships available in 1805-1815.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CAI&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- Increased the Recapture value from 2500 to 3000.&lt;br /&gt;
&lt;br /&gt;
- Slight changes in other CAI tables for some rare lines.&lt;br /&gt;
&lt;br /&gt;
- Reduced Merge Units from 5000 to 3000, as i guess the high value goes on the costs of other priorities. Other minor value adjustments.&lt;br /&gt;
&lt;br /&gt;
- France values adjusted slightly once more (AI shall be more agressive).&lt;br /&gt;
&lt;br /&gt;
- Lots of adjustments to naval values - AI will buy more trade ships, should act more actively. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Text loc&#039;&#039;&#039;: &lt;br /&gt;
(new NER pack file added ... the player needs to decide which text loc modfile he uses, only 1 is allowed, this one is needed for NER to properly display our texts, it&#039;s the english text version).&lt;br /&gt;
&lt;br /&gt;
- Name/description entries for the new added line infantry units.&lt;br /&gt;
&lt;br /&gt;
- Some certain units renamed.&lt;br /&gt;
&lt;br /&gt;
- Research texts changed accordingly (incl. the already changed Fire and Advance to Army Movement).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- Complete units stats overhaul.&lt;br /&gt;
&lt;br /&gt;
- 0 exp units now represent inexperienced soldiers with no battle experience.&lt;br /&gt;
&lt;br /&gt;
- Minor tweaks to artillery resistance.&lt;br /&gt;
&lt;br /&gt;
- Ship hull resistance values. &lt;br /&gt;
&lt;br /&gt;
- Faction specific naval guns introduced, balistic improved, short range gunnery is much more effective than long range fire.&lt;br /&gt;
&lt;br /&gt;
- Brigs got 18pdr carronades - now they require Carronade research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fx&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- Ship damage textures improved again.&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mod Founder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
JaM: Modding (diverse aspects), testing, researchment // focus-department: Combat.pack, Combat_MP.pack, Essentials.pack, partly: Campaign.pack, CAI.pack, Text.pack, patch-compatibility ; management (diverse), local moderator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joined post v0.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DaVinci: Modding (diverse aspects), testing, researchment // focus-department: Campaign.pack, CAI.pack, Text.pack, partly: Combat.pack) ; management (forum/team coordination), local moderator.&lt;br /&gt;
&lt;br /&gt;
Seijitai: Researchment, 2d art-graphics, testing // focus-department: historical detail researchment ; co-management (public promotion/relations person), local moderator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joined post v0.76&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FilipVonZietek: Testing, researchment // focus-department: multi player mode.&lt;br /&gt;
&lt;br /&gt;
St. Cyr: Testing, researchment // focus-department: single player mode ; public support (help moderation, FAQ authoring).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joined while v0.76.1/0.7x (internal version)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
♔Pdguru♔: Testing, researchment, 2d art-graphics, QM/visual effects // focus-department: single player mode ; public support (help moderation).&lt;br /&gt;
&lt;br /&gt;
MrT: Testing, researchment // focus-department: single player mode ; public support (help moderation).&lt;br /&gt;
&lt;br /&gt;
Shaggy1973: Modding, testing, researchment // focus-department: startpos.esf ; public support (help moderation).&lt;br /&gt;
&lt;br /&gt;
rikktherek: Modding // focus-department: visual effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ex-members (also non-membership/or inactive times)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MCM: Support, testing (joined the team post v0.6, departed the team after the 0.75 release as for a separate project).&lt;br /&gt;
&lt;br /&gt;
♔Pdguru♔: Battle mode testing (joined the team post v0.6, departed the team after the 0.75 release); re-joined after 0.76 release.&lt;br /&gt;
&lt;br /&gt;
Gill: Unit Maker candidate (joined the team post v0.75.1, departed the team due to real life things while v0.76.1/0.7x internal version).&lt;br /&gt;
&lt;br /&gt;
Lord Zimoa: Historical advice, testing // focus-department: consulting campaign and battle mode development. Joined post v0.75.1. Departed while post-0.76.1/0.7x internal version, as for his Lordz Studio project duties and Real Life.&lt;br /&gt;
&lt;br /&gt;
=History= &lt;br /&gt;
&lt;br /&gt;
This was the first major released mod for N:TW. It featured progressive releases with updated elements and fixes instead of one uber mod a couple of months after the release. &lt;br /&gt;
&lt;br /&gt;
= Included Mods =&lt;br /&gt;
&lt;br /&gt;
Mod work used within NER or inspired by: &lt;br /&gt;
&lt;br /&gt;
Bethencourt - Certain naval changes inspired by his ETW mod&lt;br /&gt;
&lt;br /&gt;
Luntik - Generals suicide-tendency fix&lt;br /&gt;
&lt;br /&gt;
Flagcarrier - tracers removal mod&lt;br /&gt;
&lt;br /&gt;
Baron von Beer - Modified deployment zones mod (a highly recommended mod for NER)&lt;br /&gt;
&lt;br /&gt;
= Forum =&lt;br /&gt;
Download link and Forum here;&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=352810 Napoleon Empire Realism]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Das_Heilige_R%C3%B6mische_Reich&amp;diff=31293</id>
		<title>Das Heilige Römische Reich</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Das_Heilige_R%C3%B6mische_Reich&amp;diff=31293"/>
		<updated>2010-10-08T14:14:57Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:9aqh35.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Take control of one of the numerous lordships of the Holy Roman Empire and fight for the ultimate double goal of both becoming Emperor and establishing the Holy Roman Empire as Europe&#039;s hegemonial power. This will be no easy task, as you have to weaken your inner and outer imperial rivals while still trying to maintain good relationships with them, especially the mighty Elector Counts. Often diplomacy will achieve what swords can not. Open rebellion against Imperial laws will result in suffering the &#039;Reichsacht&#039; or Imperial ban and should be avoided, as your rivals will jump at the chance to attack you with the Emperor&#039;s consent gladly...&lt;br /&gt;
Or sit on the throne of one of the Germans&#039; many rivals and stop their ambitions in their tracks...&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This Mod for Medieval 2: Total War - Kingdoms focuses on a much more realistic representation of the Holy Roman Empire:&lt;br /&gt;
The vanilla HRE faction has been split and is now made up by the Duchys of Austria, Bavaria, Swabia, Saxony, Franconia, Upper and Lower Lorraine and the Kingdoms of Bohemia and Burgundy. These lordships are ruled by hereditary dukes and the all important (and hereditary) Elector Counts, who alone are able to vote in imperial elections. These take place in addition to the vanilla papal elections and have been added via script, as well as the &#039;Reichsacht&#039; or Imperial Ban feature. This one punishes inter-HRE agressors with the &#039;Acht&#039; and allows other HRE factions to attack them. In addition, banned HRE members are not allowed to vote and will never become emperor. Other new features include: Antipopes, Imperial Tax, uprisings, Counter Kings &amp;amp; Civil Wars, awardable titles as in MTW1 and much more!&lt;br /&gt;
Prepare yourself for a medieval experience you never had before - becoming Emperor while mainting the Holy Roman Empire will not be an easy task!&lt;br /&gt;
&lt;br /&gt;
==Info==&lt;br /&gt;
*Recent version: 0.8a Beta&lt;br /&gt;
*Timeframe: 1080 to 1250, 4 turns per year (680 turns)&lt;br /&gt;
*Map: 199 provinces from Norway to Tunis and Scotland to Jerusalem&lt;br /&gt;
*Factions: 29 playable factions in the current version (planned: 30)&lt;br /&gt;
*New graphics: Most units from Vanilla have been replaced, new strat models, faction banners etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
- The new map (199 regions) focuses on Europe: America, the Middle East and large parts of Africa have been cut away. It&#039;s western border is Spain, it&#039;s eastern border the Georgian shore of the black sea.&lt;br /&gt;
- based on Spurius&#039; BigMap with additions by Sb2ean (RPM 2.3 BM)&lt;br /&gt;
- starting positions:&lt;br /&gt;
- 31 factions; all factions playable except Slaves and Mongols - 29 in total!&lt;br /&gt;
- 13 new factions: The Duchys of Austria, Bavaria, Swabia, Saxony, Franconia, Upper and Lower Lorraine and the Kingdoms of Bohemia, Burgundy, Aragon (from Socal_Infidel&#039;s Pro Deo Et Rege) and Sweden, the Obotrite Confederacy and the Cumans&lt;br /&gt;
&lt;br /&gt;
he game now runs from 1080 to 1250 with 4 turns per year (three summer turns, one winter turn). This is about 200 turns more than dHRR 0.7.&lt;br /&gt;
&lt;br /&gt;
Nearly all Vanilla units have been replaced. A complete new line up has been made for the western factions. The units of the eastern factions have been seriously improved by the excellent work of Rusichi Total War. The Byzantines anyways were using the outstanding CBUR roster. All units, also the few Vanillas that remained, have received changed stats and costs to ensure that comparable units have comparable abilities and about equal costs. We have tried to stick as much as possible to the principle “What you see is what you get”: A unit with chain armour will always be a hard opponent, no matter where it comes from.&lt;br /&gt;
&lt;br /&gt;
More than 100 clerical and worldly titles and offices have been added to be acquired by your family members!&lt;br /&gt;
&lt;br /&gt;
Appoint counts and dukes by sending your family members into the cities where titles are awaiting them! Even royal and imperial crowns now are no longer out of reach for family member that never will make it to faction leaders. Once acquired these titles will become hereditary, passing from father to son or other relatives of the holders. Some titles cannot be acquired, but will only be passed hereditary within one of the starting families.&lt;br /&gt;
&lt;br /&gt;
Appoint bishops by either having the local chapter elect one (recruit a priest in the respective town) or by making one of your vassals bishops (send a recruited general or an unmarried family member with the “bastard” trait into that town).&lt;br /&gt;
&lt;br /&gt;
Watch your family member struggling for royal favour and acquiring court titles! Each faction has a unique way of dealing with rule and control in the medieval world of dHRR, from the jarls of Denmark, to the ispans in Hungary, the republican administrators in Venice and the papal curia in Rome.&lt;br /&gt;
&lt;br /&gt;
We have also reviewed the family trees. In most occasions the number of family members has been much raised (check out Saxony or Sicily if you want to start the game with a really huge family!). As an additional goodie we came behind the secret how the game picks faction heirs and were that way able forcing the game to (usually) pick the next heir as it would have been done in the historical faction. So, your next faction leader will be selected always to different rules when you play, for example, France, Poland or Venice.&lt;br /&gt;
&lt;br /&gt;
All German faction leader are now elector counts. The &amp;quot;Romzug&amp;quot; no longer is available during civil war. But becoming emperor properly crowned now is even more important than before: When your faction leader has been crowned emperor he can make the faction heir Rex Romanorum, provided that one is descendant of the Imperial House. This would make the faction heir the next emperor even without any election. Establish an imperial dynasty in your faction!&lt;br /&gt;
&lt;br /&gt;
Strat-models, faction banners, faction names and trade resources have been reworked to give you a complete new game feeling.&lt;br /&gt;
&lt;br /&gt;
All settlements have been reviewed and made more accurate concerning population size and upgrades. We have also changed the trade resources to be better fitting medieval Europe. All built-times and –costs have been adjusted the new time scale (that is, were approximately doubled).&lt;br /&gt;
&lt;br /&gt;
The relations at game start are now set according to the historical situation: In Germany there is a civil war going on with all German faction involved between an “imperial party” on the one side, and a “papal party” on the other side. Venice and Byzantium start the game allied and at war with Sicily. England and Scotland start the game at war too.&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Playable&amp;lt;/u&amp;gt;&lt;br /&gt;
* The Kingdom of England&lt;br /&gt;
* Royaume de France&lt;br /&gt;
* Herzogtum Franken +&lt;br /&gt;
* Ceské Knizectvi +&lt;br /&gt;
* Markgrafschaft Österreich +&lt;br /&gt;
* Herzogtum Bayern +&lt;br /&gt;
* Grafschaft Burgund +&lt;br /&gt;
* Herzogtum Sachsen +&lt;br /&gt;
* Herzogtum Schwaben +&lt;br /&gt;
* Herzogtum Oberlothringen +&lt;br /&gt;
* Herzogtum Niederlothringen +&lt;br /&gt;
* Reino de Castilla&lt;br /&gt;
* Ducato di Puglia e Calabria&lt;br /&gt;
* Marca di Lombardia&lt;br /&gt;
* Basileia ton Romaion&lt;br /&gt;
* al-Salajiqa al-Rum&lt;br /&gt;
* Kongeriget Danmark&lt;br /&gt;
* Condado Portucalense&lt;br /&gt;
* The Cumans -&lt;br /&gt;
* Magyar Királyság&lt;br /&gt;
* Sweden (Sverige in Swedish) -&lt;br /&gt;
* al-Murabitun&lt;br /&gt;
* Kievskaya Rus&lt;br /&gt;
* Serenissima Repubblica di San Marco&lt;br /&gt;
* Kinrick o Scotland&lt;br /&gt;
* The Obotrite Federation&lt;br /&gt;
* Reino de Aragón&lt;br /&gt;
* Patrimonium Sancti Petri&lt;br /&gt;
* Królestwo Polskie&lt;br /&gt;
&amp;lt;u&amp;gt;Nonplayable&amp;lt;/u&amp;gt;&lt;br /&gt;
* The Mongols -&lt;br /&gt;
* The Slaves&lt;br /&gt;
&lt;br /&gt;
+ = Faction is part of the HRE and the faction leader can become emperor&lt;br /&gt;
&lt;br /&gt;
- = Faction is planned to be replaced in future versions&lt;br /&gt;
&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sagittariiinfo.jpg‎|&lt;br /&gt;
Image:Stratoresinfo.jpg&lt;br /&gt;
Image:Mercknights.jpg&lt;br /&gt;
Image:Equites.jpg&lt;br /&gt;
Image:Exercitales.jpg&lt;br /&gt;
Image:Hersar.jpg&lt;br /&gt;
Image:Bischofpriest1.jpg&lt;br /&gt;
Image:Papstcuriageneral.jpg&lt;br /&gt;
Image:Papstmathildaj.jpg&lt;br /&gt;
Image:Custodusangliaek.jpg&lt;br /&gt;
Image:Edgarc.jpg&lt;br /&gt;
Image:Titlesi.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Dimitri_Harkov (retired)&lt;br /&gt;
* konny&lt;br /&gt;
* HannibalExMachina&lt;br /&gt;
* eatme&lt;br /&gt;
* XXVIII&lt;br /&gt;
* Markgraf von Schellenberg&lt;br /&gt;
* d&#039;Asseaux&lt;br /&gt;
* Goblin&lt;br /&gt;
* jml322&lt;br /&gt;
* Zymran: researcher / tester&lt;br /&gt;
* Icefrisco: historian&lt;br /&gt;
* DerDiskuswerfer: 2D/3D artist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former team members:&lt;br /&gt;
* Rob_the_Celt: 2D artist&lt;br /&gt;
* Nicolaswille: 2D artist&lt;br /&gt;
* snoopy: advisor &lt;br /&gt;
* Icefrisco&lt;br /&gt;
* DerDiskusWerfer&lt;br /&gt;
* Zymran&lt;br /&gt;
* weissnicht&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=498 Our Forums]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications - MTW2]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Redeo_Ad_Exordium:_Back_to_New_Beginnings&amp;diff=31292</id>
		<title>Redeo Ad Exordium: Back to New Beginnings</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Redeo_Ad_Exordium:_Back_to_New_Beginnings&amp;diff=31292"/>
		<updated>2010-10-08T14:14:04Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RAE.gif]]&lt;br /&gt;
&lt;br /&gt;
{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title= Redeo Ad Exordium: Back to new Beginnings&lt;br /&gt;
|compatibility= Kingdoms Total War&lt;br /&gt;
|type= Complete overhaul&lt;br /&gt;
|members=[http://www.twcenter.net/forums/member.php?u=41484 Userpro], [http://www.twcenter.net/forums/member.php?u=55775 Sashone], ...&lt;br /&gt;
|release= BETA&lt;br /&gt;
|description= &#039;&#039;&#039;RAE&#039;&#039;&#039; mod aims to bring a more fun, challenging and realistic feel to the Kingdoms campaign.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
The aim of RAE is to unify the best elements of M2TW Vanilla and Kingdoms with some own special contributions, but without losing this special Total War Vanilla feeling. 31 original Kingdoms &amp;amp; MTW2 factions fighting for their existence or for the world domain, in the most completest &amp;quot;Kingdoms-Grand Campaign&amp;quot; manner. Adding Ireland, Wales, Norway, Novgorod, Lithuania, Teutonic Order, Jerusalem and Antioch to the already existing MTW2 vanilla factions.&lt;br /&gt;
28 factions will be playable including the Saxons. Even Mongols and Timurids are waiting for your Leadership, but without getting rid of their (now!) fully functional and daunting invasions, if ai-controlled!!!&lt;br /&gt;
At the campaign start, each faction will be the owner of max. 2-4 settlements only, going to a &#039;pre&#039; MTW2 vanilla start feeling (year 1079). In order to expand, your faction needs to get control of the nearest rebelling settlements, from those many presents at the start. Coz later, to expand you must hold steady, in front of others real powerful factions.&lt;br /&gt;
In the course of this, thanks to the vastly improved AI, now it really worth to decide, if adapting a diplomatic or a militaristic strategy!&lt;br /&gt;
Despite all changes, the main aim for Redeo Ad Exordium, is the functionality and the intention to maintain the right &#039;near MTW2-vanilla/Kingdoms feeling&#039;, as far as possible, without adding to many personal influences to this MOD - except for many good stuff from the Kingdoms expansion and some exclusive features, many ideas and fixes, from the RAE Team!&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique campaign random generator:&#039;&#039;&#039;&lt;br /&gt;
*Starting rebel-settlements garrison-strength&lt;br /&gt;
*Starting-region-ownership assignment&lt;br /&gt;
*Kings purse&lt;br /&gt;
*Starting faction standings and relationships&lt;br /&gt;
*Initial region religion value&lt;br /&gt;
&lt;br /&gt;
-Ai-pathfinding-friendly map (Medium-Map), with 150% landmass of the original Grand Campaign Map with more than 195 regions&lt;br /&gt;
&lt;br /&gt;
-3 fully visually and functionally integrated World Wonders on the map (Pyramids, Stonehenge, Parthenon)&lt;br /&gt;
&lt;br /&gt;
-Many other features, tweaks and fixes, see the [http://www.twcenter.net/forums/showthread.php?p=5329068#post5329068 changelog] for details.&lt;br /&gt;
&lt;br /&gt;
=The Team=&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=41484 Userpro] : Mod leader &amp;amp; developer,  Ideas &amp;amp; research, Scripting, Coding, Mapping, Sound-coding, Texting, Animation &amp;amp; Model-coding, Skinning, Graphic Artworks, Alpha-Testing&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=46498 MasterMint] ( founding member) : 3D modeling leader &amp;amp; skinning, Overall consultant &amp;amp; Unit specialist, Coding, Beta-testing&lt;br /&gt;
&lt;br /&gt;
Evil_Dane (founding member) : Beta-testing (suspended, Jul.2009)&lt;br /&gt;
&lt;br /&gt;
Hxr030771 (founding member) : Overall/Historical Consultant, Beta-testing(Missing in Action, Apr.2010)&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=11538 MiiKLL] ( auxiliary - since the beginning) : XAi-specialist, Beta-testing, translations&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=55775 Sashone] (member since Apr.2009) : Texting, Homepage, Art-work, Translation, TWC co-moderator, music composer&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=50201 weissnicht] : ( member since May 2009) Skinning, Coding, TWZ co-moderator &amp;amp; quite recently also 3D-modeling&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=21608 Dave Scarface] ( special guest - since Sep.2009) : special guest star &amp;amp; voluntary beta-tester&lt;br /&gt;
&lt;br /&gt;
=Visual Material=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stonehenge:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Stonehenge zoomed.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parthenon:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Parthenon2-73.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Army Generals:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Stratmodels-armyleaders-england.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:SaxonGenerals.jpg]]&lt;br /&gt;
&lt;br /&gt;
==The Map==&lt;br /&gt;
&lt;br /&gt;
[[File:Th stratmap-britain-finalbeta.jpg]] [[File:Th stratmap-scotland-finalbeta.jpg]][[File:Th Paris.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Th Marseilles.jpg]] [[File:Th Mediteranneo.jpg]] [[File:Th Granada.jpg]]&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The RAE mod started out to be a sub-mod of KGCM and the mod almost fell apart there. Soon after trouble started to arise, the team members decided to start from scratch on a mod of their own. And thus, the new RAE was born.&lt;br /&gt;
&lt;br /&gt;
This is an interview with the Mod Leader, Userpro in the Eagle Standard:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why and how did you get into modding and how long have you been doing it?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been modding now for 1-odd year with M2TW. After being a team member of KGCM and helping Dave Scarface out a bit with his great mod, I found out that modding is so easy (meant ironically). I have my own special ideas, to create a mod with all Kingdoms and original M2TW components united, plus some unique features of our own, in a combination that I&#039;ve not found in other M2TW mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your favorite/worst modding moment so far?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
My worst moment in modding so far was the moment when RAE was still a submod of KGCM and at a certain point I realized during the mapping work, that the M2TW AI was not doing well, mainly due to mapping issues.&lt;br /&gt;
&lt;br /&gt;
Sad moment but true, I was near resignation after this, until I decided to make all my mod work from scratch. I began with the creation of a whole new map, and so, my worst moment turned into one of my favorite moments, because RAE was reborn as an independent mod. The founding of the RAE developer team, and the following assignment of our own hosted mod forum here on TWC, was a really unforgettable favorite moment, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are the mod&#039;s key features and goals?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The perfect and carefully tailored integration of as many components as possible, from all the Kingdoms campaigns, and from the M2TW original campaign, in one new great mod. The fully functional and visible integration, and also the enhancement of the world wonder concept of Rome TW, in a new designed AI-friendly balanced medium-campaign-map. Also some new ideas, like an unique and hopefully well balanced random-generator for some important initial-campaign-key-values, like the initial region-religion-level, that depends also from the random-generated garrison strength,of all rebel-settlements; the kings-purse values; faction-relationships, and war and alliances of all RAE factions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How much has the mod progressed so far roughly?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The internal release, of the most-advanced and fully functional beta version, is about 97% done in the final balancing and bug-finding work. I would guess that the overall progress of the final and official RAE release version, in terms of remaining work -- not the remaining time -- is about 85%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What about any unexpected/major breakthroughs/problems?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There&#039;s a major breakthrough every time we are able to somehow beat the modding limits and known modding boundaries.&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Europa_Barbarorum_II&amp;diff=31291</id>
		<title>Europa Barbarorum II</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Europa_Barbarorum_II&amp;diff=31291"/>
		<updated>2010-10-08T14:04:02Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EB2.png]]&lt;br /&gt;
&lt;br /&gt;
{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title= Europa Barbarorum II&lt;br /&gt;
|compatibility= Kingdoms Total War&lt;br /&gt;
|type= Complete overhaul&lt;br /&gt;
|members=[http://www.twcenter.net/forums/member.php?u=3202 Foot], [http://www.twcenter.net/forums/member.php?u=15031 MarcusAureliusAntoninus], ...&lt;br /&gt;
|release= In development&lt;br /&gt;
|description= &#039;&#039;&#039;Europa Barbarorum II&#039;&#039;&#039; mod aims to bring the RTW setting to M2TW Kingdoms.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
Europa Barbarorum II is a revised and extended version of its predecessor RTW mod Europa Barbarorum, which has been adapted for Medieval II Total War. This is a full conversion mod (not surprising with M2TW since it’s a different time period).&lt;br /&gt;
&lt;br /&gt;
It features a map spanning (in modern terms) from Ireland and Portugal to Pakistan and Xinjiang, and from mid-Sweden to Ethiopia. This map is twice as big as the original RTW map and features (as of yet) 24 fully playable factions. The team has tried to give each region on the map a number of provinces, so as not to under-represent factions and cultures on the “fringes”. There are fewer regions in the centre than in some Mediterranean-focused mods such as RTR or RS, but more in other parts of the map. This is in accordance with the basic philosophy of the project, which tries to provide the player with a historically accurate depiction of all major factions of the age, and a possibility to experience some factions/cultures that are under- or misrepresented in other media. Among these are not only the European &amp;quot;barbarian&amp;quot; factions the original project started with, but also factions from Central Asia and the Arabian peninsula. This does not mean though that others have been neglected. The Hellenistic world, Rome, and Carthage are represented in their full might and splendour.&lt;br /&gt;
The Europa Barbarorum project is uncompromising in its approach, seeking maximum historical accuracy. That said, characters who were born after the start date will not appear in the campaign, because of the unpredictability of the consequences of the player’s and AI’s actions.&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
&lt;br /&gt;
This mod features four turns a year (instead of the standard two in TW games), numerous scripted events, regional information for each province, unique historical landmarks or buildings for many provinces, a complex trait and ancillary system for in-game characters, and a complex recruitment system that allows some regional as well as factional units to be recruited by several or even all factions.&lt;br /&gt;
&lt;br /&gt;
Included voicemods (for units on the battlefield; also some agents). May be extended.&lt;br /&gt;
&lt;br /&gt;
Classical Greek&lt;br /&gt;
Classical Latin&lt;br /&gt;
Parthian&lt;br /&gt;
Punic&lt;br /&gt;
Gallic&lt;br /&gt;
Q-Celtic&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
Faction list (as of yet; there will be additions. Some names may be changed for accuracy). Red = new EB II faction, green = substitute for a different EB I faction.&lt;br /&gt;
&lt;br /&gt;
Aedui&lt;br /&gt;
Arche Seleukeia&lt;br /&gt;
Arverni&lt;br /&gt;
As’ Sab’yn wal’Jau&lt;br /&gt;
Baktria&lt;br /&gt;
Boii&lt;br /&gt;
Bosphoran Kingdom&lt;br /&gt;
Epeiros&lt;br /&gt;
Getai&lt;br /&gt;
Hayasdan&lt;br /&gt;
Koinon Hellenon&lt;br /&gt;
Lusotannan&lt;br /&gt;
Makedonia&lt;br /&gt;
Mamla&#039;ha biMassylim&lt;br /&gt;
Pahlava&lt;br /&gt;
Pergamon&lt;br /&gt;
Pontos&lt;br /&gt;
Pritanoi&lt;br /&gt;
Ptolemaioi&lt;br /&gt;
Safot Softim biQarthadast&lt;br /&gt;
Saka Rauka&lt;br /&gt;
Sauromatae&lt;br /&gt;
Senatus Populusque Romanus&lt;br /&gt;
Swêboz&lt;br /&gt;
&lt;br /&gt;
=The Team=&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=1497 Teleklos Archelaou]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=1387 Urnamma]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=49 Shigawire]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=1691 Kull]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=15031 MarcusAureliusAntoninus]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=6291 Krusader]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=3202 Foot]&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Europa Barbarorum was started to more accurately represent the barbarian factions in Rome - Total War as more than unwashed hordes but quickly expanded into accurate representations of all of the factions. Over the X years that EB has existed, EB has completely remade the Rome - Total War game with the goal of historical accuracy and fair representations of all factions. With the completion of Europa Barbarorum Version 1.1 (now 1.2), the team has moved on to the M2TW engine to recreate the Roman Era with the new features available therein.&lt;br /&gt;
As of yet, several previews have been released (http://www.twcenter.net/forums/showthread.php?t=194571), in addition to some leaks on twitter etc. The Gaza Campaign has been announced to be the first release. No release date given.&lt;br /&gt;
&lt;br /&gt;
=Official Preview=&lt;br /&gt;
You can view all of the official previews in [http://www.twcenter.net/forums/showthread.php?t=194571 this] thread.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Europa Barbarorum]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Europa_Barbarorum Wikipedia article on Europa Barbarorum]&lt;br /&gt;
* [http://www.europabarbarorum.com Official &#039;&#039;Europa Barbarorum&#039;&#039; Website]&lt;br /&gt;
* [http://www.twcenter.net TWCenter.net] [http://www.twcenter.net/forums/forumdisplay.php?f=454 &#039;&#039;Europa Barbarorum II&#039;&#039; forum]&lt;br /&gt;
* [http://www.totalwar.org TotalWar.org] [http://forums.totalwar.org/vb/forumdisplay.php?f=235 &#039;&#039;Europa Barbarorum II&#039;&#039; forum]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Medieval 2: Total War Modifications (In Development)]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Bulgaria:_Total_War&amp;diff=31290</id>
		<title>Bulgaria: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Bulgaria:_Total_War&amp;diff=31290"/>
		<updated>2010-10-08T14:03:21Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|image=[[Image:BulgariaTW.jpg]]&lt;br /&gt;
|title= Bulgaria: Total War&lt;br /&gt;
|compatibility= Medieval 2: Total War; Kingdoms Expansion&lt;br /&gt;
|type= Modfoldered; overhaul/improvement&lt;br /&gt;
|members= [http://www.twcenter.net/forums/member.php?u=12145 Gogo_t]&lt;br /&gt;
|release= Released; latest version: [http://www.twcenter.net/forums/showthread.php?t=179746 v2.0]&lt;br /&gt;
|description= Bulgaria: Total War is a modification featuring Bulgaria and some other medieval Balkan kingdoms.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Bulgaria: Total War adds a new Bulgarian faction to the game, extends the campaign map, provides many new skins and includes various other minor modifications by other authors.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===New Faction===&lt;br /&gt;
Tsardom of Bulgaria&lt;br /&gt;
* Brand new historical Bulgarian faction&lt;br /&gt;
* Many new Bulgarian unique units&lt;br /&gt;
* Skins for all Bulgarian units&lt;br /&gt;
&lt;br /&gt;
===Campaign Map===&lt;br /&gt;
* 30 New Provinces&lt;br /&gt;
* 2 new ages – Early and High, whereas in each of them the factions start with different territories and leaders. The levels of developments of the towns and castles is also different in the different ages&lt;br /&gt;
* Milan is removed from both ages and in the High one it&#039;s replaced with the Latin Empire (LE)&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* Added is a mod for the AI – Ultimate AI of the opponents – both on the battlefield and on the strategic map&lt;br /&gt;
* New menus and loading screens&lt;br /&gt;
* The Xenophonia mod is also included, adding several new languages to the game - Russian, French, Italian, Spanish and German&lt;br /&gt;
* Added is the Real Combat mod for longer and more realistic battles&lt;br /&gt;
* Added is a mod for the change of appearance of the Western factions&lt;br /&gt;
* 1 turn equals half an year;&lt;br /&gt;
* Changes in the prices and the times of construction of all buildings;&lt;br /&gt;
* Total change in the unit recruitment - now units are divided into 5 categories - peasants, militia, regular, &amp;quot;quality&amp;quot; and elite forces, and on this will depend how much time will your forces take for recruiting (i.e. when they&#039;ll become available for hiring). For example, 1 knight would need between 16-20 turns (8-10) years, depending on the nation you&#039;re playing with, while 1 peasant takes 1 turn. You&#039;ll also get a bonus to the recruitment time itself, depending on the faction you&#039;re playing with. Thus equestrian nations like Poland or Russia will train cavalry units faster than f.e. England;&lt;br /&gt;
* Requirements for some of the buildings are added - f.e. a first level of armourer for a first level barracks;&lt;br /&gt;
* Changes in the names of some of the factions to more historically correct ones;&lt;br /&gt;
* The movement range of armies and agens on the strategic map has been increased several times;&lt;br /&gt;
* Field Cost script for the forces outisde the castles and towns - every army (or unit) outside a castle/town will have an additional upkeep per turn of 250 denars (if it&#039;s without a general or is with 1 general, but on its own territory), double the fee for 2 generals etc. If the army is on foreign territory the sum is 500 denars per turn and during a siege - 1000;&lt;br /&gt;
&lt;br /&gt;
You can read the complete list of changes [http://www.twcenter.net/forums/showthread.php?t=179746 here]&lt;br /&gt;
&lt;br /&gt;
== Team and Credits==&lt;br /&gt;
*&#039;&#039;&#039;Gogo_t&#039;&#039;&#039; - Team Leader, 3D models, Textures, 2D Art, Web Design&lt;br /&gt;
*&#039;&#039;&#039;M.Minkov&#039;&#039;&#039; - Text Editing and Scripting, Textures, Research&lt;br /&gt;
*&#039;&#039;&#039;Alient&#039;&#039;&#039; - Textures, 3D Models&lt;br /&gt;
*&#039;&#039;&#039;Burdokva&#039;&#039;&#039; - Textures, Research&lt;br /&gt;
*&#039;&#039;&#039;LordBG&#039;&#039;&#039; - Textures, 3D Models&lt;br /&gt;
*&#039;&#039;&#039;Krum&#039;&#039;&#039; - Multimedia&lt;br /&gt;
*&#039;&#039;&#039;NikeBG&#039;&#039;&#039; - Research, Web Design&lt;br /&gt;
*&#039;&#039;&#039;Groznii&#039;&#039;&#039; - Web Design&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The mod was originally started by gogo_t on the M1TW platform, but as M2TW was released, it eventually moved to the latter. The team grew gradually, with people eventually coming and leaving, but progress went along steady in BGTW&#039;s own forum. The first version was released in April 2007 and featured only one campaign, set in the year of 1072, representing the newly added Bulgarian faction at the times of Georgi Voiteh&#039;s insurrection against the Byzantines. In July 2008, the second version came to be released, featuring a new second campaign, set in 1220 and featuring many new additions, including the new faction of the Latin Empire and the inclusion of several other mods. Work is currently being done on the third version of the mod, which aims to completely change it with a whole new map covering the Balkans and Asia Minor and whole new 7 factions from the year 700, including the Avars, the Khazars, the Slavs, the all-time favourite Byzantines, the rising Arabs and, naturally, Danubian Bulgaria and Kuber&#039;s Bulgars.&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
*Version 3.0 has a projected release of unknown&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=179746 Version 2.0] was released on July 22nd, 2008&lt;br /&gt;
*Version 1.1 was released in Q1 2008&lt;br /&gt;
*Version 1.0 was released in Q1 2008&lt;br /&gt;
&lt;br /&gt;
== Included Mods ==&lt;br /&gt;
* Xenophonia mod&lt;br /&gt;
* Early and High Unique Skins &amp;amp; Knights &amp;amp; K&amp;amp;K&lt;br /&gt;
* Ultimate AI 1.5&lt;br /&gt;
* Real Combat 1.3&lt;br /&gt;
* Field Cost Script&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=769 Bulgaria: Total War at TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category:Medieval 2: Total War Modifications (Released)]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:53668026li3.jpg|thumb|230px|alt=Bulgarian warriors|Bulgarian warriors]]&lt;br /&gt;
| [[Image:16779293sq5.jpg|thumb|230px|alt=Bulgarian warriors|Bulgarian warriors]]&lt;br /&gt;
| [[Image:64583029rf7.jpg|thumb|230px|alt=Strategic map|Strategic map]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_American_Revolution_Mod&amp;diff=31289</id>
		<title>The American Revolution Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_American_Revolution_Mod&amp;diff=31289"/>
		<updated>2010-10-08T14:02:34Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tar.png]]&lt;br /&gt;
&lt;br /&gt;
{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title= The American Revolution Mod&lt;br /&gt;
|compatibility= Empire Total War&lt;br /&gt;
|type= Complete Overhaul&lt;br /&gt;
|members= [http://www.twcenter.net/forums/member.php?u=5662 ToonTotalWar], [http://www.twcenter.net/forums/member.php?u=34527 MorganH]&lt;br /&gt;
|release= TAR V8.1&lt;br /&gt;
|description= An American Revolution mod&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
TAR mod is a modification for Empire Total War and covers the American Revolutionary War from 1775 till 1783&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
Tar Mod has 4 different GCs;&lt;br /&gt;
*Road to Independence Episode 3: 1775 - Play as the U.S. from 1775 to 1783&lt;br /&gt;
*Road to Independence Episode 4: 1783 - Play as the U.S. from 1783 to 1825&lt;br /&gt;
*The Revolution Campaign starting 1775* - Play as one of nine factions starting 1775&lt;br /&gt;
*The Grand Campaign starting 1783 - Play as any major factions starting in 1783&lt;br /&gt;
&lt;br /&gt;
TAR mod comes with a seperate launcher that gives the player the option to play the Mod besides plain vanilla Empire !&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
Modders &amp;amp; Skins; Creator Toon Total War,Gary,Kave-In &amp;amp; Officerpuppy&lt;br /&gt;
&lt;br /&gt;
Historical research;MorganH,Newman55f9 &amp;amp; Carricanta&lt;br /&gt;
&lt;br /&gt;
Codes &amp;amp; Launcher;Hip63,HusserlTW &amp;amp; Lazy Knight&lt;br /&gt;
&lt;br /&gt;
Additional contributors;Major,Tiyafeh &amp;amp; Nigelnire&lt;br /&gt;
&lt;br /&gt;
Darth Sub Mods; Marku&lt;br /&gt;
&lt;br /&gt;
Additional Modders,researchers &amp;amp; movie-makers;Geronimo2006,Flannk,Flavious &amp;amp; Burny26&lt;br /&gt;
&lt;br /&gt;
Special thanks to the APE;TI team for all their support&lt;br /&gt;
&lt;br /&gt;
Very special thanks to Darth Vader for all his wisdom and support&lt;br /&gt;
&lt;br /&gt;
= Included Mods =&lt;br /&gt;
*4 Customized StartPos.Esf Files by husserlTW / ToonTotalWar / hip63&lt;br /&gt;
*Britsh Army Mod by ToonTotalWar&lt;br /&gt;
*Continental Army Mod by ToonTotalWar&lt;br /&gt;
*French Army Mod by ToonTotalWar&lt;br /&gt;
*Spanish Army Mod by ToonTotalWar&lt;br /&gt;
*Hessian Army Mod by ToonTotalWar&lt;br /&gt;
*Iroquis &amp;amp; Huron Mod by Vonwolfi&lt;br /&gt;
*General Staff by ToonTotalwar and gary&lt;br /&gt;
*Optional 24-bit textures by ToonTotalWar&lt;br /&gt;
*U.S. &amp;amp; GB Drum and Fife Music by Brigadier Grahams&lt;br /&gt;
*Additional Drum and Fife Music by Hollowfaith&lt;br /&gt;
*Blood and Smoke Mod by mech donald&lt;br /&gt;
*Equipment Tweak Mod by erasmus777&lt;br /&gt;
*Battalion Flags by Aykis16&lt;br /&gt;
*Atmospheric sounds by Pisoiasul&lt;br /&gt;
*Transparent HUD by KillZoneGB&lt;br /&gt;
*ToonTotalwar&#039;s Loading Screens by ToonTotalwar&lt;br /&gt;
*Sgt Mellin&#039;s Sound Mod by Sgt Mellin&lt;br /&gt;
*Music overhaul by Brigadier Graham (modifed by hip63)&lt;br /&gt;
*Historical Event Pics by jarnomiedema&lt;br /&gt;
*Proper Milita by Spanky&lt;br /&gt;
*Crossed Straps Mod by Ahiga&lt;br /&gt;
*Pipmod by waronmars&lt;br /&gt;
*Unit Pack Compatiblity Localization by Applelover and Swiss Halberdier&lt;br /&gt;
*TAR Menu Movie by hip63&lt;br /&gt;
*TAR GC Modfolder packs by hip63&lt;br /&gt;
*TAR Launcher by hip63&lt;br /&gt;
*TAR Installer by hip63&lt;br /&gt;
*The Revolution 1775 Campaign by hip63&lt;br /&gt;
*Pirate Card Art by kungfuserge&lt;br /&gt;
&lt;br /&gt;
=visual material=&lt;br /&gt;
&amp;lt;u&amp;gt;screenshots;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TAR1.png]]  &lt;br /&gt;
|[[File:TAR2.jpg]]  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TAR3.png]]&lt;br /&gt;
|[[File:TAR4.png]]  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TAR5.png]]  &lt;br /&gt;
|[[File:TAR6.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=depeIg_UTiE Youtube Video bu BURNY26]&lt;br /&gt;
*Make sure to watch in HD!&lt;br /&gt;
Please Rep BURNY26 for this video.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=1340 The American Revolution Mod Forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Mongolo-Tatar_Invasion&amp;diff=31288</id>
		<title>Mongolo-Tatar Invasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Mongolo-Tatar_Invasion&amp;diff=31288"/>
		<updated>2010-10-08T14:01:38Z</updated>

		<summary type="html">&lt;p&gt;Verruckt: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mo.jpg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mod_overview&lt;br /&gt;
|width=&lt;br /&gt;
|title=Mongol-Tatar Invasion&lt;br /&gt;
|compatibility= Kingdoms Total War&lt;br /&gt;
|type= &lt;br /&gt;
|members= [http://www.twcenter.net/forums/member.php?u=1584 Vlad]&lt;br /&gt;
|release= Mongol-Tartar Invasion V1.0 + Patch V1.1&lt;br /&gt;
|description= This mod focuses on the people of Eastern Europ.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
This mod tells the story of the tragic events: the period 1223 - 1238 -1400.&lt;br /&gt;
Period invasion of wild giant hordes in Eastern Europe and the Middle East . Beginning in 1223 - Battle of the river Kalka.&lt;br /&gt;
Where 15-20 000 Rusich warriors, and 25 000 Cumans Kipchaks fought with 25,000 Mongol horsmen and 20,000 slaves warrior from conquered Turkic peoples&lt;br /&gt;
Then in 1237 year - the giant horde of Mongolo-Tatars invade Ryazan and Mordovian land ( 70 000 mongol and 180 000 slaved turkic peoples).1238 Mongols invade the land of Vladimir Suzdal.&lt;br /&gt;
In 1240 the second Mongol invasion of Eastern Europe .80-100 000 Mongolian soldiers and 200 000 Turks slaves&lt;br /&gt;
Fall of Kiev, Chernigov, Galych-Volyn, Pereyaslavskoe, Novgorod-Siverskoe principality, fall burn incinerate destroyed Hungary. Bulgaria, Poland, Czech, the Mongols made three invasions in Lithuania, the invasion in Prussia. In 1242 mongols create Golden Horde khanate . The Mongols do not stop raids on the Rus and others countrys until 1400 and finally Rus they break up in 1480 (battle on river Ugra).&lt;br /&gt;
In parallel with the Mongol invasion, the mod tells the story of the expansion of the Teutonic Order in the Baltic lands&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
*300 new units&lt;br /&gt;
*big new map with 198 provinces&lt;br /&gt;
*new sounds&lt;br /&gt;
*new 40 load screens -with historical battle pictures&lt;br /&gt;
*new flags&lt;br /&gt;
*New cities, towns, villages of Rusich principalitys (historically realistic) on the strategic map, new trees on the map&lt;br /&gt;
*Big rivers as the Volga, Don, Dnieper, Neman, Danube is now navigable&lt;br /&gt;
(in patch 2.0 more than 50 new ivents)&lt;br /&gt;
*blood in Mongol invasion mod realistic , like in real life !!!!&lt;br /&gt;
*the number of soldiers in the Mongol cavalry and infantry = 252 warriors in each detachment (with oficiers ) included in patch 2.0&lt;br /&gt;
*realistic historically authentic units: Rusi, Teutonic Knights, Mongols, Turks, Volga-Bulgars, Mordvins and others . In features czesh , danube bulgars , sweden new realistic units&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=1584 Vlad]&lt;br /&gt;
&lt;br /&gt;
=Included Mods=&lt;br /&gt;
&lt;br /&gt;
*Rusichi Total World&lt;br /&gt;
*Lithuanian mod from Madtao&lt;br /&gt;
*Byzantium CBUR mod&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
I wanted to show the heroic past of East European people, their land, and throughout Eastern Europe.&lt;br /&gt;
Unfortunately today&#039;s &amp;quot;generation of Pepsi&amp;quot;, does not know anything about the heroic past of their ancestors.&lt;br /&gt;
2 months 50 000 citizens in Kiev defended against the 80 000 Mongols and 200 000 Hashar (slaved turkic warriors in mongol horde). Until the last man fought on every street, every house, until the last drop of blood, all kievans died in hand to hand combat, and they kill in their last battle very , very mongol invaders !!!&lt;br /&gt;
&lt;br /&gt;
=visual material=&lt;br /&gt;
[[File:Mo1.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Video&#039;s==&lt;br /&gt;
[http://www.youtube.com/watch?v=8UM-wh4kZys Preview 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=gSFxd1eO8kA Preview 2]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>Verruckt</name></author>
	</entry>
</feed>