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	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44593</id>
		<title>The Great Conflicts</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44593"/>
		<updated>2013-01-02T15:32:24Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War: Kingdoms]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=872-1071 A.D.&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII]&lt;br /&gt;
 |Release Status=Under development&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1735 Here]&lt;br /&gt;
 |Campaign Map=[[Image:TGC faction starting pos.jpg|250px|Faction Starting Positions]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:TGC logo.png|center]]&lt;br /&gt;
The Great Conflicts (TGC) is an overhaul modification for [[Medieval II: Total War: Kingdoms]], that brings the player right into the middle of the conflicts set between 872-1071.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The official production of TGC was started by its mod leader [[AnthoniusII]] on February 13, 2009. The Great Conflicts got its hosted forum on TWC in April, 2011. As time passed, modders like [http://www.twcenter.net/forums/member.php?u=42233 Absinthia], [http://www.twcenter.net/forums/member.php?u=46060 koultouras] &amp;amp; [http://www.twcenter.net/forums/member.php?u=35559 leif_erikson] joined up with [http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Great Conflicts is an overhaul mod, which focuses on the political and cultural changes during the years 872-1071, when Byzantium and the Bulgarian Empire had conflicts between each other.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
As stated above, The Great Conflicts focuses on the conflicts that happened during the years 872-1071, primarily the struggles between Byzantium and the Bulgarian Empire. TGC adds numerous new factions including, the Roman Empire, Bulgaria, Kievan Vikings, Croatia, Serbia and many more. TGC includes what&#039;s known as &amp;quot;shadow factions&amp;quot; for the two main factions; Bulgaria and the Roman Empire. These two shadow factions act as rebels for the factions, causing rebellions and acting as a counter balance to these two main factions. TGC includes new religions for the appropriate factions in the mod and the recruitment of units has been altered. In TGC, Heavy/Elite units are available right from the start, but they are slow to recruit. There are several buildings in a city which affects the recruitment of units. First, of all, barracks and their level affects how many recruitment slots are available. Armouries create the required armor so that you can recruit other units, that for example require chain mail.&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;u&amp;gt;3D Modelers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=42233 Absinthia]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=37309 Sumskilz]&lt;br /&gt;
*Stefaneke&lt;br /&gt;
*=NF=Basileios the 2nd&lt;br /&gt;
*Gogo-t&lt;br /&gt;
*Matthæus&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII]&lt;br /&gt;
*Koultouras&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Skinners&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
1)CBUR skinning team:&lt;br /&gt;
*Leif Erikson&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
&lt;br /&gt;
2) BGTW team.[For the Bulgarian Unit Roster]&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Pacco&lt;br /&gt;
*Koultouras&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;2D Art&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Olavi&lt;br /&gt;
*firekiller&lt;br /&gt;
*Tzar&lt;br /&gt;
*Petar&lt;br /&gt;
*Gogo-t&lt;br /&gt;
*Remlap&lt;br /&gt;
*Char&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Strat map city models&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*General Grievous&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Coders/scripters&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Koultouras&lt;br /&gt;
*Taiji&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Mappers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Gigantus&lt;br /&gt;
*Absinthia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Arn&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
{{#ev:youtube|ZRrqXIrw8wg|{{{1|300}}}}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44592</id>
		<title>The Great Conflicts</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44592"/>
		<updated>2013-01-02T15:31:47Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War: Kingdoms]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=872-1071 A.D.&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII]&lt;br /&gt;
 |Release Status=Under development&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1735 Here]&lt;br /&gt;
 |Campaign Map=[[Image:TGC faction starting pos.jpg|250px|Faction Starting Positions]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:TGC logo.png|center]]&lt;br /&gt;
The Great Conflicts (TGC) is an overhaul modification for [[Medieval II: Total War: Kingdoms]], that brings the player right into the middle of the conflicts set between 872-1071.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The official production of TGC was started by its mod leader [[AnthoniusII]] on February 13, 2009. The Great Conflicts got its hosted forum on TWC in April, 2011. As time passed, modders like [http://www.twcenter.net/forums/member.php?u=42233 Absinthia], [http://www.twcenter.net/forums/member.php?u=46060 koultouras] &amp;amp; [http://www.twcenter.net/forums/member.php?u=35559 leif_erikson] joined up with [http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Great Conflicts is an overhaul mod, which focuses on the political and cultural changes during the years 872-1071, when Byzantium and the Bulgarian Empire had conflicts between each other.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
As stated above, The Great Conflicts focuses on the conflicts that happened during the years 872-1071, primarily the struggles between Byzantium and the Bulgarian Empire. TGC adds numerous new factions including, the Roman Empire, Bulgaria, Kievan Vikings, Croatia, Serbia and many more. TGC includes what&#039;s known as &amp;quot;shadow factions&amp;quot; for the two main factions; Bulgaria and the Roman Empire. These two shadow factions act as rebels for the factions, causing rebellions and acting as a counter balance to these two main factions. TGC includes new religions for the appropriate factions in the mod and the recruitment of units has been altered. In TGC, Heavy/Elite units are available right from the start, but they are slow to recruit. There are several buildings in a city which affects the recruitment of units. First, of all, barracks and their level affects how many recruitment slots are available. Armouries create the required armor so that you can recruit other units, that for example require chain mail.&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;u&amp;gt;3D Modelers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=42233 Absinthia]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=37309 Sumskilz]&lt;br /&gt;
*Stefaneke&lt;br /&gt;
*=NF=Basileios the 2nd&lt;br /&gt;
*Gogo-t&lt;br /&gt;
*Matthæus&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII]&lt;br /&gt;
*Koultouras&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Skinners&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
1)CBUR skinning team:&lt;br /&gt;
*Leif Erikson&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
&lt;br /&gt;
2) BGTW team.[For the Bulgarian Unit Roster]&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Pacco&lt;br /&gt;
*Koultouras&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;2D Art&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Olavi&lt;br /&gt;
*firekiller&lt;br /&gt;
*Tzar&lt;br /&gt;
*Petar&lt;br /&gt;
*Gogo-t&lt;br /&gt;
*Remlap&lt;br /&gt;
*Char&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Strat map city models&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*General Grievous&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Coders/scripters&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Koultouras&lt;br /&gt;
*Taiji&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Mappers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Gigantus&lt;br /&gt;
*Absinthia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Arn&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
{{#ev:youtube|ZRrqXIrw8wg|{{{1|300}}}}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44591</id>
		<title>The Great Conflicts</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44591"/>
		<updated>2013-01-02T10:03:15Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War: Kingdoms]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=872-1071 A.D.&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII]&lt;br /&gt;
 |Release Status=Under development&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1735 Here]&lt;br /&gt;
 |Campaign Map=[[Image:TGC faction starting pos.jpg|250px|Faction Starting Positions]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:TGC logo.png|center]]&lt;br /&gt;
The Great Conflicts (TGC) is an overhaul modification for [[Medieval II: Total War: Kingdoms]], that brings the player right into the middle of the conflicts set between 872-1071.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The official production of TGC was started by its mod leader [[AnthoniusII]] on February 13, 2009. The Great Conflicts got its hosted forum on TWC in April, 2011. As time passed, modders like [http://www.twcenter.net/forums/member.php?u=42233 Absinthia], [http://www.twcenter.net/forums/member.php?u=46060 koultouras] &amp;amp; [http://www.twcenter.net/forums/member.php?u=35559 leif_erikson] joined up with [http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Great Conflicts is an overhaul mod, which focuses on the political and cultural changes during the years 872-1071, when Byzantium and the Bulgarian Empire had conflicts between each other.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
As stated above, The Great Conflicts focuses on the conflicts that happened during the years 872-1071, primarily the struggles between Byzantium and the Bulgarian Empire. TGC adds numerous new factions including, the Roman Empire, Bulgaria, Kievan Vikings, Croatia, Serbia and many more. TGC includes what&#039;s known as &amp;quot;shadow factions&amp;quot; for the two main factions; Bulgaria and the Roman Empire. These two shadow factions act as rebels for the factions, causing rebellions and acting as a counter balance to these two main factions. TGC includes new religions for the appropriate factions in the mod and the recruitment of units has been altered. In TGC, Heavy/Elite units are available right from the start, but they are slow to recruit. There are several buildings in a city which affects the recruitment of units. First, of all, barracks and their level affects how many recruitment slots are available. Armouries create the required armor so that you can recruit other units, that for example require chain mail.&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Researchers&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) CBUR team:&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Agisilaos&lt;br /&gt;
*ByzantineKlibanophori&lt;br /&gt;
*Neoptolemos&lt;br /&gt;
*Starlightman&lt;br /&gt;
*Pompeius Magnus&lt;br /&gt;
*The_Bulgar_Slayer&lt;br /&gt;
&lt;br /&gt;
2) BGTW team:&lt;br /&gt;
*NikeBG&lt;br /&gt;
*Alien_t&lt;br /&gt;
3) Other:&lt;br /&gt;
*PubliusKhannus&lt;br /&gt;
*firekiller&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Hrobatos&lt;br /&gt;
*FliegerAD&lt;br /&gt;
*Clandestino&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;3D Modelers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
*Stefaneke&lt;br /&gt;
*HaniballExMachina&lt;br /&gt;
*=NF=Basileios the 2nd&lt;br /&gt;
*Gogo-t (Bulgarian Unit Roster)&lt;br /&gt;
*Matthæus&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Koultouras&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Skinners&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
1)CBUR skinning team:&lt;br /&gt;
*Leif Erikson&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
&lt;br /&gt;
2) BGTW team.[For the Bulgarian Unit Roster]&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Pacco&lt;br /&gt;
*Koultouras&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;2D Art&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Olavi&lt;br /&gt;
*firekiller&lt;br /&gt;
*Tzar&lt;br /&gt;
*Petar&lt;br /&gt;
*Gogo-t&lt;br /&gt;
*Remlap&lt;br /&gt;
*Char&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Strat map city models&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*General Grievous&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Coders/scripters&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Koultouras&lt;br /&gt;
*Taiji&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Mappers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Gigantus&lt;br /&gt;
*Absinthia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Arn&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
{{#ev:youtube|ZRrqXIrw8wg|{{{1|300}}}}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44590</id>
		<title>The Great Conflicts</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44590"/>
		<updated>2013-01-02T09:59:13Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War: Kingdoms]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=872-1071 A.D.&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII]&lt;br /&gt;
 |Release Status=Under development&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1735 Here]&lt;br /&gt;
 |Campaign Map=[[Image:TGC faction starting pos.jpg|250px|Faction Starting Positions]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:TGC logo.png|center]]&lt;br /&gt;
The Great Conflicts (TGC) is an overhaul modification for [[Medieval II: Total War: Kingdoms]], that brings the player right into the middle of the conflicts set between 872-1071.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The official production of TGC was started by its mod leader [[AnthoniusII]] on February 13, 2009. The Great Conflicts got its hosted forum on TWC in April, 2011. As time passed, modders like [http://www.twcenter.net/forums/member.php?u=42233 Absinthia], [http://www.twcenter.net/forums/member.php?u=46060 koultouras] &amp;amp; [http://www.twcenter.net/forums/member.php?u=35559 leif_erikson] joined up with [http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Great Conflicts is an overhaul mod, which focuses on the political and cultural changes during the years 872-1071, when Byzantium and the Bulgarian Empire had conflicts between each other.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
As stated above, The Great Conflicts focuses on the conflicts that happened during the years 872-1071, primarily the struggles between Byzantium and the Bulgarian Empire. TGC adds numerous new factions including, the Roman Empire, Bulgaria, Kievan Vikings, Croatia, Serbia and many more. TGC includes what&#039;s known as &amp;quot;shadow factions&amp;quot; for the two main factions; Bulgaria and the Roman Empire. These two shadow factions act as rebels for the factions, causing rebellions and acting as a counter balance to these two main factions. TGC includes new religions for the appropriate factions in the mod and the recruitment of units has been altered. In TGC, Heavy/Elite units are available right from the start, but they are slow to recruit. There are several buildings in a city which affects the recruitment of units. First, of all, barracks and their level affects how many recruitment slots are available. Armouries create the required armor so that you can recruit other units, that for example require chain mail.&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Researchers&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) CBUR team:&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Agisilaos&lt;br /&gt;
*ByzantineKlibanophori&lt;br /&gt;
*Neoptolemos&lt;br /&gt;
*Starlightman&lt;br /&gt;
*Pompeius Magnus&lt;br /&gt;
*The_Bulgar_Slayer&lt;br /&gt;
&lt;br /&gt;
2) BGTW team:&lt;br /&gt;
*NikeBG&lt;br /&gt;
*Alien_t&lt;br /&gt;
3) Other:&lt;br /&gt;
*PubliusKhannus&lt;br /&gt;
*firekiller&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Hrobatos&lt;br /&gt;
*FliegerAD&lt;br /&gt;
*Clandestino&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;3D Modelers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
*Stefaneke&lt;br /&gt;
*HaniballExMachina&lt;br /&gt;
*=NF=Basileios the 2nd&lt;br /&gt;
*Gogo-t (Bulgarian Unit Roster)&lt;br /&gt;
*Matthæus&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Koultouras&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Skinners&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
1)CBUR skinning team:&lt;br /&gt;
*Leif Erikson&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
&lt;br /&gt;
2) BGTW team.[For the Bulgarian Unit Roster]&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Pacco&lt;br /&gt;
*Koultouras&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;2D Art&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Olavi&lt;br /&gt;
*firekiller&lt;br /&gt;
*Tzar&lt;br /&gt;
*Petar&lt;br /&gt;
*Gogo-t&lt;br /&gt;
*Remlap&lt;br /&gt;
*Char&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Strat map city models&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*General Grievous&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Coders/scripters&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Koultouras&lt;br /&gt;
*Taiji&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Mappers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Gigantus&lt;br /&gt;
*Absinthia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Arn&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
{{#ev:youtube|wwTBXmqAfRc|{{{1|300}}}}} {{#ev:youtube|k2ExcTao2Sg|{{{1|300}}}}} {{#ev:youtube|KG-4h_WYY2w|{{{1|300}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44588</id>
		<title>The Great Conflicts</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44588"/>
		<updated>2013-01-01T19:45:03Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War: Kingdoms]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=872-1071 A.D.&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII]&lt;br /&gt;
 |Release Status=Under development&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1735 Here]&lt;br /&gt;
 |Campaign Map=[[Image:TGC faction starting pos.jpg|250px|Faction Starting Positions]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:TGC logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The official production of The Great Conflicts (TGC) was started by its mod leader [[AnthoniusII]] on February 13, 2009. The Great Conflicts got its hosted forum on TWC in April, 2011. As time passed, modders like [http://www.twcenter.net/forums/member.php?u=42233 Absinthia], [http://www.twcenter.net/forums/member.php?u=46060 koultouras] &amp;amp; [http://www.twcenter.net/forums/member.php?u=35559 leif_erikson] joined up with [http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Great Conflicts is an overhaul mod, which focuses on the political and cultural changes during the years 872-1071, when Byzantium and the Bulgarian Empire had conflicts between each other.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
As stated above, The Great Conflicts focuses on the conflicts that happened during the years 872-1071, primarily the struggles between Byzantium and the Bulgarian Empire. TGC adds numerous new factions including, the Roman Empire, Bulgaria, Kievan Vikings, Croatia, Serbia and many more. TGC includes what&#039;s known as &amp;quot;shadow factions&amp;quot; for the two main factions; Bulgaria and the Roman Empire. These two shadow factions act as rebels for the factions, causing rebellions and acting as a counter balance to these two main factions. TGC includes new religions for the appropriate factions in the mod and the recruitment of units has been altered. In TGC, Heavy/Elite units are available right from the start, but they are slow to recruit. There are several buildings in a city which affects the recruitment of units. First, of all, barracks and their level affects how many recruitment slots are available. Armouries create the required armor so that you canrecruit other units, that for example require chain mail.&lt;br /&gt;
&lt;br /&gt;
======&lt;br /&gt;
==Gallery==&lt;br /&gt;
==Videos==&lt;br /&gt;
Video preview for TGC:&lt;br /&gt;
{{#ev:youtube|wwTBXmqAfRc|{{{1|300}}}}} {{#ev:youtube|k2ExcTao2Sg|{{{1|300}}}}} {{#ev:youtube|KG-4h_WYY2w|{{{1|300}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mod Team==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Researchers&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) CBUR team:&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Agisilaos&lt;br /&gt;
*ByzantineKlibanophori&lt;br /&gt;
*Neoptolemos&lt;br /&gt;
*Starlightman&lt;br /&gt;
*Pompeius Magnus&lt;br /&gt;
*The_Bulgar_Slayer&lt;br /&gt;
&lt;br /&gt;
2) BGTW team:&lt;br /&gt;
*NikeBG&lt;br /&gt;
*Alien_t&lt;br /&gt;
3) Other:&lt;br /&gt;
*PubliusKhannus&lt;br /&gt;
*firekiller&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Hrobatos&lt;br /&gt;
*FliegerAD&lt;br /&gt;
*Clandestino&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;3D Modelers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
*Stefaneke&lt;br /&gt;
*HaniballExMachina&lt;br /&gt;
*=NF=Basileios the 2nd&lt;br /&gt;
*Gogo-t (Bulgarian Unit Roster)&lt;br /&gt;
*Matthæus&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Koultouras&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Skinners&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
1)CBUR skinning team:&lt;br /&gt;
*Leif Erikson&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
&lt;br /&gt;
2) BGTW team.[For the Bulgarian Unit Roster]&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Pacco&lt;br /&gt;
*Koultouras&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;2D Art&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Olavi&lt;br /&gt;
*firekiller&lt;br /&gt;
*Tzar&lt;br /&gt;
*Petar&lt;br /&gt;
*Gogo-t&lt;br /&gt;
*Remlap&lt;br /&gt;
*Char&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Strat map city models&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*General Grievous&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Coders/scripters&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Koultouras&lt;br /&gt;
*Taiji&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Mappers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Gigantus&lt;br /&gt;
*Absinthia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Arn&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44587</id>
		<title>The Great Conflicts</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44587"/>
		<updated>2013-01-01T19:40:11Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War: Kingdoms]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=872-1071 A.D.&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII]&lt;br /&gt;
 |Release Status=Under development&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1735 Here]&lt;br /&gt;
 |Campaign Map=[[Image:TGC faction starting pos.jpg|250px|Faction Starting Positions]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:TGC logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The official production of The Great Conflicts (TGC) was started by its mod leader [[AnthoniusII]] on February 13, 2009. The Great Conflicts got its hosted forum on TWC in April, 2011. As time passed, modders like [http://www.twcenter.net/forums/member.php?u=42233 Absinthia], [http://www.twcenter.net/forums/member.php?u=46060 koultouras] &amp;amp; [http://www.twcenter.net/forums/member.php?u=35559 leif_erikson] joined up with [http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Great Conflicts is an overhaul mod, which focuses on the political and cultural changes during the years 872-1071, when Byzantium and the Bulgarian Empire had conflicts between each other.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
As stated above, The Great Conflicts focuses on the conflicts that happened during the years 872-1071, primarily the struggles between Byzantium and the Bulgarian Empire. TGC adds numerous new factions including, the Roman Empire, Bulgaria, Kievan Vikings, Croatia, Serbia and many more. TGC includes what&#039;s known as &amp;quot;shadow factions&amp;quot; for the two main factions; Bulgaria and the Roman Empire. These two shadow factions act as rebels for the factions, causing rebellions and acting as a counter balance to these two main factions. TGC includes new religions for the appropriate factions in the mod and the recruitment of units has been altered. In TGC, Heavy/Elite units are available right from the start, but they are slow to recruit. There are several buildings in a city which affects the recruitment of units. First, of all, barracks and their level affects how many recruitment slots are available.&lt;br /&gt;
===Campaign Map===&lt;br /&gt;
===Factions===&lt;br /&gt;
======&lt;br /&gt;
==Gallery==&lt;br /&gt;
==Videos==&lt;br /&gt;
Video preview for TGC:&lt;br /&gt;
{{#ev:youtube|wwTBXmqAfRc|{{{1|300}}}}} {{#ev:youtube|k2ExcTao2Sg|{{{1|300}}}}} {{#ev:youtube|KG-4h_WYY2w|{{{1|300}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mod Team==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Researchers&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) CBUR team:&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Agisilaos&lt;br /&gt;
*ByzantineKlibanophori&lt;br /&gt;
*Neoptolemos&lt;br /&gt;
*Starlightman&lt;br /&gt;
*Pompeius Magnus&lt;br /&gt;
*The_Bulgar_Slayer&lt;br /&gt;
&lt;br /&gt;
2) BGTW team:&lt;br /&gt;
*NikeBG&lt;br /&gt;
*Alien_t&lt;br /&gt;
3) Other:&lt;br /&gt;
*PubliusKhannus&lt;br /&gt;
*firekiller&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Hrobatos&lt;br /&gt;
*FliegerAD&lt;br /&gt;
*Clandestino&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;3D Modelers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
*Stefaneke&lt;br /&gt;
*HaniballExMachina&lt;br /&gt;
*=NF=Basileios the 2nd&lt;br /&gt;
*Gogo-t (Bulgarian Unit Roster)&lt;br /&gt;
*Matthæus&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Koultouras&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Skinners&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
1)CBUR skinning team:&lt;br /&gt;
*Leif Erikson&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
&lt;br /&gt;
2) BGTW team.[For the Bulgarian Unit Roster]&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Pacco&lt;br /&gt;
*Koultouras&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;2D Art&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Olavi&lt;br /&gt;
*firekiller&lt;br /&gt;
*Tzar&lt;br /&gt;
*Petar&lt;br /&gt;
*Gogo-t&lt;br /&gt;
*Remlap&lt;br /&gt;
*Char&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Strat map city models&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*General Grievous&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Coders/scripters&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Koultouras&lt;br /&gt;
*Taiji&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Mappers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Gigantus&lt;br /&gt;
*Absinthia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Arn&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44558</id>
		<title>The Great Conflicts</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44558"/>
		<updated>2013-01-01T10:44:27Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War: Kingdoms]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=872-1071 A.D.&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII]&lt;br /&gt;
 |Release Status=Under development&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1735 Here]&lt;br /&gt;
 |Campaign Map=[[Image:TGC faction starting pos.jpg|250px|Faction Starting Positions]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:TGC logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The official production of The Great Conflicts (TGC) was started by its mod leader [[AnthoniusII]] on February 13, 2009. The Great Conflicts got its hosted forum on TWC in April, 2011. As time passed, modders like [http://www.twcenter.net/forums/member.php?u=42233 Absinthia], [http://www.twcenter.net/forums/member.php?u=46060 koultouras] &amp;amp; [http://www.twcenter.net/forums/member.php?u=35559 leif_erikson] joined up with [http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Great Conflicts is an overhaul mod, which focuses on the political and cultural changes during the years 872-1071, when Byzantium and the Bulgarian Empire had conflicts between each other.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Campaign Map===&lt;br /&gt;
===Factions===&lt;br /&gt;
======&lt;br /&gt;
==Gallery==&lt;br /&gt;
==Videos==&lt;br /&gt;
Video preview for TGC:&lt;br /&gt;
{{#ev:youtube|wwTBXmqAfRc|{{{1|300}}}}} {{#ev:youtube|k2ExcTao2Sg|{{{1|300}}}}} {{#ev:youtube|KG-4h_WYY2w|{{{1|300}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mod Team==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Researchers&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) CBUR team:&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Agisilaos&lt;br /&gt;
*ByzantineKlibanophori&lt;br /&gt;
*Neoptolemos&lt;br /&gt;
*Starlightman&lt;br /&gt;
*Pompeius Magnus&lt;br /&gt;
*The_Bulgar_Slayer&lt;br /&gt;
&lt;br /&gt;
2) BGTW team:&lt;br /&gt;
*NikeBG&lt;br /&gt;
*Alien_t&lt;br /&gt;
3) Other:&lt;br /&gt;
*PubliusKhannus&lt;br /&gt;
*firekiller&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Hrobatos&lt;br /&gt;
*FliegerAD&lt;br /&gt;
*Clandestino&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;3D Modelers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
*Stefaneke&lt;br /&gt;
*HaniballExMachina&lt;br /&gt;
*=NF=Basileios the 2nd&lt;br /&gt;
*Gogo-t (Bulgarian Unit Roster)&lt;br /&gt;
*Matthæus&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Koultouras&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Skinners&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
1)CBUR skinning team:&lt;br /&gt;
*Leif Erikson&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
&lt;br /&gt;
2) BGTW team.[For the Bulgarian Unit Roster]&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Pacco&lt;br /&gt;
*Koultouras&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;2D Art&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Olavi&lt;br /&gt;
*firekiller&lt;br /&gt;
*Tzar&lt;br /&gt;
*Petar&lt;br /&gt;
*Gogo-t&lt;br /&gt;
*Remlap&lt;br /&gt;
*Char&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Strat map city models&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*General Grievous&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Coders/scripters&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Koultouras&lt;br /&gt;
*Taiji&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Mappers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Gigantus&lt;br /&gt;
*Absinthia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Arn&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44557</id>
		<title>The Great Conflicts</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44557"/>
		<updated>2013-01-01T10:38:16Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War: Kingdoms]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=872-1071 A.D.&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII]&lt;br /&gt;
 |Release Status=Under development&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1735 Here]&lt;br /&gt;
 |Campaign Map=[[Image:TGC faction starting pos.jpg|250px|Faction Starting Positions]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:TGC logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The official production was started by its mod leader [[AnthoniusII]] on February 13, 2009. The Great Conflicts got its hosted forum on TWC in April, 2011. As time passed, modders like [http://www.twcenter.net/forums/member.php?u=42233 Absinthia], [http://www.twcenter.net/forums/member.php?u=46060 koultouras] &amp;amp; [http://www.twcenter.net/forums/member.php?u=35559 leif_erikson] joined up with [http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=1735 The Great Conflicts] aka TGC mod is a total conversion mod for Medieval 2: Total War (kingdoms).&lt;br /&gt;
==Features==&lt;br /&gt;
===Campaign Map===&lt;br /&gt;
===Factions===&lt;br /&gt;
======&lt;br /&gt;
==Gallery==&lt;br /&gt;
==Videos==&lt;br /&gt;
Video preview for TGC:&lt;br /&gt;
{{#ev:youtube|wwTBXmqAfRc|{{{1|300}}}}} {{#ev:youtube|k2ExcTao2Sg|{{{1|300}}}}} {{#ev:youtube|KG-4h_WYY2w|{{{1|300}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mod Team==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Researchers&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) CBUR team:&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Agisilaos&lt;br /&gt;
*ByzantineKlibanophori&lt;br /&gt;
*Neoptolemos&lt;br /&gt;
*Starlightman&lt;br /&gt;
*Pompeius Magnus&lt;br /&gt;
*The_Bulgar_Slayer&lt;br /&gt;
&lt;br /&gt;
2) BGTW team:&lt;br /&gt;
*NikeBG&lt;br /&gt;
*Alien_t&lt;br /&gt;
3) Other:&lt;br /&gt;
*PubliusKhannus&lt;br /&gt;
*firekiller&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Hrobatos&lt;br /&gt;
*FliegerAD&lt;br /&gt;
*Clandestino&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;3D Modelers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
*Stefaneke&lt;br /&gt;
*HaniballExMachina&lt;br /&gt;
*=NF=Basileios the 2nd&lt;br /&gt;
*Gogo-t (Bulgarian Unit Roster)&lt;br /&gt;
*Matthæus&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Koultouras&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Skinners&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
1)CBUR skinning team:&lt;br /&gt;
*Leif Erikson&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
&lt;br /&gt;
2) BGTW team.[For the Bulgarian Unit Roster]&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Pacco&lt;br /&gt;
*Koultouras&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;2D Art&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Olavi&lt;br /&gt;
*firekiller&lt;br /&gt;
*Tzar&lt;br /&gt;
*Petar&lt;br /&gt;
*Gogo-t&lt;br /&gt;
*Remlap&lt;br /&gt;
*Char&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Strat map city models&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*General Grievous&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Coders/scripters&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Koultouras&lt;br /&gt;
*Taiji&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Mappers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Gigantus&lt;br /&gt;
*Absinthia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Arn&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44376</id>
		<title>The Great Conflicts</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44376"/>
		<updated>2012-12-26T14:23:11Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War: Kingdoms]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=872-1071 A.D.&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII]&lt;br /&gt;
 |Release Status=Under development&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1735 Here]&lt;br /&gt;
 |Campaign Map=[[Image:TGC faction starting pos.jpg|250px|Faction Starting Positions]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:TGC logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The official production was started by its mod leader [[AnthoniusII]] on February 13, 2009. Right from the beginning the mod looked promising. Two reasons that compelled the mod leader for its making were that back then when ETW was released it wasn&#039;t mod friendly on which modders could work on &amp;amp; even today ETW is not fully moddable. Second reason was  that the mod leader wanted to depict a historical setup in this period (872-1071 A.D.), unlike other medieval mods. The mod focuses in Central Europe, Mediterranean, Eastern Europe and the Balkans as plenty of cultural and political changes took place during this time.&lt;br /&gt;
&lt;br /&gt;
Over the course of time many renowned modders like [[Absinthia]], [[koultouras]] &amp;amp; [[leif_erikson]] rallied up in anthony&#039;s cause and the mod is progressing well.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=1735 The Great Conflicts] aka TGC mod is a total conversion mod for Medieval 2: Total War (kingdoms).&lt;br /&gt;
==Features==&lt;br /&gt;
===Campaign Map===&lt;br /&gt;
===Factions===&lt;br /&gt;
======&lt;br /&gt;
==Gallery==&lt;br /&gt;
==Videos==&lt;br /&gt;
Video preview for TGC:&lt;br /&gt;
{{#ev:youtube|wwTBXmqAfRc|{{{1|300}}}}} {{#ev:youtube|k2ExcTao2Sg|{{{1|300}}}}} {{#ev:youtube|KG-4h_WYY2w|{{{1|300}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mod Team==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Researchers&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) CBUR team:&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Agisilaos&lt;br /&gt;
*ByzantineKlibanophori&lt;br /&gt;
*Neoptolemos&lt;br /&gt;
*Starlightman&lt;br /&gt;
*Pompeius Magnus&lt;br /&gt;
*The_Bulgar_Slayer&lt;br /&gt;
&lt;br /&gt;
2) BGTW team:&lt;br /&gt;
*NikeBG&lt;br /&gt;
*Alien_t&lt;br /&gt;
3) Other:&lt;br /&gt;
*PubliusKhannus&lt;br /&gt;
*firekiller&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Hrobatos&lt;br /&gt;
*FliegerAD&lt;br /&gt;
*Clandestino&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;3D Modelers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
*Stefaneke&lt;br /&gt;
*HaniballExMachina&lt;br /&gt;
*=NF=Basileios the 2nd&lt;br /&gt;
*Gogo-t (Bulgarian Unit Roster)&lt;br /&gt;
*Matthæus&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Koultouras&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Skinners&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
1)CBUR skinning team:&lt;br /&gt;
*Leif Erikson&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
&lt;br /&gt;
2) BGTW team.[For the Bulgarian Unit Roster]&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Pacco&lt;br /&gt;
*Koultouras&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;2D Art&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Olavi&lt;br /&gt;
*firekiller&lt;br /&gt;
*Tzar&lt;br /&gt;
*Petar&lt;br /&gt;
*Gogo-t&lt;br /&gt;
*Remlap&lt;br /&gt;
*Char&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Strat map city models&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*General Grievous&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Coders/scripters&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Koultouras&lt;br /&gt;
*Taiji&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Mappers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Gigantus&lt;br /&gt;
*Absinthia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Arn&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44375</id>
		<title>The Great Conflicts</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Great_Conflicts&amp;diff=44375"/>
		<updated>2012-12-26T14:20:49Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War: Kingdoms]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Classical Era&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=23850 AnthoniusII]&lt;br /&gt;
 |Release Status=Under development&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1735 Here]&lt;br /&gt;
 |Campaign Map=[[Image:TGC faction starting pos.jpg|250px|Faction Starting Positions]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:TGC logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The official production was started by its mod leader [[AnthoniusII]] on February 13, 2009. Right from the beginning the mod looked promising. Two reasons that compelled the mod leader for its making were that back then when ETW was released it wasn&#039;t mod friendly on which modders could work on &amp;amp; even today ETW is not fully moddable. Second reason was  that the mod leader wanted to depict a historical setup in this period (872-1071 A.D.), unlike other medieval mods. The mod focuses in Central Europe, Mediterranean, Eastern Europe and the Balkans as plenty of cultural and political changes took place during this time.&lt;br /&gt;
&lt;br /&gt;
Over the course of time many renowned modders like [[Absinthia]], [[koultouras]] &amp;amp; [[leif_erikson]] rallied up in anthony&#039;s cause and the mod is progressing well.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=1735 The Great Conflicts] aka TGC mod is a total conversion mod for Medieval 2: Total War (kingdoms).&lt;br /&gt;
==Features==&lt;br /&gt;
===Campaign Map===&lt;br /&gt;
===Factions===&lt;br /&gt;
======&lt;br /&gt;
==Gallery==&lt;br /&gt;
==Videos==&lt;br /&gt;
Video preview for TGC:&lt;br /&gt;
{{#ev:youtube|wwTBXmqAfRc|{{{1|300}}}}} {{#ev:youtube|k2ExcTao2Sg|{{{1|300}}}}} {{#ev:youtube|KG-4h_WYY2w|{{{1|300}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mod Team==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Researchers&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) CBUR team:&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Agisilaos&lt;br /&gt;
*ByzantineKlibanophori&lt;br /&gt;
*Neoptolemos&lt;br /&gt;
*Starlightman&lt;br /&gt;
*Pompeius Magnus&lt;br /&gt;
*The_Bulgar_Slayer&lt;br /&gt;
&lt;br /&gt;
2) BGTW team:&lt;br /&gt;
*NikeBG&lt;br /&gt;
*Alien_t&lt;br /&gt;
3) Other:&lt;br /&gt;
*PubliusKhannus&lt;br /&gt;
*firekiller&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Hrobatos&lt;br /&gt;
*FliegerAD&lt;br /&gt;
*Clandestino&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;3D Modelers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
*Stefaneke&lt;br /&gt;
*HaniballExMachina&lt;br /&gt;
*=NF=Basileios the 2nd&lt;br /&gt;
*Gogo-t (Bulgarian Unit Roster)&lt;br /&gt;
*Matthæus&lt;br /&gt;
*AnthoniusII&lt;br /&gt;
*Koultouras&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Skinners&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
1)CBUR skinning team:&lt;br /&gt;
*Leif Erikson&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Sumskilz&lt;br /&gt;
&lt;br /&gt;
2) BGTW team.[For the Bulgarian Unit Roster]&lt;br /&gt;
*Matthæus&lt;br /&gt;
*Pacco&lt;br /&gt;
*Koultouras&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;2D Art&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Olavi&lt;br /&gt;
*firekiller&lt;br /&gt;
*Tzar&lt;br /&gt;
*Petar&lt;br /&gt;
*Gogo-t&lt;br /&gt;
*Remlap&lt;br /&gt;
*Char&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Strat map city models&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*General Grievous&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Coders/scripters&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Absinthia&lt;br /&gt;
*Koultouras&lt;br /&gt;
*Taiji&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Mappers&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Agistournas&lt;br /&gt;
*Gigantus&lt;br /&gt;
*Absinthia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Music&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
*Arn&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44360</id>
		<title>The Sekigahara Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44360"/>
		<updated>2012-12-26T10:55:15Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: Removed category &amp;quot;TWS2 Mods (Hosted&amp;quot;; Quick-adding category &amp;quot;TWS2 Mods (Hosted)&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Total War: Shogun 2]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Late Sengoku Jidai&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
 |Release Status=v0.95a&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is an overhaul modification, which aims to bring a new time period to TWS2 - the late Sengoku Jidai (1590s). The later time period reflects everything in the game, making this modification different from the &amp;quot;Vanilla&amp;quot; version of TWS2.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
v0.5, a preview version of the mod was released in the beginning of January 2012 and soon after, The Sekigahara Campaign got its own hosted forum on TWC in mid-January of 2012. Since then, this mod has received numerous updates.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is a standalone overhaul modification for TWS2, which focuses on a later time period in Japanese history, to offer something different compared to the Vanilla version of TWS2. The Sekigahara Campaign offers a new campaign starting from a later time period and due to this, playable factions, units etc.. had to be updated to match the corresponding time period.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Like stated above, this modification has altered numerous different aspects of the game to match the corresponding time period, thus giving a sense of realism. Due to the later time period compared to the Vanilla version of TWS2, guns and new weaponry will be available to the player sooner and new clans, that didn&#039;t exist during the S2TW campaign, have been added to reflect this mods time frame. Some of the new clans in The Sekigahara Campaign are the Toyotomi, Ishida, Ukita, Naoe, Honda and many others. Clan symbols, positions and names have been altered to be accurate and new units and custom building chains are available to the clans as well.&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=13125 Erwin Rommel]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=148020 Lokgar]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=122771 Wealthmonger]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=9173 LestaT]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=157621 Maverick Houston]&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image: 2012-12-18 00008.jpg&lt;br /&gt;
image: 2012-12-18 00006.jpg&lt;br /&gt;
image: 2012-12-18 00010.jpg&lt;br /&gt;
image: 2012-12-18 00004.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Hosted mod forum on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:TWS2 Mods (Hosted)]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44359</id>
		<title>The Sekigahara Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44359"/>
		<updated>2012-12-26T10:55:03Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: Quick-adding category &amp;quot;TWS2 Mods (Hosted&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Total War: Shogun 2]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Late Sengoku Jidai&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
 |Release Status=v0.95a&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is an overhaul modification, which aims to bring a new time period to TWS2 - the late Sengoku Jidai (1590s). The later time period reflects everything in the game, making this modification different from the &amp;quot;Vanilla&amp;quot; version of TWS2.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
v0.5, a preview version of the mod was released in the beginning of January 2012 and soon after, The Sekigahara Campaign got its own hosted forum on TWC in mid-January of 2012. Since then, this mod has received numerous updates.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is a standalone overhaul modification for TWS2, which focuses on a later time period in Japanese history, to offer something different compared to the Vanilla version of TWS2. The Sekigahara Campaign offers a new campaign starting from a later time period and due to this, playable factions, units etc.. had to be updated to match the corresponding time period.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Like stated above, this modification has altered numerous different aspects of the game to match the corresponding time period, thus giving a sense of realism. Due to the later time period compared to the Vanilla version of TWS2, guns and new weaponry will be available to the player sooner and new clans, that didn&#039;t exist during the S2TW campaign, have been added to reflect this mods time frame. Some of the new clans in The Sekigahara Campaign are the Toyotomi, Ishida, Ukita, Naoe, Honda and many others. Clan symbols, positions and names have been altered to be accurate and new units and custom building chains are available to the clans as well.&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=13125 Erwin Rommel]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=148020 Lokgar]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=122771 Wealthmonger]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=9173 LestaT]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=157621 Maverick Houston]&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image: 2012-12-18 00008.jpg&lt;br /&gt;
image: 2012-12-18 00006.jpg&lt;br /&gt;
image: 2012-12-18 00010.jpg&lt;br /&gt;
image: 2012-12-18 00004.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Hosted mod forum on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:TWS2 Mods (Hosted]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44358</id>
		<title>The Sekigahara Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44358"/>
		<updated>2012-12-26T10:54:41Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Total War: Shogun 2]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Late Sengoku Jidai&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
 |Release Status=v0.95a&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is an overhaul modification, which aims to bring a new time period to TWS2 - the late Sengoku Jidai (1590s). The later time period reflects everything in the game, making this modification different from the &amp;quot;Vanilla&amp;quot; version of TWS2.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
v0.5, a preview version of the mod was released in the beginning of January 2012 and soon after, The Sekigahara Campaign got its own hosted forum on TWC in mid-January of 2012. Since then, this mod has received numerous updates.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is a standalone overhaul modification for TWS2, which focuses on a later time period in Japanese history, to offer something different compared to the Vanilla version of TWS2. The Sekigahara Campaign offers a new campaign starting from a later time period and due to this, playable factions, units etc.. had to be updated to match the corresponding time period.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Like stated above, this modification has altered numerous different aspects of the game to match the corresponding time period, thus giving a sense of realism. Due to the later time period compared to the Vanilla version of TWS2, guns and new weaponry will be available to the player sooner and new clans, that didn&#039;t exist during the S2TW campaign, have been added to reflect this mods time frame. Some of the new clans in The Sekigahara Campaign are the Toyotomi, Ishida, Ukita, Naoe, Honda and many others. Clan symbols, positions and names have been altered to be accurate and new units and custom building chains are available to the clans as well.&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=13125 Erwin Rommel]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=148020 Lokgar]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=122771 Wealthmonger]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=9173 LestaT]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=157621 Maverick Houston]&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image: 2012-12-18 00008.jpg&lt;br /&gt;
image: 2012-12-18 00006.jpg&lt;br /&gt;
image: 2012-12-18 00010.jpg&lt;br /&gt;
image: 2012-12-18 00004.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Hosted mod forum on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44357</id>
		<title>The Sekigahara Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44357"/>
		<updated>2012-12-26T10:51:32Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Total War: Shogun 2]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Late Sengoku Jidai&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
 |Release Status=v0.95a&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is an overhaul modification, which aims to bring a new time period to TWS2 - the late Sengoku Jidai (1590s). The later time period reflects everything in the game, making this modification different from the &amp;quot;Vanilla&amp;quot; version of TWS2.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
v0.5, a preview version of the mod was released in the beginning of January 2012 and soon after, The Sekigahara Campaign got its own hosted forum on TWC in mid-January of 2012. Since then, this mod has received numerous updates.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is a standalone overhaul modification for TWS2, which focuses on a later time period in Japanese history, to offer something different compared to the Vanilla version of TWS2. The Sekigahara Campaign offers a new campaign starting from a later time period and due to this, playable factions, units etc.. had to be updated to match the corresponding time period.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Like stated above, this modification has altered numerous different aspects of the game to match the corresponding time period, thus giving a sense of realism. Due to the later time period compared to the Vanilla version of TWS2, guns and new weaponry will be available to the player sooner and new clans, that didn&#039;t exist during the S2TW campaign, have been added to reflect this mods time frame. Some of the new clans in The Sekigahara Campaign are the Toyotomi, Ishida, Ukita, Naoe, Honda and many others. Clan symbols, positions and names have been altered to be accurate and new units and custom building chains are available to the clans as well.&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=13125 Erwin Rommel]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=148020 Lokgar]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=122771 Wealthmonger]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=9173 LestaT]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=157621 Maverick Houston]&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image: 2012-12-18 00008.jpg&lt;br /&gt;
image: 2012-12-18 00006.jpg&lt;br /&gt;
image: 2012-12-18 00010.jpg&lt;br /&gt;
image: 2012-12-18 00004.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Hosted mod forum on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:S2TW Mods (Hosted)]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44355</id>
		<title>The Sekigahara Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44355"/>
		<updated>2012-12-26T09:58:43Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Total War: Shogun 2]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Late Sengoku Jidai&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
 |Release Status=v0.95a&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is an overhaul modification, which aims to bring a new time period to TWS2 - the late Sengoku Jidai (1590s). The later time period reflects everything in the game, making this modification different from the &amp;quot;Vanilla&amp;quot; version of TWS2.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
v0.5, a preview version of the mod was released in the beginning of January 2012 and soon after, The Sekigahara Campaign got its own hosted forum on TWC in mid-January of 2012. Since then, this mod has received numerous updates.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is a standalone overhaul modification for TWS2, which focuses on a later time period in Japanese history, to offer something different compared to the Vanilla version of TWS2. Due to the new time period, playable factions, units etc.. had to be updated to match the corresponding time period. Some things this modification has altered are:&lt;br /&gt;
*the campaign&lt;br /&gt;
*the clans &lt;br /&gt;
*the clan symbols&lt;br /&gt;
*the clan positions &lt;br /&gt;
*the clan names&lt;br /&gt;
*the clan daimyos&lt;br /&gt;
*the clan specialties&lt;br /&gt;
*the clan units&lt;br /&gt;
*the buildings&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Like stated above, this modification has altered numerous different aspects of the game to match the corresponding time period, thus giving a sense of realism. Due to the later time period compared to the Vanilla version of TWS2, guns and new weaponry will be available to the player sooner and new clans, that didn&#039;t exist during the S2TW campaign, have been added to reflect this mods time frame. Some of the new clans in The Sekigahara Campaign are the Toyotomi, Ishida, Ukita, Naoe, Honda and many others. Clan symbols, names and positions are historically accurate and correspond with the time frame in The Sekigahara Campaign. This mod also includes new units and custom building chains for clans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=13125 Erwin Rommel]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=148020 Lokgar]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=122771 Wealthmonger]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=9173 LestaT]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=157621 Maverick Houston]&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image: 2012-12-18 00008.jpg&lt;br /&gt;
image: 2012-12-18 00006.jpg&lt;br /&gt;
image: 2012-12-18 00010.jpg&lt;br /&gt;
image: 2012-12-18 00004.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Hosted mod forum on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:S2TW Mods (Hosted)]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44354</id>
		<title>The Sekigahara Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44354"/>
		<updated>2012-12-26T09:53:46Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: Removed category &amp;quot;S2TW Mods (Hosted&amp;quot;; Quick-adding category &amp;quot;S2TW Mods (Hosted)&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Total War: Shogun 2]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Late Sengoku Jidai&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=123371 Anton III]&lt;br /&gt;
 |Release Status=v0.95a&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is an overhaul modification, which aims to bring a new time period to TWS2 - the late Sengoku Jidai (1590s). The later time period reflects everything in the game, making this modification different from the &amp;quot;Vanilla&amp;quot; version of TWS2.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
v0.5, a preview version of the mod was released in the beginning of January 2012 and soon after, The Sekigahara Campaign got its own hosted forum on TWC in mid-January of 2012. Since then, this mod has received numerous updates.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is a standalone overhaul modification for TWS2, which focuses on a later time period in Japanese history, to offer something different compared to the Vanilla version of TWS2. Due to the new time period, playable factions, units etc.. had to be updated to match the corresponding time period. Some things this modification has altered are:&lt;br /&gt;
*the campaign&lt;br /&gt;
*the clans &lt;br /&gt;
*the clan symbols&lt;br /&gt;
*the clan positions &lt;br /&gt;
*the clan names&lt;br /&gt;
*the clan daimyos&lt;br /&gt;
*the clan specialties&lt;br /&gt;
*the clan units&lt;br /&gt;
*the buildings&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Like stated above, this modification has altered numerous different aspects of the game to match the corresponding time period, thus giving a sense of realism. Due to the later time period compared to the Vanilla version of TWS2, guns and new weaponry will be available to the player sooner and new clans, that didn&#039;t exist during the S2TW campaign, have been added to reflect this mods time frame. Some of the new clans in The Sekigahara Campaign are the Toyotomi, Ishida, Ukita, Naoe, Honda and many others. Clan symbols, names and positions are historically accurate and correspond with the time frame in The Sekigahara Campaign. This mod also includes new units and custom building chains for clans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=13125 Erwin Rommel]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=148020 Lokgar]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=122771 Wealthmonger]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=9173 LestaT]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=157621 Maverick Houston]&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image: 2012-12-18 00008.jpg&lt;br /&gt;
image: 2012-12-18 00006.jpg&lt;br /&gt;
image: 2012-12-18 00010.jpg&lt;br /&gt;
image: 2012-12-18 00004.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Hosted mod forum on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:S2TW Mods (Hosted)]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44353</id>
		<title>The Sekigahara Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44353"/>
		<updated>2012-12-26T09:53:21Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: Quick-adding category &amp;quot;S2TW Mods (Hosted&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Total War: Shogun 2]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Late Sengoku Jidai&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=123371 Anton III]&lt;br /&gt;
 |Release Status=v0.95a&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is an overhaul modification, which aims to bring a new time period to TWS2 - the late Sengoku Jidai (1590s). The later time period reflects everything in the game, making this modification different from the &amp;quot;Vanilla&amp;quot; version of TWS2.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
v0.5, a preview version of the mod was released in the beginning of January 2012 and soon after, The Sekigahara Campaign got its own hosted forum on TWC in mid-January of 2012. Since then, this mod has received numerous updates.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is a standalone overhaul modification for TWS2, which focuses on a later time period in Japanese history, to offer something different compared to the Vanilla version of TWS2. Due to the new time period, playable factions, units etc.. had to be updated to match the corresponding time period. Some things this modification has altered are:&lt;br /&gt;
*the campaign&lt;br /&gt;
*the clans &lt;br /&gt;
*the clan symbols&lt;br /&gt;
*the clan positions &lt;br /&gt;
*the clan names&lt;br /&gt;
*the clan daimyos&lt;br /&gt;
*the clan specialties&lt;br /&gt;
*the clan units&lt;br /&gt;
*the buildings&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Like stated above, this modification has altered numerous different aspects of the game to match the corresponding time period, thus giving a sense of realism. Due to the later time period compared to the Vanilla version of TWS2, guns and new weaponry will be available to the player sooner and new clans, that didn&#039;t exist during the S2TW campaign, have been added to reflect this mods time frame. Some of the new clans in The Sekigahara Campaign are the Toyotomi, Ishida, Ukita, Naoe, Honda and many others. Clan symbols, names and positions are historically accurate and correspond with the time frame in The Sekigahara Campaign. This mod also includes new units and custom building chains for clans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=13125 Erwin Rommel]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=148020 Lokgar]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=122771 Wealthmonger]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=9173 LestaT]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=157621 Maverick Houston]&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image: 2012-12-18 00008.jpg&lt;br /&gt;
image: 2012-12-18 00006.jpg&lt;br /&gt;
image: 2012-12-18 00010.jpg&lt;br /&gt;
image: 2012-12-18 00004.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Hosted mod forum on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:S2TW Mods (Hosted]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44352</id>
		<title>The Sekigahara Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44352"/>
		<updated>2012-12-26T09:52:15Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: Quick-adding category &amp;quot;TWC Hosted Modifications&amp;quot; (using HotCat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Total War: Shogun 2]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Late Sengoku Jidai&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=123371 Anton III]&lt;br /&gt;
 |Release Status=v0.95a&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is an overhaul modification, which aims to bring a new time period to TWS2 - the late Sengoku Jidai (1590s). The later time period reflects everything in the game, making this modification different from the &amp;quot;Vanilla&amp;quot; version of TWS2.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
v0.5, a preview version of the mod was released in the beginning of January 2012 and soon after, The Sekigahara Campaign got its own hosted forum on TWC in mid-January of 2012. Since then, this mod has received numerous updates.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is a standalone overhaul modification for TWS2, which focuses on a later time period in Japanese history, to offer something different compared to the Vanilla version of TWS2. Due to the new time period, playable factions, units etc.. had to be updated to match the corresponding time period. Some things this modification has altered are:&lt;br /&gt;
*the campaign&lt;br /&gt;
*the clans &lt;br /&gt;
*the clan symbols&lt;br /&gt;
*the clan positions &lt;br /&gt;
*the clan names&lt;br /&gt;
*the clan daimyos&lt;br /&gt;
*the clan specialties&lt;br /&gt;
*the clan units&lt;br /&gt;
*the buildings&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Like stated above, this modification has altered numerous different aspects of the game to match the corresponding time period, thus giving a sense of realism. Due to the later time period compared to the Vanilla version of TWS2, guns and new weaponry will be available to the player sooner and new clans, that didn&#039;t exist during the S2TW campaign, have been added to reflect this mods time frame. Some of the new clans in The Sekigahara Campaign are the Toyotomi, Ishida, Ukita, Naoe, Honda and many others. Clan symbols, names and positions are historically accurate and correspond with the time frame in The Sekigahara Campaign. This mod also includes new units and custom building chains for clans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=13125 Erwin Rommel]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=148020 Lokgar]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=122771 Wealthmonger]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=9173 LestaT]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=157621 Maverick Houston]&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image: 2012-12-18 00008.jpg&lt;br /&gt;
image: 2012-12-18 00006.jpg&lt;br /&gt;
image: 2012-12-18 00010.jpg&lt;br /&gt;
image: 2012-12-18 00004.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Hosted mod forum on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44351</id>
		<title>The Sekigahara Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44351"/>
		<updated>2012-12-26T09:51:34Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Total War: Shogun 2]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Late Sengoku Jidai&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=123371 Anton III]&lt;br /&gt;
 |Release Status=v0.95a&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is an overhaul modification, which aims to bring a new time period to TWS2 - the late Sengoku Jidai (1590s). The later time period reflects everything in the game, making this modification different from the &amp;quot;Vanilla&amp;quot; version of TWS2.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
v0.5, a preview version of the mod was released in the beginning of January 2012 and soon after, The Sekigahara Campaign got its own hosted forum on TWC in mid-January of 2012. Since then, this mod has received numerous updates.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is a standalone overhaul modification for TWS2, which focuses on a later time period in Japanese history, to offer something different compared to the Vanilla version of TWS2. Due to the new time period, playable factions, units etc.. had to be updated to match the corresponding time period. Some things this modification has altered are:&lt;br /&gt;
*the campaign&lt;br /&gt;
*the clans &lt;br /&gt;
*the clan symbols&lt;br /&gt;
*the clan positions &lt;br /&gt;
*the clan names&lt;br /&gt;
*the clan daimyos&lt;br /&gt;
*the clan specialties&lt;br /&gt;
*the clan units&lt;br /&gt;
*the buildings&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Like stated above, this modification has altered numerous different aspects of the game to match the corresponding time period, thus giving a sense of realism. Due to the later time period compared to the Vanilla version of TWS2, guns and new weaponry will be available to the player sooner and new clans, that didn&#039;t exist during the S2TW campaign, have been added to reflect this mods time frame. Some of the new clans in The Sekigahara Campaign are the Toyotomi, Ishida, Ukita, Naoe, Honda and many others. Clan symbols, names and positions are historically accurate and correspond with the time frame in The Sekigahara Campaign. This mod also includes new units and custom building chains for clans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=13125 Erwin Rommel]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=148020 Lokgar]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=122771 Wealthmonger]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=9173 LestaT]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=157621 Maverick Houston]&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image: 2012-12-18 00008.jpg&lt;br /&gt;
image: 2012-12-18 00006.jpg&lt;br /&gt;
image: 2012-12-18 00010.jpg&lt;br /&gt;
image: 2012-12-18 00004.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Hosted mod forum on TWC]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44347</id>
		<title>The Sekigahara Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44347"/>
		<updated>2012-12-26T09:47:16Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Total War: Shogun 2]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Late Sengoku Jidai&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=123371 Anton III]&lt;br /&gt;
 |Release Status=v0.95a&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is an overhaul modification, which aims to bring a new time period to TWS2 - the late Sengoku Jidai (1590s). The later time period reflects everything in the game, making this modification different from the &amp;quot;Vanilla&amp;quot; version of TWS2.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
v0.5, a preview version of the mod was released in the beginning of January 2012 and soon after, The Sekigahara Campaign got its own hosted forum on TWC in mid-January of 2012. Since then, this mod has received numerous updates.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is a standalone overhaul modification for TWS2, which focuses on a later time period in Japanese history, to offer something different compared to the Vanilla version of TWS2. Due to the new time period, playable factions, units etc.. had to be updated to match the corresponding time period. Some things this modification has altered are:&lt;br /&gt;
*the campaign&lt;br /&gt;
*the clans &lt;br /&gt;
*the clan symbols&lt;br /&gt;
*the clan positions &lt;br /&gt;
*the clan names&lt;br /&gt;
*the clan daimyos&lt;br /&gt;
*the clan specialties&lt;br /&gt;
*the clan units&lt;br /&gt;
*the buildings&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Like stated above, this modification has altered numerous different aspects of the game to match the corresponding time period, thus giving a sense of realism. Due to the later time period compared to the Vanilla version of TWS2, guns and new weaponry will be available to the player sooner and new clans, that didn&#039;t exist during the S2TW campaign, have been added to reflect this mods time frame. Some of the new clans in The Sekigahara Campaign are the Toyotomi, Ishida, Ukita, Naoe, Honda and many others. Clan symbols, names and positions are historically accurate and correspond with the time frame in The Sekigahara Campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=13125 Erwin Rommel]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=148020 Lokgar]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=122771 Wealthmonger]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=9173 LestaT]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=157621 Maverick Houston]&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image: 2012-12-18 00008.jpg&lt;br /&gt;
image: 2012-12-18 00006.jpg&lt;br /&gt;
image: 2012-12-18 00010.jpg&lt;br /&gt;
image: 2012-12-18 00004.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:2012-12-18_00004.jpg&amp;diff=44346</id>
		<title>File:2012-12-18 00004.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:2012-12-18_00004.jpg&amp;diff=44346"/>
		<updated>2012-12-26T09:46:43Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:2012-12-18_00010.jpg&amp;diff=44345</id>
		<title>File:2012-12-18 00010.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:2012-12-18_00010.jpg&amp;diff=44345"/>
		<updated>2012-12-26T09:46:09Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:2012-12-18_00006.jpg&amp;diff=44344</id>
		<title>File:2012-12-18 00006.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:2012-12-18_00006.jpg&amp;diff=44344"/>
		<updated>2012-12-26T09:45:29Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:2012-12-18_00008.jpg&amp;diff=44343</id>
		<title>File:2012-12-18 00008.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:2012-12-18_00008.jpg&amp;diff=44343"/>
		<updated>2012-12-26T09:42:52Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44342</id>
		<title>The Sekigahara Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44342"/>
		<updated>2012-12-26T09:36:21Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Total War: Shogun 2]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Late Sengoku Jidai&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=123371 Anton III]&lt;br /&gt;
 |Release Status=v0.95a&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is an overhaul modification, which aims to bring a new time period to TWS2 - the late Sengoku Jidai (1590s). The later time period reflects everything in the game, making this modification different from the &amp;quot;Vanilla&amp;quot; version of TWS2.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
v0.5, a preview version of the mod was released in the beginning of January 2012 and soon after, The Sekigahara Campaign got its own hosted forum on TWC in mid-January of 2012. Since then, this mod has received numerous updates.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is a standalone overhaul modification for TWS2, which focuses on a later time period in Japanese history, to offer something different compared to the Vanilla version of TWS2. Due to the new time period, playable factions, units etc.. had to be updated to match the corresponding time period. Some things this modification has altered are:&lt;br /&gt;
*the campaign&lt;br /&gt;
*the clans &lt;br /&gt;
*the clan symbols&lt;br /&gt;
*the clan positions &lt;br /&gt;
*the clan names&lt;br /&gt;
*the clan daimyos&lt;br /&gt;
*the clan specialties&lt;br /&gt;
*the clan units&lt;br /&gt;
*the buildings&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Like stated above, this modification has altered numerous different aspects of the game to match the corresponding time period, thus giving a sense of realism. Due to the later time period compared to the Vanilla version of TWS2, guns and new weaponry will be available to the player sooner and new clans, that didn&#039;t exist during the S2TW campaign, have been added to reflect this mods time frame. Some of the new clans in The Sekigahara Campaign are the Toyotomi, Ishida, Ukita, Naoe, Honda and many others. Clan symbols, names and positions are historically accurate and correspond with the time frame in The Sekigahara Campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Team==&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=13125 Erwin Rommel]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=123371 Akaie]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=148020 Lokgar]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=122771 Wealthmonger]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=9173 LestaT]&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=157621 Maverick Houston]&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44116</id>
		<title>The Sekigahara Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44116"/>
		<updated>2012-12-22T14:46:14Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Total War: Shogun 2]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Late Sengoku Jidai&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=123371 Anton III]&lt;br /&gt;
 |Release Status=v0.95a&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is an overhaul modification, which aims to bring a new time period to TWS2 - the late Sengoku Jidai (1590s). The later time period reflects everything in the game, making this modification different from the &amp;quot;Vanilla&amp;quot; version of TWS2.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
v0.5, a preview version of the mod was released in the beginning of January 2012 and soon after, The Sekigahara Campaign got its own hosted forum on TWC in mid-January of 2012. Since then, this mod has received numerous updates.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is a standalone overhaul modification for TWS2, which focuses on a later time period in Japanese history, to offer something different compared to the Vanilla version of TWS2. Due to the new time period, playable factions, units etc.. had to be updated to match the corresponding time period. Some things this modification has altered are:&lt;br /&gt;
*the campaign&lt;br /&gt;
*the clans &lt;br /&gt;
*the clan symbols&lt;br /&gt;
*the clan positions &lt;br /&gt;
*the clan names&lt;br /&gt;
*the clan daimyos&lt;br /&gt;
*the clan specialties&lt;br /&gt;
*the clan units&lt;br /&gt;
*the buildings&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Like stated above, this modification has altered numerous different aspects of the game to match the corresponding time period, thus giving a sense of realism. Due to the later time period compared to the Vanilla version of TWS2, guns and new weaponry will be available to the player sooner and new clans, that didn&#039;t exist during the S2TW campaign, have been added to reflect this mods time frame. Some of the new clans in The Sekigahara Campaign are the Toyotomi, Ishida, Ukita, Naoe, Honda and many others. Clan symbols, names and positions are historically accurate and correspond with the time frame in The Sekigahara Campaign.&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44094</id>
		<title>The Sekigahara Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44094"/>
		<updated>2012-12-22T11:26:27Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Total War: Shogun 2]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Late Sengoku Jidai&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=123371 Anton III]&lt;br /&gt;
 |Release Status=v0.95a&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is an overhaul modification, which aims to bring a new time period to TWS2 - the late Sengoku Jidai (1590s). The later time period reflects everything in the game, making this modification different from the &amp;quot;Vanilla&amp;quot; version of TWS2.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
v0.5, a preview version of the mod was released in the beginning of January 2012 and soon after, The Sekigahara Campaign got its own hosted forum on TWC in mid-January of 2012. Since then, this mod has received numerous updates.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is a standalone overhaul modification for TWS2, which focuses on a later time period in Japanese history, to offer something different compared to the Vanilla version of TWS2. Due to the new time period, playable factions, units etc.. had to be updated to match the corresponding time period. Some things this modification has altered are:&lt;br /&gt;
*the campaign&lt;br /&gt;
*the clans &lt;br /&gt;
*the clan symbols&lt;br /&gt;
*the clan positions &lt;br /&gt;
*the clan names&lt;br /&gt;
*the clan daimyos&lt;br /&gt;
*the clan specialties&lt;br /&gt;
*the clan units&lt;br /&gt;
*the buildings&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Like stated above, this modification has altered numerous different aspects of the game to match the corresponding time period, thus giving a sense of realism. Due to the later time period compared to the Vanilla version of TWS2, guns and new weaponry will be available to the player sooner and new clans, that didn&#039;t exist during the S2TW campaign, have been added to reflect this mods time frame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;New clans:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*Toyotomi&lt;br /&gt;
*Ishida&lt;br /&gt;
*Ukita&lt;br /&gt;
*Naoe&lt;br /&gt;
*Honda&lt;br /&gt;
*and many others...&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44093</id>
		<title>The Sekigahara Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Sekigahara_Campaign&amp;diff=44093"/>
		<updated>2012-12-22T10:21:52Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Total War: Shogun 2]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Late Sengoku Jidai&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=123371 Anton III]&lt;br /&gt;
 |Release Status=v0.95a&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1841 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is an overhaul modification, which aims to bring a new time period to TWS2 - the late Sengoku Jidai (1590s). The later time period reflects everything in the game, making this modification different from the &amp;quot;Vanilla&amp;quot; version of TWS2.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
v0.5, a preview version of the mod was released in the beginning of January 2012 and soon after, The Sekigahara Campaign got its own hosted forum on TWC in mid-January of 2012. Since then, this mod has received numerous updates.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Sekigahara Campaign is a standalone overhaul modification for TWS2, which focuses on a later time period in Japanese history, to offer something different compared to the Vanilla version of TWS2. Due to the new time period, playable factions, units etc.. had to be updated to match the corresponding time period. Some things this modification has altered are:&lt;br /&gt;
*the campaign&lt;br /&gt;
*the clans &lt;br /&gt;
*the clan symbols&lt;br /&gt;
*the clan positions &lt;br /&gt;
*the clan names&lt;br /&gt;
*the clan daimyos&lt;br /&gt;
*the clan specialties&lt;br /&gt;
*the clan units&lt;br /&gt;
*the buildings&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Like stated above, this modification has altered numerous different aspects of the game to match the corresponding time period, thus giving a sense of realism. Due to the later time period compared to the Vanilla version of TWS2, guns and new weaponry will be available to the player sooner and new clans, that didn&#039;t exist during S2TW campaign, have been added to reflect this mods time frame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;New clans:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*Toyotomi&lt;br /&gt;
*Ishida&lt;br /&gt;
*Ukita&lt;br /&gt;
*Naoe&lt;br /&gt;
*Honda&lt;br /&gt;
*and many others...&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sicilia&amp;diff=43997</id>
		<title>Sicilia</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sicilia&amp;diff=43997"/>
		<updated>2012-12-20T08:58:05Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://img80.imageshack.us/img80/8007/threadtitlepe7.jpg&lt;br /&gt;
&lt;br /&gt;
 {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Classical Era&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=7686 Halie Satanus]&lt;br /&gt;
 |Release Status=Sicilia: Released&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1663 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
My intent was to create a mod which changed only what was necessary to make the mod playable and aesthetically pleasing, a mod that can be played in a couple of weeks and still be enjoyable. To that end, you won&#039;t find an extensive trait system or be drowned by complicated building systems, it is to all intents and purposes a big mac of the mod world rather than a three course gut buster.  &lt;br /&gt;
&lt;br /&gt;
There&#039;s a lot of room for expansion so please consider &#039;Sicilia&#039; an &#039;open beta&#039; and available to any who wish to tweak, add to or overhaul in any manner you wish. If people like your changes I&#039;ll add them as official patches, my only rule is that you test any additions and make sure they work.&lt;br /&gt;
&lt;br /&gt;
Hs..:)&lt;br /&gt;
&lt;br /&gt;
=Discription=&lt;br /&gt;
By the middle of the 3rd century BC the Romans had secured the whole of the Italian Peninsula and the enemies which had once threatened their very existence had been overcome. Over the course of the preceding one hundred years, Rome had crushed every rival that stood in the way of their domination of the Italian peninsula, first the Latin league was forcibly dissolved during the Latin War, then the power of the Samnites was decisively broken during the three prolonged Samnite wars, and most dramatically the Greek cities of Magna Graecia who were unified under the powerful and ambitious Pyrrhus of Epirus finally submitted to Roman authority at the conclusion of the Pyrrhic War.&lt;br /&gt;
&lt;br /&gt;
Carthage considered itself the dominant naval power in the Western Mediterranean. It originated as a Phoenician colony in Africa, near modern Tunis, and gradually became the center of a civilization whose hegemony reached along the North African coast and deep in its hinterland, covering large parts of the islands of the Western Mediterranean and influencing the Iberian peninsula. The conflict began after both Rome and Carthage intervened in Messana, the point of Sicily closest to Italy.&lt;br /&gt;
&lt;br /&gt;
Beginning&lt;br /&gt;
&lt;br /&gt;
In 288 BC the Mamertines -- a group of Italian (Campanian) mercenaries originally hired by Agathocles of Syracuse from 317 to 289 BC -- occupied the city of Messana -- modern Messina-- in the northeastern tip of Sicily, killing all the men and taking the women as their wives. At the same time a group of Roman troops made up of Campanian &amp;quot;citizens without the vote&amp;quot; also seized control of Rhegium, which lies across the straits in Italy. In 270 BC the Romans regained control of Rhegium and severely punished the survivors of the revolt. In Sicily the Mamertines ravaged the countryside and collided with the expanding regional empire of the independent city of Syracuse. Hiero II, tyrant of Syracuse, defeated the Mamertines near Mylae on the Longanus River and besieged Messana.&lt;br /&gt;
&lt;br /&gt;
Following the defeat at the river Longanus the Mamertines appealed to both Rome and Carthage for assistance, and acting first the Carthaginians approached Hiero to take no further action and convinced the Mamertines to accept a Carthaginian garrison in Messana. Either unhappy with the prospect of a Carthaginian garrison, or convinced that the recent alliance between Rome and Carthage against Pyrrhus reflected cordial relations between the two, the Mamertines petitioned Rome for an alliance, hoping for more reliable protection. At first, the Romans did not wish to come to the aid of soldiers who had unjustly stolen a city from its rightful possessors, and were still recovering from the insurrection of Campanian troops at (Rhegium, 271).&lt;br /&gt;
&lt;br /&gt;
Most likely unwilling to see Carthaginian power spread farther over Sicily and get too close to Italy, Rome responded by entering into an alliance with the Mamertines. In 264 BC, Roman troops were deployed to Sicily (the first time a Roman army acted outside the Italian Peninsula). Under the command of Appius Claudius Caudex two Roman legions were transported across the straits on pentekonters (ships with 25 oars on each side) and triremes borrowed from allies in Southern Italy. Following minor skirmishes, during which Hiero withdrew back to Syracuse, the Romans sent both consuls and two more legions to Sicily in the years 263 and 262 BC. The arrival of these troops influenced many towns to defect to the Roman side and eventually even Hiero decided to conclude a peace with the Romans. Under the initial 15 year agreement Syracuse was allowed to stay independent under the rule of Hiero but was forced to pay an indemnity of 100 talents (according to the historian Polybios). Soon enough the only parties in the dispute were Rome and Carthage and the conflict evolved into a struggle for the possession of Sicily. &lt;br /&gt;
&lt;br /&gt;
=Futures=&lt;br /&gt;
&#039;&#039;&#039;Playable factions;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
http://img234.imageshack.us/img234/7112/romaniunitpd6.th.jpg&lt;br /&gt;
http://img234.imageshack.us/images/thpix.gif&lt;br /&gt;
&lt;br /&gt;
Romani (Roman Republic);&lt;br /&gt;
The Republic! a rising power to be feared by all. The Romani war machine has stained the Italic peninsular with blood and now turns it&#039;s gaze upon the riches of Carthage. Long held treaties have been torn to shreds, the dogs of war unleashed. The Romani must adopt a policy of total annihilation of the Carthaginian&#039;s to gain victory, and this in the shadow of the powerful rulers of Syrakousai who will be waiting for a sign of weakness to make their own claim to Sicilia!.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
http://img401.imageshack.us/img401/5040/carunitshr5.th.jpg&lt;br /&gt;
http://img401.imageshack.us/images/thpix.gif&lt;br /&gt;
&lt;br /&gt;
Karthadastim (Carthage);&lt;br /&gt;
Karthadastim is the true power house of the Western Mediterranean. Her armies have crushed the tribes of north Africa and southern Iberia to give Karthadastim a strangle hold on all Mediterranean sea trade. Now a new threat has arrived on her boarders, the upstart Romani have turned their gaze upon the children of Aeneas. Your Generals are some of the best the world has known and their experienced mercenary armies will prove a powerful force in war for Sicilia!.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
http://img126.imageshack.us/img126/6428/greekunitem5.th.jpg&lt;br /&gt;
&lt;br /&gt;
Syrakousai (Syracuse);&lt;br /&gt;
Of all the Greek city states Syrakousai is perhaps the most precariously placed. Isolated from the mainland her position in the heart of the Mediterranean has made her rich. A succession of ruthless and often tyrannical rulers has seen Syrakousai become a powerful influence among the Greek city states and, her allies of Corinth and Sparta gives her rulers confidence enough to be slightly complacent.  However the threat posed by the war like Carthaginian&#039;s is very real and now the Romani fresh from victories against the tribes of northern Hellas have made a grab for power. It will need a cunning leader to keep a firm grip on Greek holdings on the island and chose the perfect time to make their own claim to Sicilia!.&lt;br /&gt;
&lt;br /&gt;
=The Team=&lt;br /&gt;
&#039;&#039;&#039;Halie Satanus/Satanea Juda&#039;&#039;&#039;; All unit models and textures, 2d artwork and coding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uranos&#039;&#039;&#039;; A revised version of the unreleased Hegemonia Sicily map. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aradan&#039;&#039;&#039;; Untiring support and help (as well as tweaks I know nothing about) .&lt;br /&gt;
&lt;br /&gt;
Open source contributions;&lt;br /&gt;
&lt;br /&gt;
Riczu; for his strat map http://www.twcenter.net/forums/showthread.php?t=36584ship mod which is excellent.&lt;br /&gt;
&lt;br /&gt;
Pinarius; http://home.arcor.de/berzelmayr/pinarius-horses.zip realistic horses, first time I&#039;ve used them and they are beautiful. &lt;br /&gt;
&lt;br /&gt;
SigniferOne; http://www.twcenter.net/forums/showthread.php?t=27015 animations pack. 0.8, excellent pack which really makes a difference..&lt;br /&gt;
&lt;br /&gt;
HouseOfHam; Big thanks for the http://www.twcenter.net/forums/showthread.php?t=169852 turns per year script generator..&lt;br /&gt;
&lt;br /&gt;
Major thanks to team &#039;EB&#039; and specifically those who contributed to their http://www.europabarbarorum.com/web site, a supremely wonderful resource in itself, which I used as a basis for my unit names and descriptions.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Sicilia Patch V0.1&lt;br /&gt;
Sicilia on TWC&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=205811]&lt;br /&gt;
&lt;br /&gt;
http://img388.imageshack.us/img388/277/battle02fk1.th.jpg&lt;br /&gt;
http://img440.imageshack.us/img440/1253/battle04nh9.th.jpg&lt;br /&gt;
http://img139.imageshack.us/img139/4282/battle05hz3.th.jpg&lt;br /&gt;
http://img255.imageshack.us/img255/34/battle06mt6.th.jpg&lt;br /&gt;
http://img238.imageshack.us/img238/1843/im01uy2.th.jpg&lt;br /&gt;
http://img238.imageshack.us/images/thpix.gif&lt;br /&gt;
http://img372.imageshack.us/img372/8954/im02wi1.th.jpg&lt;br /&gt;
http://img372.imageshack.us/images/thpix.gif&lt;br /&gt;
http://img352.imageshack.us/img352/8853/im03uu9.th.jpg&lt;br /&gt;
http://img352.imageshack.us/images/thpix.gif&lt;br /&gt;
http://img380.imageshack.us/img380/1516/im04yf2.th.jpg&lt;br /&gt;
http://img380.imageshack.us/images/thpix.gif&lt;br /&gt;
http://img520.imageshack.us/img520/3545/im05nk9.th.jpg&lt;br /&gt;
http://img520.imageshack.us/images/thpix.gif&lt;br /&gt;
http://img247.imageshack.us/img247/7039/im06iq5.th.jpg&lt;br /&gt;
http://img247.imageshack.us/images/thpix.gif&lt;br /&gt;
http://img247.imageshack.us/img247/5651/im07fs7.th.jpg&lt;br /&gt;
http://img247.imageshack.us/images/thpix.gif&lt;br /&gt;
http://img60.imageshack.us/img60/4140/im08yb2.th.jpg&lt;br /&gt;
http://img60.imageshack.us/images/thpix.gif&lt;br /&gt;
&lt;br /&gt;
=AAR=&lt;br /&gt;
&lt;br /&gt;
=Included Mods=&lt;br /&gt;
So here it is the Sicilia mini mod on the Wiki page.&lt;br /&gt;
&lt;br /&gt;
http://www.twcenter.net/wiki/Released_Mods&lt;br /&gt;
&lt;br /&gt;
Here is the Sicilia mini mod on TWC.&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=205811&amp;amp;highlight=Sicilia Sicilia]&lt;br /&gt;
[[Category:RTW Mods (Released)]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sicilia&amp;diff=43996</id>
		<title>Sicilia</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sicilia&amp;diff=43996"/>
		<updated>2012-12-20T08:48:07Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://img80.imageshack.us/img80/8007/threadtitlepe7.jpg&lt;br /&gt;
&lt;br /&gt;
 {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Classical Era&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=7686 Halie Satanus]&lt;br /&gt;
 |Release Status=&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1663 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
My intent was to create a mod which changed only what was necessary to make the mod playable and aesthetically pleasing, a mod that can be played in a couple of weeks and still be enjoyable. To that end, you won&#039;t find an extensive trait system or be drowned by complicated building systems, it is to all intents and purposes a big mac of the mod world rather than a three course gut buster.  &lt;br /&gt;
&lt;br /&gt;
There&#039;s a lot of room for expansion so please consider &#039;Sicilia&#039; an &#039;open beta&#039; and available to any who wish to tweak, add to or overhaul in any manner you wish. If people like your changes I&#039;ll add them as official patches, my only rule is that you test any additions and make sure they work.&lt;br /&gt;
&lt;br /&gt;
Hs..:)&lt;br /&gt;
&lt;br /&gt;
=Discription=&lt;br /&gt;
By the middle of the 3rd century BC the Romans had secured the whole of the Italian Peninsula and the enemies which had once threatened their very existence had been overcome. Over the course of the preceding one hundred years, Rome had crushed every rival that stood in the way of their domination of the Italian peninsula, first the Latin league was forcibly dissolved during the Latin War, then the power of the Samnites was decisively broken during the three prolonged Samnite wars, and most dramatically the Greek cities of Magna Graecia who were unified under the powerful and ambitious Pyrrhus of Epirus finally submitted to Roman authority at the conclusion of the Pyrrhic War.&lt;br /&gt;
&lt;br /&gt;
Carthage considered itself the dominant naval power in the Western Mediterranean. It originated as a Phoenician colony in Africa, near modern Tunis, and gradually became the center of a civilization whose hegemony reached along the North African coast and deep in its hinterland, covering large parts of the islands of the Western Mediterranean and influencing the Iberian peninsula. The conflict began after both Rome and Carthage intervened in Messana, the point of Sicily closest to Italy.&lt;br /&gt;
&lt;br /&gt;
Beginning&lt;br /&gt;
&lt;br /&gt;
In 288 BC the Mamertines -- a group of Italian (Campanian) mercenaries originally hired by Agathocles of Syracuse from 317 to 289 BC -- occupied the city of Messana -- modern Messina-- in the northeastern tip of Sicily, killing all the men and taking the women as their wives. At the same time a group of Roman troops made up of Campanian &amp;quot;citizens without the vote&amp;quot; also seized control of Rhegium, which lies across the straits in Italy. In 270 BC the Romans regained control of Rhegium and severely punished the survivors of the revolt. In Sicily the Mamertines ravaged the countryside and collided with the expanding regional empire of the independent city of Syracuse. Hiero II, tyrant of Syracuse, defeated the Mamertines near Mylae on the Longanus River and besieged Messana.&lt;br /&gt;
&lt;br /&gt;
Following the defeat at the river Longanus the Mamertines appealed to both Rome and Carthage for assistance, and acting first the Carthaginians approached Hiero to take no further action and convinced the Mamertines to accept a Carthaginian garrison in Messana. Either unhappy with the prospect of a Carthaginian garrison, or convinced that the recent alliance between Rome and Carthage against Pyrrhus reflected cordial relations between the two, the Mamertines petitioned Rome for an alliance, hoping for more reliable protection. At first, the Romans did not wish to come to the aid of soldiers who had unjustly stolen a city from its rightful possessors, and were still recovering from the insurrection of Campanian troops at (Rhegium, 271).&lt;br /&gt;
&lt;br /&gt;
Most likely unwilling to see Carthaginian power spread farther over Sicily and get too close to Italy, Rome responded by entering into an alliance with the Mamertines. In 264 BC, Roman troops were deployed to Sicily (the first time a Roman army acted outside the Italian Peninsula). Under the command of Appius Claudius Caudex two Roman legions were transported across the straits on pentekonters (ships with 25 oars on each side) and triremes borrowed from allies in Southern Italy. Following minor skirmishes, during which Hiero withdrew back to Syracuse, the Romans sent both consuls and two more legions to Sicily in the years 263 and 262 BC. The arrival of these troops influenced many towns to defect to the Roman side and eventually even Hiero decided to conclude a peace with the Romans. Under the initial 15 year agreement Syracuse was allowed to stay independent under the rule of Hiero but was forced to pay an indemnity of 100 talents (according to the historian Polybios). Soon enough the only parties in the dispute were Rome and Carthage and the conflict evolved into a struggle for the possession of Sicily. &lt;br /&gt;
&lt;br /&gt;
=Futures=&lt;br /&gt;
&#039;&#039;&#039;Playable factions;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
http://img234.imageshack.us/img234/7112/romaniunitpd6.th.jpg&lt;br /&gt;
http://img234.imageshack.us/images/thpix.gif&lt;br /&gt;
&lt;br /&gt;
Romani (Roman Republic);&lt;br /&gt;
The Republic! a rising power to be feared by all. The Romani war machine has stained the Italic peninsular with blood and now turns it&#039;s gaze upon the riches of Carthage. Long held treaties have been torn to shreds, the dogs of war unleashed. The Romani must adopt a policy of total annihilation of the Carthaginian&#039;s to gain victory, and this in the shadow of the powerful rulers of Syrakousai who will be waiting for a sign of weakness to make their own claim to Sicilia!.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
http://img401.imageshack.us/img401/5040/carunitshr5.th.jpg&lt;br /&gt;
http://img401.imageshack.us/images/thpix.gif&lt;br /&gt;
&lt;br /&gt;
Karthadastim (Carthage);&lt;br /&gt;
Karthadastim is the true power house of the Western Mediterranean. Her armies have crushed the tribes of north Africa and southern Iberia to give Karthadastim a strangle hold on all Mediterranean sea trade. Now a new threat has arrived on her boarders, the upstart Romani have turned their gaze upon the children of Aeneas. Your Generals are some of the best the world has known and their experienced mercenary armies will prove a powerful force in war for Sicilia!.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
http://img126.imageshack.us/img126/6428/greekunitem5.th.jpg&lt;br /&gt;
&lt;br /&gt;
Syrakousai (Syracuse);&lt;br /&gt;
Of all the Greek city states Syrakousai is perhaps the most precariously placed. Isolated from the mainland her position in the heart of the Mediterranean has made her rich. A succession of ruthless and often tyrannical rulers has seen Syrakousai become a powerful influence among the Greek city states and, her allies of Corinth and Sparta gives her rulers confidence enough to be slightly complacent.  However the threat posed by the war like Carthaginian&#039;s is very real and now the Romani fresh from victories against the tribes of northern Hellas have made a grab for power. It will need a cunning leader to keep a firm grip on Greek holdings on the island and chose the perfect time to make their own claim to Sicilia!.&lt;br /&gt;
&lt;br /&gt;
=The Team=&lt;br /&gt;
&#039;&#039;&#039;Halie Satanus/Satanea Juda&#039;&#039;&#039;; All unit models and textures, 2d artwork and coding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uranos&#039;&#039;&#039;; A revised version of the unreleased Hegemonia Sicily map. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aradan&#039;&#039;&#039;; Untiring support and help (as well as tweaks I know nothing about) .&lt;br /&gt;
&lt;br /&gt;
Open source contributions;&lt;br /&gt;
&lt;br /&gt;
Riczu; for his strat map http://www.twcenter.net/forums/showthread.php?t=36584ship mod which is excellent.&lt;br /&gt;
&lt;br /&gt;
Pinarius; http://home.arcor.de/berzelmayr/pinarius-horses.zip realistic horses, first time I&#039;ve used them and they are beautiful. &lt;br /&gt;
&lt;br /&gt;
SigniferOne; http://www.twcenter.net/forums/showthread.php?t=27015 animations pack. 0.8, excellent pack which really makes a difference..&lt;br /&gt;
&lt;br /&gt;
HouseOfHam; Big thanks for the http://www.twcenter.net/forums/showthread.php?t=169852 turns per year script generator..&lt;br /&gt;
&lt;br /&gt;
Major thanks to team &#039;EB&#039; and specifically those who contributed to their http://www.europabarbarorum.com/web site, a supremely wonderful resource in itself, which I used as a basis for my unit names and descriptions.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Sicilia Patch V0.1&lt;br /&gt;
Sicilia on TWC&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=205811]&lt;br /&gt;
&lt;br /&gt;
http://img388.imageshack.us/img388/277/battle02fk1.th.jpg&lt;br /&gt;
http://img440.imageshack.us/img440/1253/battle04nh9.th.jpg&lt;br /&gt;
http://img139.imageshack.us/img139/4282/battle05hz3.th.jpg&lt;br /&gt;
http://img255.imageshack.us/img255/34/battle06mt6.th.jpg&lt;br /&gt;
http://img238.imageshack.us/img238/1843/im01uy2.th.jpg&lt;br /&gt;
http://img238.imageshack.us/images/thpix.gif&lt;br /&gt;
http://img372.imageshack.us/img372/8954/im02wi1.th.jpg&lt;br /&gt;
http://img372.imageshack.us/images/thpix.gif&lt;br /&gt;
http://img352.imageshack.us/img352/8853/im03uu9.th.jpg&lt;br /&gt;
http://img352.imageshack.us/images/thpix.gif&lt;br /&gt;
http://img380.imageshack.us/img380/1516/im04yf2.th.jpg&lt;br /&gt;
http://img380.imageshack.us/images/thpix.gif&lt;br /&gt;
http://img520.imageshack.us/img520/3545/im05nk9.th.jpg&lt;br /&gt;
http://img520.imageshack.us/images/thpix.gif&lt;br /&gt;
http://img247.imageshack.us/img247/7039/im06iq5.th.jpg&lt;br /&gt;
http://img247.imageshack.us/images/thpix.gif&lt;br /&gt;
http://img247.imageshack.us/img247/5651/im07fs7.th.jpg&lt;br /&gt;
http://img247.imageshack.us/images/thpix.gif&lt;br /&gt;
http://img60.imageshack.us/img60/4140/im08yb2.th.jpg&lt;br /&gt;
http://img60.imageshack.us/images/thpix.gif&lt;br /&gt;
&lt;br /&gt;
=AAR=&lt;br /&gt;
&lt;br /&gt;
=Included Mods=&lt;br /&gt;
So here it is the Sicilia mini mod on the Wiki page.&lt;br /&gt;
&lt;br /&gt;
http://www.twcenter.net/wiki/Released_Mods&lt;br /&gt;
&lt;br /&gt;
Here is the Sicilia mini mod on TWC.&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=205811&amp;amp;highlight=Sicilia Sicilia]&lt;br /&gt;
[[Category:RTW Mods (Released)]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=43995</id>
		<title>Viking Invasion II</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Viking_Invasion_II&amp;diff=43995"/>
		<updated>2012-12-20T08:37:42Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War: Barbarian Invasion]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Middle Ages&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=27806 Aradan]&lt;br /&gt;
 |Release Status=v1.7&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1036 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Viking Invasion II recreates the infamous Viking Invasion from MTW on the Rome BI Engine. It&#039;s a complete overhaul of Rome BI, with a new campaign, new factions, new units and a new challenge.&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:VI2 Banner.jpg |thumb|right|200px|alt=none|Viking Invasion II banner]]&lt;br /&gt;
&lt;br /&gt;
The campaign is almost identical to the original, with only minor changes made, and of course utilising a new engine. The map covers all of Britannia and parts of Scandinavia adding up to about 50 regions occupied by eight different playable factions.&lt;br /&gt;
The mod portrays the Viking raids and internal strife of Britain as historically accurate as possible, while providing interesting gameplay and a fun, yet challenging, campaign&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
Eight playable factions, all forming part of three different cultures :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Saxons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The West Saxons&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Select Fyrd units; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mercians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Marcher Horsemen units&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Northumbrians&#039;&#039; - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to cheaper Lithsmen mercenary units; ability to build priories; poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vikings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Danes&#039;&#039; - Strong close-combat infantry, especially in attack; superior boats; leaders can convert to Christianity after AD 878; very poor cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Norwegians&#039;&#039; - Strong close-combat infantry, especially in attack; powerful berserkers; superior boats; leaders can convert to Christianity after AD 878; no cavalry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Celts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Welsh&#039;&#039; - Good mix of infantry and cavalry; superior cavalry; longbowmen; can build priories; weak ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Men of Alba&#039;&#039; - Good mix of infantry and cavalry; can build priories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Irish&#039;&#039; - Good mix of infantry; can build monasteries; can recruit Monks; poor cavalry; no archers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some major features of the game include&#039;&#039; :&lt;br /&gt;
&lt;br /&gt;
* Provincial Information structures give flavour text and custom bonuses for every Province&lt;br /&gt;
* Incorporates Aradan&#039;s unit and unit-autoresolve balance (now even more advanced!)&lt;br /&gt;
* Saxon and Celtic Emissaries may travel with princesses and bishops to increase their effectiveness&lt;br /&gt;
* Provincial and Kingdom titles for family members implemented, including Local Lord traits for better settlement-specific management&lt;br /&gt;
* Recruitable mercenaries&lt;br /&gt;
* Culture-specific recruitment buildings and limited Zone of Recruitment&lt;br /&gt;
* Campaign Script customizes game-start conditions according to faction selected by player to make for a greater challenge&lt;br /&gt;
&lt;br /&gt;
= VI2 - Dominion of Britannia =&lt;br /&gt;
&lt;br /&gt;
Dominion of Britannia is an official sub-mod for VI2, adding a lot of new content and features :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DoB promo7.jpg |thumb|right|200px|alt=none|Dominion of Britannia Promo]]&lt;br /&gt;
* Irish factions can now recruit Monastic Levies from monasteries&lt;br /&gt;
* Unique strategy-map models for Saxon large towns, cities and large cities&lt;br /&gt;
* 15 New provinces (Britain and Ireland)&lt;br /&gt;
* Greater geographical historical accuracy&lt;br /&gt;
* Unit stats reworked for even greater unit balance&lt;br /&gt;
* Campaign balance improved&lt;br /&gt;
* Saxon culture renamed to Anglo-Saxon&lt;br /&gt;
* Uncrowned and Crowned trait for Kings implemented&lt;br /&gt;
* New ship for the Vikings (credits to 1066 open-resource mod, with sails by Halie Satanus)&lt;br /&gt;
* New Stone Henge model (credit to 1066 open-resource mod)&lt;br /&gt;
* Now possible for Anglo-Saxon factions to have monks in their ranks&lt;br /&gt;
* New Laigini elite unit for Men of Leinster (formerly &amp;quot;The Irish&amp;quot; faction)&lt;br /&gt;
* Recruitable mercenaries redistributed to be more historically accurate&lt;br /&gt;
* Walls now only buildable from large town and up&lt;br /&gt;
* Viking names edited to be more accurate (thanks to Dansk)&lt;br /&gt;
* Monastery line of buildings reworked and more open to Anglo-Saxons&lt;br /&gt;
* Stables can now longer be built on small islands&lt;br /&gt;
* And lots of textual and visual tweaks throughout!&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
The team of Viking Invasion II includes :&lt;br /&gt;
&lt;br /&gt;
*[[Aradan]]&lt;br /&gt;
*[[MasterofNone]]&lt;br /&gt;
*[[Halie Satanus]]&lt;br /&gt;
*[[Uranos]]&lt;br /&gt;
*[[Antagonist]]&lt;br /&gt;
*[[Keyser Soze]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= External Links =&lt;br /&gt;
* [http://www.twcenter.net TWCenter.net][http://www.twcenter.net/forums/forumdisplay.php?f=1036 &#039;&#039;Viking Invasion II&#039;&#039; forum]&lt;br /&gt;
* [http://www.twcenter.net TWCenter.net][http://www.twcenter.net/forums/showthread.php?t=263293 &#039;&#039;VI2 -Dominion of Britannia&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:BI_Mods_%28Released%29]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Bulgaria:_Total_War&amp;diff=43994</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=43994"/>
		<updated>2012-12-20T08:33:04Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War: Kingdoms]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Middle Ages&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=12145 Gogo_t]&lt;br /&gt;
 |Release Status=v2.0&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=769 Here]&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>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Res_Bellicae&amp;diff=43993</id>
		<title>Res Bellicae</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Res_Bellicae&amp;diff=43993"/>
		<updated>2012-12-20T08:26:21Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Classical Era&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=28176 Gaio Giulio Patrizio]&lt;br /&gt;
 |Release Status=v2.0&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=603 Here]&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>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Fourth_Age:_Total_War&amp;diff=43992</id>
		<title>The Fourth Age: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Fourth_Age:_Total_War&amp;diff=43992"/>
		<updated>2012-12-19T15:33:30Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:FATW_logo.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War: Barbarian Invasion]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Fourth Age of Middle Earth&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=27806 Aradan], [http://www.twcenter.net/forums/member.php?u=61314 Éorl]&lt;br /&gt;
 |Release Status=v2.6&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=89 Here]&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The Fourth Age: Total War is a full-conversion modification for [[Barbarian Invasion|BI 1.6]]. With an aim to staying true to the works and spirit of J.R.R. Tolkien&#039;s world of Middle-earth, whilst also aspiring to original creative excellence, the Fourth Age: Total War is set to be a must-have for anyone who loves the setting and peoples of Tolkien&#039;s mythic world.&lt;br /&gt;
&lt;br /&gt;
Set in the Fourth Age of Middle-earth, approximately 200 years after the events of the War of the Ring (the trilogy), it is based solely on the books and other official writings and not upon the movies.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;City Development &amp;amp; Diversification&#039;&#039;&#039;&lt;br /&gt;
Large cities can now be developed along a path of your choosing, ultimately providing greater diversification for your faction. For example, if you are playing as Rhûn (aka the Easterlings) you might choose to develop a Thrall Stockade in order to have that settlement rely upon cheap slave labour for the construction of buildings, or you may opt to bolster your economy by developing a Cattle Trader, or perhaps you may wish to develop a Wain Workshop to allow your Settlers to use Wains so that they can move greater distances and thus increase population growth and spread.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wonder-capture&#039;&#039;&#039;&lt;br /&gt;
When you take a region with a Wonder you will not immediately gain all its effects. You will need to seize the Wonder, then secure it and then exploit it. Each of these phases will bring more of the Wonder&#039;s benefits to your faction. Wonders offer some faction-wide bonuses but such effects will vary by faction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marvels&#039;&#039;&#039;&lt;br /&gt;
In addition to Wonders there are also Marvels such as The White Tree of Gondor. These Marvels act much like Wonders except that they exist in or by a settlement rather than distant from it and as such they are considered captured when the settlement itself is taken. Guard these Marvels well as they can bring great blessings to your faction!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unique Cities&#039;&#039;&#039;&lt;br /&gt;
Minas Tirith, Thranduil&#039;s Halls and other well-known cities of Middle-earth populate the landscape of the campaign map, each graphically designed and modelled to be unique and accurate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Landmark Features&#039;&#039;&#039;&lt;br /&gt;
Various features of Middle-earth that we all know and love are represented on the map - and some will even afford your faction with beneficial effects. These include the Beacon-tower Hills of Gondor, the Carrock, the Sea-ward Tower of Dol Amroth and other less prominent features such as castle ruins and barrows.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MEZoRS&#039;&#039;&#039;&lt;br /&gt;
The Middle-earth Zone of Recruitment System has been designed like no other. As you would expect with any good ZoR system, units are not immediately able to be recruited as soon as you capture a foreign region but certain local levies drawn from the conquered population may be; you will need to build your own recruitment buildings in order to start training and recruiting your own troops. MEZoRS discriminates between the Mannish, Elven, Orkish and Dwarven races. It establishes up to three types of region per faction (homelands, fiefdoms and outlands) taking into account old loyalties as well as old hatreds. It allows for the deepening of loyalty among local levies but also restricts the building of certain troops that might be available in your faction&#039;s homelands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assimilation Units&#039;&#039;&#039;&lt;br /&gt;
If you take a chief city of another faction, or (where they exist) the chief city of a subculture of a faction, you may in process of time be able to recruit a unit assimilated from the conquered faction. For example, if Dale was to capture Edoras it would have Riders of the Mark available for recruitment once it had built up to the appropriate level of stables.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Settlers &amp;amp; Population Dispersion&#039;&#039;&#039;&lt;br /&gt;
Peasants have been renamed to Settlers, downgraded in ability and cost, upgraded in unit size and given zero-time recruitment. Their chief purpose will be to move your population about between settlements. They should be guarded by your armies when on the move, for although they will be able to engage battle they are very likely to run away, unless they seriously outnumber a foe. They should no longer be considered military units. They will also be recruited in a more realistic manner according to the geographic spread of the population.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Factional Fertility&#039;&#039;&#039;&lt;br /&gt;
A relatively simple yet slick system has been implemented to base population growth more directly upon race/faction rather than region alone. In Middle-earth, the Elves and the Dwarves had few children, whereas the Orcs multiplied like the proverbial rabbits (except not so cute!). This system allows us to represent such factors in the game regardless of which regions those races occupy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Seven Cultures&#039;&#039;&#039;&lt;br /&gt;
The cultures represented visibly in the Mod will be the Dúnedanic, Northmen, Barbarian, Haradrian, Elven and Dwarven cultures, some of which will have subcultures. We have incorporated the extra culture slot to provide you with an enhancement and complement to these cultures.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Advanced Unit Balance&#039;&#039;&#039;&lt;br /&gt;
All of the Mod&#039;s units have been balanced using a quite sophisticated and complex system that takes into account all sorts of attributes -ranging from unit class, weapons, armour and shield to special characteristics based on culture, role specialisation and availability- and translates them into statistics and costs. The system is constantly being improved with any new discoveries, such as the pioneering auto-resolve balance system, to ensure you enjoy the best balance out there, both on the campaign- and the battle-map.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
As of the press release of the 22nd February 2006 (on SCC), the FATW team has aimed at making 9 factions:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Reunited Kingdom of Gondor and Arnor&#039;&#039;&#039;&lt;br /&gt;
The Reunited Kingdom of Arnor and Gondor was reforged by King Elessar Envinyatar Telcontar after the Fall of Barad-dûr. The Men of the Reunited Kingdom have highly-trained, well-equipped infantry and a large variety of special units, though their cavalry is very limited.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kingdom of Adûnabâr&lt;br /&gt;
The Kingdom of Adûnabâr has declared its independence from the Reunited Kingdom, and the two realms are now in open civil war. Under the evil influence of Herumor, the Lord Black, the new king and his loyal lords have grabbed all land east of the Anduin and made Mordor into a fortress. And rumour has it that an old evil has worked its way back into the Black Land.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kingdom of Rohan&#039;&#039;&#039;&lt;br /&gt;
Rohan was originally a Gondorian province called Calenardhon but after Eorl, the first King of the Mark, assisted Cirion of Gondor in battle he was awarded the plains north of the White Mountains. The Rohirrim are famous for Middle-earth&#039;s best cavalry, but they lack in infantry units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Empire of Harad&#039;&#039;&#039;&lt;br /&gt;
The Haradrim are many in number, and have long lusted after the lands of Gondor. Their units are balanced, they have a strong fleet thanks to the feared Corsairs, and on the battlefield their Mûmakil cause great terror to their enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Chiefdom of Rhûn&#039;&#039;&#039;&lt;br /&gt;
The Easterlings are the only faction capable of hording. Only the Haradrim and the Orcs can field larger armies than them, and they have a good mix of troops, with strong infantry such as the bloodlusting berserkers and the wains their chieftains ride - a fearsome sight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Chiefdom of Dunland&#039;&#039;&#039;&lt;br /&gt;
The Dunlendings have been the enemies of Rohan since the Mark&#039;s foundation, but their hatred was renewed under Saruman&#039;s influence and they took up arms and attacked the Rohirrim during the War of the Ring. The Dunlendings are Barbarians with little cavalry and few bowmen, but their infantry consists of good pikemen, strong hillmen and efficient skirmishers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kingdom of Dale&#039;&#039;&#039;*&lt;br /&gt;
The Kingdom of Dale lies betwen the Celduin and Carnen with its heartland on the edge and north of the Long Lake. It is famed for its trade in toys among other things. Despite this, it boasts fearsome warriors - in particular its Dragon-slaying archers who carry great bows of yew. Tall and proud, the Men of Dale use longswords and wear fine mail, although they lack cavalry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kingdom of the Elves&#039;&#039;&#039;*&lt;br /&gt;
The Elves are the Eldar, the Firstborn, created by Ilúvatar when the world was young. Excepting wounds from battle, they are immortal, though most now have departed Middle-earth across the Sea. Those who are left, though few in numbers, are master warriors, and have the best archers available.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kingdom of the Dwarves&#039;&#039;&#039;*&lt;br /&gt;
The Dwarves are a tough race. Unlike the Men and Elves they were created not by Ilúvatar but by Aulë the Smith; many Dwarves take his trade as their own. They have no cavalry, but heavy axemen and strong infantry of other kinds. They also have a large variety of siege weapons and employ mercenaries to good effect where needed with their gold.&lt;br /&gt;
&lt;br /&gt;
== Team ==&lt;br /&gt;
&lt;br /&gt;
The development team consists of these members (in alphabetical order):&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Aradan]]&#039;&#039;&#039; - Team leader, coding manager, build manager, researcher and balancer&lt;br /&gt;
*&#039;&#039;&#039;[[Éorl]]&#039;&#039;&#039; - Team leader, skinner, environments mapper&lt;br /&gt;
*&#039;&#039;&#039;[[CountMRVHS]]&#039;&#039;&#039; - Writer&lt;br /&gt;
&lt;br /&gt;
Some past team members:&lt;br /&gt;
&lt;br /&gt;
*[[Palantir]] - Team leader, Coding Manager and former assistant Faction Design Manager. Also known as [[MasterOfNone]] at [[TWC]] and [[Dol Guldur]] at the [[Org]]&lt;br /&gt;
*[[-apocalypsis-]] - Team leader and Faction Design Manager&lt;br /&gt;
*[[Arakorn-eir]] - Audio Manager and co-webmaster&lt;br /&gt;
*[[Jones King]] (a.k.a. Cronus) - Co-webmaster, 2d-artist and composer&lt;br /&gt;
*[[Balbor]] - Team leader and graphics manager&lt;br /&gt;
*[[Spraehbuer]] - 2d-artist, skinner and the man behind the interface&lt;br /&gt;
*[[Tittils]] - Map Manager&lt;br /&gt;
*[[Professor420]] - Former Art Director&lt;br /&gt;
*[[Tb0ne]] - Former Art Director&lt;br /&gt;
*[[Lusted]]&lt;br /&gt;
*[[fatsheep]] - Founder&lt;br /&gt;
*[[Astaldo]] - Designer and Writer&lt;br /&gt;
*[[Xerex]] - Coder, Balancer&lt;br /&gt;
*[[cedric37]] - 2d artist&lt;br /&gt;
*[[Jarlaxe]] - Modeler, skinner&lt;br /&gt;
&lt;br /&gt;
== History &amp;amp; the founding of FATW ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Originally written [http://www.stratcommandcenter.com/forums/index.php?s=&amp;amp;showtopic=15105&amp;amp;view=findpost&amp;amp;p=160389 here] by [[fatsheep]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rome: Total War was to be released shortly and there was a shortage of things to discuss on the message boards. We had already discussed and discussed all the screen shots, interviews, and other info Creative Assembly had released about their upcoming release. I was skimming through the topics on the boards when I came upon a thread about an idea. An idea that would turn from one discussion into one of the largest modifications in the Total War community. Being a fan of the books and Peter Jackson&#039;s movies I instantly took to the idea of modifying Rome into a Lord-of-the-Rings-style game. No other strategy game I have played has done J.R.R. Tolkien&#039;s writings justice.&lt;br /&gt;
&lt;br /&gt;
With Rome, the massive scale of battles, the cities, the sieges, and tactics were already in place. We had the means to create something amazing. However, we knew that this would not be achieved without many hours of work. I shot some messages back and forth with the creator of the thread, Realm Lord, and decided that I should look around for others who shared our interest in making a LOTR modification for Rome. I didn&#039;t have to go far. I came to the SCC forums and immediately after posting a topic about our idea, Amirsan decided to host our mod. I had the luck of running into many talented modders. Spongebob created some of the first work ever done on the mod, including a variety of Orcs, Elves, and an awesome Mûmak. Another modder, Gutang, did some of our first work with the campaign map, a Ring-wraith unit, Riders of Rohan, and some very original Elves. TigerVX did an amazing job on the Easterling faction as well. WhiteWolf, who acted as the Art Director for some time, breathed new life into the project&#039;s graphics work. We lacked organization at the time and although we were getting loads work done, as a team we weren&#039;t going to be able to complete a total conversion mod the way we were going.&lt;br /&gt;
&lt;br /&gt;
Our project was growing fast and filled with talented modders but we lacked the knowledge of Tolkien&#039;s works to make it a success. Then OncleJibi, a guy who possesses an amazing knowledge of Middle-earth, came into our mod. OncleJibi realized that the a game about the events that happened during the War of the Ring would not fit Total War&#039;s engine. The Ring could not be represented using the TW engine and we would have problems with overpowered factions such as Mordor and Isengard. We needed a setting with looser alliances, a free-for-all between all the countries of Middle-earth. From this idea came Fourth Age: Total War, a setting where no one country would be too much of a dominating factor. Mordor had been crushed, Isengard dismantled, and the strength of men had increased. However, new enemies would come in from the North, the East, and the South to make things interesting. In the Fourth Age, since Tolkien had written little about what transpired after the destruction of the Ring (the end of the Third Age), we were free to use some creativity.&lt;br /&gt;
&lt;br /&gt;
Fortunately I&#039;ve had the luck of running into many dedicated and gifted individuals that have helped greatly in not only keeping the project alive but turning it into something successful. We still have much work ahead, the cast has changed and will likely continue to in the future. However, as long as there is still interest in Tolkien&#039;s amazing world of Middle-earth and the great Total War series then there will be more success in this project&#039;s future. &lt;br /&gt;
&lt;br /&gt;
== Releases ==&lt;br /&gt;
Here are listed all the releases by the FATW team.&lt;br /&gt;
&lt;br /&gt;
=== Latest Release: The New Shadow ===&lt;br /&gt;
http://www.twcenter.net/w/images/3/36/4a_tns_box.jpg&lt;br /&gt;
&lt;br /&gt;
The New Shadow’ is a provincial campaign taking place on a map that is roughly half that of the full map of Middle-earth. Players can choose between six factions: The Reunited Kingdom, The Kingdom of Rohan, The Empire of Harad, The Chiefdom of Rhûn, The Kingdom of Adûnabâr, and The Chiefdom of Dunland. In addition there are three new factions playable in custom battles: The Kingdom of the Elves, The Kingdom of the Dwarves, and The Kingdom of Dale. You will be treated to a whole host of new features including a new alignment, over 50 new units (more Dwarves, Elves, Orcs, &amp;amp; Trolls), a complete overhaul of the unit &amp;amp; faction balance systems, new animations, new traits and ancillaries, new music, and much more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Current version:&#039;&#039;&#039;&#039;&#039; The current (fully updated and supported) version of The New Shadow is &#039;&#039;&#039;TNS 2.6 Full&#039;&#039;&#039;, and (optionally) &#039;&#039;&#039;TNS Wars of Men&#039;&#039;&#039; + &#039;&#039;&#039;Wars of Men Fix&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::::&#039;&#039;* The New Shadow 2.6 is also available in an unsupported RTW 1.5 Version (without BI).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See [http://www.twcenter.net/forums/showthread.php?t=365719 here] for information, download links, and installation instructions for all available downloads.&lt;br /&gt;
&lt;br /&gt;
=== Older Releases ===&lt;br /&gt;
&lt;br /&gt;
==== Forth Eorlingas ====&lt;br /&gt;
http://img207.imageshack.us/img207/5535/fortheorlingas4smallkp6.jpg&lt;br /&gt;
&lt;br /&gt;
[http://www.thefourthage.org/forums/viewtopic.php?p=2755#2755 The Fourth Age: Total War - Forth Eorlingas] with [http://www.thefourthage.org/forums/viewtopic.php?p=6745#6745 Patch 1.9].&lt;br /&gt;
&lt;br /&gt;
The Forth Eorlingas-expansion pack adds two new factions to the old Corsair Invasion mini-campaign; The Kingdom of Rohan and The Chiefdom of Dunland. The other playable factions are The Reunited Kingdom (of Gondor and Arnor), The Empire of Harad, and The Chiefdom of Rhûn. It has an expanded map, now including roughly half of western Middle-earth, with five wonders; The Stone of Erech, The Ruins of Osgiliath, Edhellond, The Treegarth of Orthanc, and The Argonath, 3 unique cities Minas Tirith, Helm’s Deep, and Edoras, and three Marvels (wonder-like structures): The Sea-ward Tower (Tirith Aear), The White Tree of Gondor, and The Gardens of Ithilien.&lt;br /&gt;
&lt;br /&gt;
==== Corsair Invasion ====&lt;br /&gt;
The Corsair Invasion is the first release with a campaign map by the Fourth Age: Total War. It includes three factions; The Reunited Kingdom, The Chiefdom of Rhûn, and the Empire of Harad, and two factions for custom battles; The Kingdom of Rohan and the Chiefdom of Dunland. The map consists of the lands of Gondor and Northern Harad, with some of the territories eastern of Mordor, where the hordes of the Easterlings are.&lt;br /&gt;
&lt;br /&gt;
[http://www.thefourthage.org/forums/viewtopic.php?p=1281#1281 Corsair Invasion 1.0] and [http://www.thefourthage.org/forums/viewtopic.php?p=1928#1928 patch 1.2].&lt;br /&gt;
&lt;br /&gt;
==== Demo: Battle of the Crossings of Poros ====&lt;br /&gt;
The first release was finally released, a year delayed, but with a historical battle; the Battle of the Crossings of Poros. It also has four playable factions in Custom battles; Dunland, Gondor, Harad and Rohan.&lt;br /&gt;
&lt;br /&gt;
*[http://www.stratcommandcenter.com/forums/index.php?s=&amp;amp;showtopic=14927&amp;amp;view=findpost&amp;amp;p=156784 Version 1.1]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.thefourthage.org/ Official homepage]&lt;br /&gt;
&lt;br /&gt;
*[http://www.modrealms.com/forums/forumdisplay.php?f=17 Official forums]&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=89 TWC forums]&lt;br /&gt;
&lt;br /&gt;
[[Category:RTW_Mods_(Released)]]&lt;br /&gt;
[[Category:BI_Mods_%28Released%29]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:Featured]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Rome_Total_Realism&amp;diff=43991</id>
		<title>Rome Total Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Rome_Total_Realism&amp;diff=43991"/>
		<updated>2012-12-19T15:22:51Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War]] &lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Classical Era&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=47755 Caligula Caesar], [http://www.twcenter.net/forums/member.php?u=47175 Maurits]&lt;br /&gt;
 |Release Status=RTRVII (v7)&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=26 Here]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Header.jpg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= General Info =&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
http://img834.imageshack.us/img834/851/divider011.png&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Rome: Total Realism VII or (RTR VII) is a complete modification for the computer game Rome: Total War intended to correct and enhance the historical accuracy of the original game. RTR VII is also intended to add a heightened sense of enjoyment. RTR VII serves as the name for a new line of RTR mods which stands independently from the previous Rome Total Realism 6 series. The RTR VII series currently has two releases, in the form of Rome Total Realism VII: The Iberian Conflict (or RTR VII: TIC) (2008) and Rome Total Realism VII: Fate of Empires (RTR VII: FOE) (2009). RTR VII  has had enormous success and received five awards during the Total War Center 2009 modding awards for FoE. The final mod planned for release in the RTR VII series has been named RTR VII (without a sub title)&lt;br /&gt;
= Overview =&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
http://a.imageshack.us/img823/8021/divider010.png&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Rome Total Realism VII is divided into three sub mods, the final of which has been released. The first to be released was Rome Total Realism VII: The Iberian Conflict, which focused on Hamilcar Barca and the Carthaginian conquest of Iberia. The second release was Rome Total Realism VII: Fate of Empires, which expands the focus of the campaign map to cover Iberia to Epeiros.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rome Total Realism VII: The Iberian Conflict&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RTR VII: TIC covers the conquest of Iberia by the Hamilcar Barca and his contemporaries in the name of the Carthaginian Republic in a uniquely close and story driven campaign . The campaign map covers all of Iberia and parts of southern Gaul. The goal of TIC was to provide and short, detailed and story-driven experience from which the player could play and emulate the conquest of Iberia by Hamilcar Barca and the Carthaginians. Playable factions include: The Celtiberians and the Carthaginian Republic.&lt;br /&gt;
&lt;br /&gt;
What differentiates RTR VII: TIC from other mods in the RTR series is that it is a comparatively short campaign that could be completed in a relatively short amount of time. The mod is based around the story of Hamilcar Barca`s conquest of Iberia, and as such the player is able to relive these experiences, while still experiences the &amp;quot;free roam&amp;quot; concept which dominates the Total War gaming series.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rome Total Realism VII: Fate of Empires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RTR VII: FOE begins with the Pyrrhic invasion of Italy in 280 BCE. The map was extended to cover all the area between Iberia and Epeiros in the Mediterranean. As the campaign progresses, it eventually leads to the inevitable Punic wars. Playable factions include: The Republic of Rome, The Republic of Carthage, The Cisalpine Gauls, Celtiberians, Kingdom of Massyli and The Kingdom of Epeiros.&lt;br /&gt;
&lt;br /&gt;
FOE is different from TIC in the sense that it is not story-driven, nor is it as heavily scripted. As such the campaign has been extended, FOE is much longer than its predecessor. However, the depth of FOE is extended by the addition of &amp;quot;minor regions&amp;quot; which represent the numerous small settlements that were widely neglected in the original game, and an overhaul of the RTW economic system. These settlements do not grow and provide no recruitment or building options, however they account for approximately half of the player&#039;s income. These mini regions add an original depth to the game, and as such received generally positive reviews.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rome Total Realism VII&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RTR VII has been noted as the last in the RTR VII mod series. As such, the sub title which has accompanies previous modifications (TIC and FOE respectively) has been dropped.&lt;br /&gt;
&lt;br /&gt;
The mod is still in development but has been released to the public. The RTR VII mod team has currently released five previews which reveal a considerable amount of detail concerning the mod. These details include: The extension of the map from Iberia to Asia minor (including Gaul, the Balkans, lower Scythia, and lower Germany), several new factions, the return of mini regions, new walls, new user interface, and a plethera of other things. The current status of the mod is at Patch 2a and more new features are being implemented. To get the latest updates and details head over to the RTR forums.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
[[Image:Allbig.jpg|thumb|upright|250px|alt=wallpaper.|Campaign Map]]&lt;br /&gt;
*Seventeen playable factions. By contrast, the original game only permitted players to play 12 factions, and only three at the beginning. As of version 6.0 gold, the faction roster removes the Britons and Dacia, condenses the four Roman factions into one, and adds Illyria and Bactria. The Mod also renames different factions to more realistic names such as changing Spain into Iberia.&lt;br /&gt;
&lt;br /&gt;
*Two hundred army units with new textures, models, and so forth. &amp;quot;Faction colors&amp;quot; have been removed— for example, in Rome all of the Egyptian units wore bright yellow clothing, Julii wore red, mercenaries green, rebels gray, and so on. In RTR, most soldiers wear rather similar colors (typically the greys and yellows and browns of undyed cloth), reflecting their probable historical modes of dress, as at the time, dyes for clothing and ornamentation were extremely expensive.&lt;br /&gt;
&lt;br /&gt;
*The statistics of all units have been adjusted. The desired effect is that the length of battles has been increased by reducing the rate at which soldiers kill enemies, and the effectiveness of most missile units has been decreased. One of the most prominent of these changes is increase in the viability of the cavalry especially when charging, now cavalry is more realistically portrayed as a influential member of an army due to it mobility and the impact of their charge.&lt;br /&gt;
&lt;br /&gt;
*New &amp;quot;Area of Recruitment&amp;quot; gameplay mechanic. In Rome, there was virtually no restriction on the units a faction could train in a given province- for example, Carthage could train exactly the same units in Carthage as they could in Spain. The exceptions were that Roman First Cohorts could only be recruited in Rome; Spartan hoplites could only be recruited in Sparta or Syracuse; and elephant and camel units could only be recruited in provinces that have those animals as resources. In RTR, the units that can be recruited in a province depend in large part on the province itself; Gallic infantry, for instance, can only be recruited in Gaul, but can be recruited by all factions. Still, all factions do have their own typical units that can be recruited anywhere.&lt;br /&gt;
&lt;br /&gt;
*Redesigned campaign map. The map was extended east to India, instead of the Rome map&#039;s eastern limit of roughly the Caspian Sea. This shows the historical extent of the various eastern powers, such as Parthia and the Seleucids— in Rome the Parthians&#039; starting position was split in half by the Caspian, with no eastern expansion possible and contact only possible via ship; due to the absence of Persia and modern day Iran, the Seleucids were also extremely cut down by their small Mediterranean, part-Babylonian and southern Asia Minor territories which often lead to them being destroyed by Pontus, Egypt and Armenia.&lt;br /&gt;
&lt;br /&gt;
*Redesigned graphical elements. Most of the graphics in the game have been redone allowing for a more realistic interaction of units in the battles, again expanding the &amp;quot;Realism&amp;quot; aspect of the Mod.&lt;br /&gt;
&lt;br /&gt;
*New, optional music from two composers, including a version of Ailein duinn used for the credits.&lt;br /&gt;
&lt;br /&gt;
*The RTR website also hosts other mods which stack onto the RTR mod; these are also fan-made, but are not officially supported by the RTR designers. The mods make other changes, such as adding factions, changing the game years to four turns (rather than two), changing animations and formations, and integrating changes from Barbarian Invasion.&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
http://img571.imageshack.us/img571/4628/divider7.png&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== SPQR ===&lt;br /&gt;
=== Republic of Carthage ===&lt;br /&gt;
=== Averni Confederacy ===&lt;br /&gt;
=== Kingdom of Epeiros ===&lt;br /&gt;
=== Aetolian league ===&lt;br /&gt;
=== Achaean League ===&lt;br /&gt;
=== Kingdom of Sparta ===&lt;br /&gt;
=== Kingdom of Ardiaei ===&lt;br /&gt;
=== Kingdom of Noricum ===&lt;br /&gt;
=== Aedui Confederacy ===&lt;br /&gt;
=== Getai Confederacy ===&lt;br /&gt;
=== Attalid Dynastai ===&lt;br /&gt;
=== Antigonid Dynastai ===&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:RTRdev.jpg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
The team is always looking for new minds. Check out the mod website under &amp;quot;External Links&amp;quot;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== Main Developers ==&lt;br /&gt;
* Anallein - Coding&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=35985 Apple] - Music, Coding&lt;br /&gt;
* [Bladerunner900 - 3D Art, FOE Installer&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=9076 Bucellarii] - Historical Research&lt;br /&gt;
* Caius Britannicus - 3D Art, 2D Art&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=47755 Caligula Caesar] - RTR-VII Dev, Traitologist, Coder and 2D Artist &lt;br /&gt;
* Carajudo - 2D Art&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=15976 Clearchus of Sparta] - Historical Research, Coding, Team Organization&lt;br /&gt;
* HamilcarBarca - Historical Research&lt;br /&gt;
* Hollowfaith - Music&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=25621 HouseOfHam] - Scripting, Coding, Technical Infrastructure&lt;br /&gt;
* Jones King - Music&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=25203 Kepper] - Coding, 2D Art&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=25676 Khshayathiya] - Historical Research&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=12215 Limes] - 3D Art, 2D Art&lt;br /&gt;
* [Maced0n - 3D Art, 2D Art&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=8811 MasterOfThessus] - Test-team leader&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=47175 Maurits] - RTR Beta Team co-leader&lt;br /&gt;
* MCantu - Coding&lt;br /&gt;
* Mephisto - 2D Art&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=3519 Muizer] - Coding, Mapping, Project Leader (2008-2010)&lt;br /&gt;
* Musicart - Music&lt;br /&gt;
* Naxzull666 - Movies&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=30728 Orthanner] - Historical Research, FOE Installer&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=36435 PatricianS] - Coding, Animations, 2D Art, 3D Art, Project Leader (2010-now)&lt;br /&gt;
* Publius - 3D Art, 2D Art&lt;br /&gt;
* Quetzalcoatl - 2D Art&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=14064 Quinctius Cincinnatus] - Movies&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=42170 Remlap] - 2D Art, 3D Art, Wall Coding&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=25962 SeleukosART] - 2D Art&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=7767 Solaris] - Preview Graphics&lt;br /&gt;
* Naxzul666 - Movies&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=11414 Tony83] - Coding, Public Relations, Administration, Project Leader (2010-now)&lt;br /&gt;
* Vindafarna - Historical Research&lt;br /&gt;
&lt;br /&gt;
== Beta Testers ==&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=53957 Arkaeyn]&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=6467 Brusilov]&lt;br /&gt;
* Despot of Rhodes&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=43408 DukeCanada]&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=15722 Finn]&lt;br /&gt;
* Mr Gorby&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=7050 Switch]&lt;br /&gt;
== Special Members ==&lt;br /&gt;
* Alejandro Rodriguez - Music († June 9th, 2009)&lt;br /&gt;
* Alex McGery - Music&lt;br /&gt;
* Anunnak - Historical Research&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=27806 Aradan] - Advice&lt;br /&gt;
* Ararax - Former Developer&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=12446 Florin80] - Former Developer, Advice, RTR VII: TIC Patches&lt;br /&gt;
* IGN ModCenter - File hosting, Mod management tools&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=9173 LestaT] - Former Developer, Advice&lt;br /&gt;
* MarcusCorneliusMarcellus - Former Team Leader, Advice&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=14787 Preskinn] - Testing&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=15092 Quinn Inuit] - Coding, Advice&lt;br /&gt;
* RedXIII - Former Developer, Advice&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=3638 Salvor Hardin] - Former Developer, Advice&lt;br /&gt;
* Vashiyusuf - Former Developer, Advice, Public Relations, Administration&lt;br /&gt;
= Credit to Other Mods =&lt;br /&gt;
(for advice and materials that were originally developed for other mods and are included in RTR, with permission by owners)&lt;br /&gt;
* Roma Surrectum Team and Tone - Punic Reform model and texture, fixed overhand hoplite animation, and co-operation between mod teams&lt;br /&gt;
* Europa Barbarorum and SigniferOne - Animations&lt;br /&gt;
* Res Gestae and Prometheus - Scythed chariot model and texture&lt;br /&gt;
* Paeninsula Italica - Tarentine Cavalry model and texture&lt;br /&gt;
* Sparta III team and Quetzalcoatl - Roman battle map banner&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
[[File:Rtrhistorytree.png|200px|thumb|right|A very crude image explaining the history, the Ante-Diluvian era is the period where little to none information is available.]]Pre-6.0: The mod had its own forums, however there arent alot of members from pre-6.0 left and so has the knowledge of it.&lt;br /&gt;
&lt;br /&gt;
6.0 Gold, final version for RTW 1.2 and the last version from the original team&lt;br /&gt;
&lt;br /&gt;
RTR-Platinum Edition (PE): 6.0 Gold converted to work on RTW 1.5/1.6, community project.&lt;br /&gt;
&lt;br /&gt;
RTR: The Iberian Conflict (TIC) for BI. First taste of what VII will be, developed by a whole new team with different visions.&lt;br /&gt;
&lt;br /&gt;
RTR: Fate of Empires (FOE) for BI. Latest version, whole western part of the med. sea. Introduction of many ground-breaking concepts including mini-regions.&lt;br /&gt;
&lt;br /&gt;
RTR: VII. The last and final version for RTW, expanding on the concepts of FOE. No release date as of yet.&lt;br /&gt;
= Visual Material =&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Menu media on.jpg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Merceneryhoplitethumb.jpg|[[Mercenary Hoplites]]&lt;br /&gt;
Image:Zmakedonianhetairoi.gif|[[Zmakedonianhetairoi]]&lt;br /&gt;
Image:Spartanofficers.gif[[Spartan officers]]&lt;br /&gt;
Image:Zthorakitai2.gif[[Zthorakitai]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Previews&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Segestica.jpg|[[Segestica]]&lt;br /&gt;
Image:Pelponneese.jpg|[[Pelponneese]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[RTRPE]]&lt;br /&gt;
* [http://www.twcenter.net/forums/showthread.php?t=169585 RTR Mod Index]&lt;br /&gt;
*[[RtrHistoricGuide]]&lt;br /&gt;
&lt;br /&gt;
*[[Interviews#Rome_Total_Realism| Interviews]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.rometotalrealism.org/ Official Mod Website] &lt;br /&gt;
* [http://www.twcenter.net/forums/forumdisplay.php?f=26 Hosted Forum at TWC (Main)]&lt;br /&gt;
* [http://www.rometotalrealism.org/forums/index.php Forums on the Official Site (Backup)]&lt;br /&gt;
[[Category:RTW_Mods_%28Released%29]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=SPQR_Total_War&amp;diff=43990</id>
		<title>SPQR Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=SPQR_Total_War&amp;diff=43990"/>
		<updated>2012-12-19T15:17:24Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Classical Era&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=1316 lt1956]&lt;br /&gt;
 |Release Status=v8.0&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=32 Here]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;This article is about the mod by lt1956. If you are looking for the faction, go here: [[Senate]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Sig.gif]]&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
SPQR is a total modification for R:TW. The changes encompass all areas of gameplay with added focus on the Roman military machine and the system of recruitment and training of both pre-Marian units and Legions. &lt;br /&gt;
&lt;br /&gt;
Special care has been given to the battlefield experience which features the longest battle times of probably any existing mod making tactics an essential component of the game. &lt;br /&gt;
&lt;br /&gt;
Definitely not for people accustomed to blitzkrieg tactics both on the battle map and the campaign map.&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
SPQR introduces a new meaning to Rome in the Rome: Total War. This is a major modification with a focus on the Roman faction, introducing features as legions, a revamped battlefield gameplay and a depth to the roman faction that can only be seen in movies like Spartacus.&lt;br /&gt;
&lt;br /&gt;
This mod don&#039;t focus in historical precision as other mods, but it focus on lt1956 personal view of what Rome: Total War should be, a game really focused on Rome, and its legions.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
SPQR offers a unique gameplay, with its troops and balance, its a real immersion in what Rome should be for a lot us. The unique troop roster and the reforms add much in terms of replay.&lt;br /&gt;
&lt;br /&gt;
The SPQR team (lt1956 and S u l l a) are working on the latest version of SPQR, this new version (SPQR v8) will have the latest units Add - on and map included upon release.&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&amp;lt;u&amp;gt;SPQR Creator :&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=1316 lt1956]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Units Add - on developer :&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=35079 S u l l a]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Local Moderators :&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=30363 Valerius Tiberius]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=14919 Hesus de bodemloze]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
SPQR has deep roots within the community of TWC; it came into existence after the release of Rome Total War and soon became one of the most popular mods within the TW community. Whereas other modding teams were focusing on realism and changing the theme of the game, the main aim of SPQR was always to enhance the playability and enjoyment of the campaign. Its key features were longer and more frequent battles as well as adaptations to the behavior of the AI that caused it to be more aggressive and deadly. Players would actively fight three battles to win one province and have to constantly re-assess whether or not to attack specific factions depending on whether or not one could actually hold the provinces after. &lt;br /&gt;
&lt;br /&gt;
SPQR became very popular with players who felt that the vanilla game was too easy and thus a loyal fan base was established. In late 2005 other modding teams were somewhat distancing themselves from Total War Center but SPQR always based itself on the site which owes SPQR credit in creating such a large and vibrant modding community.&lt;br /&gt;
&lt;br /&gt;
===History by the word from lt1956===&lt;br /&gt;
In the early days people shared models, and skins and made packs for any mod to use, so I relied alot on Modellers and SKinners sharing their work with me, There were some that were FANS that made custom models for me and skins AoA was one of them. Most are long Gone, but I will never forget them and their TRUE modding Spirit of Sharing.&lt;br /&gt;
&lt;br /&gt;
I always try to make a point to SHARE with other modders on the stuff that does belong to SPQR, but not all mod teams feel that way and that should be respected. I do believe though that we should strive to CREATE and not copy other peoples work, maybe build from it but not copy. Creating is modding, Copying is not..&lt;br /&gt;
&lt;br /&gt;
As for the ADDON Sulla mainly worked on that with help from me. So for SPQR 8.0 Sulla would be considered part of the team, as would the Beta testers and Forum Moderators of SPQR forum. All of us worked together to make SPQR the game we wanted.&lt;br /&gt;
&lt;br /&gt;
SPQR mod was one of the first 2 Large mods for RTW, Rome Total Realism was the first under Gaius Juilius, and then mine came after when I seen Gaius had a different view of what RTW should be like, so I started modding. That was back in 2004 Late around Late October is when I released the First Version of SPQR: Total War 1.0, And to my knowledge no other mod has the same realistic Battles as SPQR mod, its about the only claim to fame I can make, is the longest most tactically realistic battles with Good AI. Battles were important to me since its TOTAL WAR. Also the Campaign is unique as it teaches the player Logistics and supporting their invasions, in SPQR one Army is just a Legion, so the Player Needs many Legions to do an invasion just like Rome did in real life.&lt;br /&gt;
&lt;br /&gt;
= AAR =&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=61627 SPQR-For the Senate and People of Rome(My adventure/Campaign novel]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=140185  Senatvs Povlvsqve Romanvs]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=164192  Protectors of the North]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=167505  Hispania]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=190718 The Chronicle&#039;s of Lucius Julius- an AAR by Templar Knight]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=189321 The Battle of Lugar: a mini aar by Templar Knight]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=228405 The Balance of Vengeance and Honor]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=75579 Chronicles of the Empire]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=163878 A New Hope Roman AAR]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=54527 My AAR (very long too)]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=154953 New campaign stories - The Might of Rome]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=52390 The Siege and Fall of Mediolenium]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=134303 Roma Victor!]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=135141 Roman AAR (again :))]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=99222 SPQR: Rome Arises to Empire]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=192944 Alternative Accounts of Rome]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=193392 Thrace: The Forgotten Tribe]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=151359 Greek Campaign]&lt;br /&gt;
&lt;br /&gt;
==Interview with Lt1956==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Interview taken on February 21, 2010&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Tell us a bit about yourself, we want the gory details! What interests you, what brought you to TWC in the first place?&lt;br /&gt;
&lt;br /&gt;
Well I was always a fan of the Roman Period and when CA released RTW I was interested, but actually I was distracted and didn’t buy the game for many months. I knew by the pictures and reviews that the Game was Arcade and unrealistic, so I went looking for a mod. I found TWC and specifically Rome Total Realism, this was back then when one guy worked on it named Gaius Julius Caesar. His vision was different from mine, he set the game up for large settings and 1 turn recruitment, and I found the only way to get epic long battles was to do my own mod. I started work on the Code and a few skins and models to add to my mod and that’s how it all began. Of course the mod was finished many times, and then CA would release a patch the fixed one thing and broke 2 working things before. lol Hence why I wonder about there motives with modders.&lt;br /&gt;
&lt;br /&gt;
Eventually as more ideas and abilities came up on TWC, the more that needed to be added. But now we are at a point where we know everything that can be done with this engine and what we cant do. So if its not done its because it cant be, so that’s why this is the last version of SPQR, there really isn’t anything t to add except units or a new faction and map. I am interested in all Military and Political History, and my personal history was involved in such. All other information is classified. Sorry lol&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. As everyone should know, you are the creator of SPQR-TW, a major modification for Rome Total War. Tell us about this mod, how does it differ from the vanilla game?&lt;br /&gt;
&lt;br /&gt;
Well SPQR was originally made to enhance RTW into the Game I wished it were out of the box. Better looking skins, Better Battlefield and Campaign AI, Better Balance in Battles and above all Realistically LONG battles where you have the time to move units before the battle is over. SPQR is different in so many ways it’s a whole new game, just as RTR and EB are. If you want a challenge and in my opinion the most realistic and longest battles then SPQR is for you. The battles are Epic with 10,000 Men in battle being common, truly a TOTAL WAR scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Can you tell us why you chose to focus on the Roman Senate in making your mod, what was your inspiration for this kind of project? Are you a fan of the Roman time frame in particular?&lt;br /&gt;
&lt;br /&gt;
I chose to focus only on Rome and as you can tell the Engine that CA uses cannot be balanced for all factions. If you make them all balanced you will have no challenge for any faction. What I did is take seriously the Word ROME in total war and made my Mod around Roman War Machine. My inspiration was based off of old roman movies like Spartacus, Fall of the Roman Empire, Cleopatra, Masada etc.&lt;br /&gt;
&lt;br /&gt;
Yes I am a fan of the Roman period reading the classics like Caesars Commentaries, etc. I always marveled over the Roman War Machine and their Engineering skills, still impressive to this day and as some British engineers found out, they couldn’t even duplicate the Bridge Caesar built!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. What would you say is the easiest and most enjoyable aspect of modding a Total War game, or just modding in general?&lt;br /&gt;
&lt;br /&gt;
Wow that’s a hard one, you really need to learn all you can before you can mod with ease, then there is balance issues etc. I guess it would be skinning, it’s the easiest if you know how and have the material to work with to make new skins. Its fast and you know if you made mistakes right away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. On the flip side now, which in your opinion is the least enjoyable or most difficult part of modding a game?&lt;br /&gt;
&lt;br /&gt;
Scripting and Code balancing, Basically one mistake can cost you and you have to do little changes at a time and to make sure what you do works, sure there are programs to help, but I do it the old fashion way and therefore need to be methodical in my approach, SPQR is basically Bug Free and that’s saying a lot considering how much was changed by one imperfect person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6. SPQR version 7 is the current release, do you plan to add anything more to the mod in the future? Perhaps another patch or incorporating some popular submods? Or do you consider your work done and SPQR a complete and finished product?&lt;br /&gt;
&lt;br /&gt;
SPQR 7.0 is a finished Product in itself, basically there is an add on that Sulla made and I helped on which is a Mini-Mod for SPQR, which IMO really adds to the game, its almost an official SPQR 7.1 Also in the future I hope to have a new map, but that is down the road and there is no date on a release for it. But if there is a new map it would probably be in a new version of the add on. SPQR 7 is finished there really isn’t anything to add, the RTW engine is limited and we cant add good stuff like Food or Sea Battles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Have you ever thought about modding another TW game? Using Medieval II or even Empire as a base?&lt;br /&gt;
&lt;br /&gt;
Not really, there are a lot of good M2TW mods out there, and it was VERY hard for me to mod SPQR by myself. A lot of help was given in the Model, and Skin departments from people like Ferres &amp;amp; AoA. When I first did SPQR we all worked and shared together, now it seems no one really likes to share outside his or her mod team. This is a shame as in the beginning we all added to each other’s mods. I try to keep a free share program to this day where I can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. Do you have any other projects in the pipeline at the moment? Working on something behind the scenes? Is it true that &amp;quot;a modder never sleeps&amp;quot;, always working on a new project or making the last one better?&lt;br /&gt;
&lt;br /&gt;
Modders do Sleep, and they really need to know when to Quit and say its finished. Yes there are additions that can be made when you think there are no more. One was when I found a great way to have the AI factions stay in place so the Roman player can fight ALL the factions without only a couple Super Powers being the only ones left. Also adding more units and possibly down the road a new faction like Judea and a new Map. I worked on some other games also, modding for myself and others, but I wont tell you which games and which popular mods they are. Just suffice to say that others enjoy them and that’s all that is important, I am not into ego and glory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. Do you have any advice for the many budding modders out there? Some guidance to help them along their way?&lt;br /&gt;
&lt;br /&gt;
Don’t ever steal another’s work and always get permission to use things. Learn all you can using the tutorials, sometimes we can tell you simple things, but other times your best friend is the Tutorials. Also finish your work, don’t start something and not finish it. If you do it in a mod you will do it in real life and that can cause you problems down the road. Above all have fun and make the mod for YOU, others will like it also, there are always people that will play the same way as you. Don’t try to please everyone it wont happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. Have you ever written any tutorials or guides on modding? Being the sole creator of a mod is quite a feat, you must be overflowing with knowledge, why not share it with others?&lt;br /&gt;
&lt;br /&gt;
Well, to be honest I was beat to it, I helped in some of the info in tutorials by posting in threads info on what does what etc, but then so did a lot of others. There are some very talented writers out there and they went to it and produced most of the tutorials. So there really isn’t anything to add as most has been posted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. Have you ever worked on any other mod other than SPQR? Were you part of a team in another major project? Where can the fans find more of your wonderful work?&lt;br /&gt;
&lt;br /&gt;
I was on EB modding team before they released, later I left to focus on SPQR mod, I did share a few things and believe they still may be in that mod, but then a lot of things overlap in other mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12. Where do you hang out on TWC? When you&#039;re not creating the next best mod I mean. What parts of TWC do you enjoy the most?&lt;br /&gt;
&lt;br /&gt;
SPQR forum, Sometimes the political mud pit. But for the most part I stay in SPQR forum, I don’t have a lot of time for socializing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
13. Do you think modding is an important part of Total War games, that it extends the life and longevity and in the end provides more profit for CA?&lt;br /&gt;
&lt;br /&gt;
Absolutely! I would like to see CA help the modders more than they have. I feel they do things that don’t really help us, and one has to wonder if it’s on purpose or not. In the end Mods extend the life of the game and give them revenue by having people who would have NEVER bought the game to do so to play a mod! I fear though with the ETW series that CA will find out the hard way that their newer games will provide less than they did before in revenue. I personally have not bought their ETW version and will not, I also don’t like being forced on Steam for this type of game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14. Have you ever thought of becoming a game developer or something of the sort? You&#039;ve obviously got talent, why not profit from it and do something you enjoy?&lt;br /&gt;
&lt;br /&gt;
This Mod and others is a Hobby, nothing more. Game Design is important and based on a lot of games coming out, they are in sore need of concept design, but in the gaming industry now its all about console games and quick cash, they know the kids will buy a game that gives you 10 hours of play and pay $60 for it. That would never have happened 10 years ago with PC games, you needed at least 40 hours for a $40 game. Mods are more important now since most of the games out of the box are ruined, hopefully more games will release tools to allow players to make a better game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
15. Last question, is there anything else you would like to add? Where can the fans contact you if they have a modding or unrelated question?&lt;br /&gt;
&lt;br /&gt;
Well I can be reached on TWC SPQR Mod Forum. As for what else I would like to add, I feel the gaming industry has been going downhill for a while now, Games that have a few hours of gameplay costing $60 is a scam. This is a good opportunity for new players to pick up the OLD games and play the mods for them. They will find not only are they cheaper but you get hundreds of hours of gameplay out of them. Today’s Games focus on Graphics and action, and they sacrifice Gameplay and Story.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
Per lt1956&lt;br /&gt;
&lt;br /&gt;
Hello, Some of the fans here want to play SPQR like I play it, since they know I created the Mod for my style of Play. So after being asked to post my Own house Rules that I use for myself to make SPQR more fun and challenging, I have finally typed them up. Since SPQR:TW 6.1 is So different from 5.0 and other Versions the Rules are slightly Different. I tried to remember everything I could but if I missed something someone may post to let me know, or maybe they THINK its a house rule when it isnt. lol&lt;br /&gt;
&lt;br /&gt;
So here they are I hope you Enjoy, but out of ALL the rules, the Last one is the MOST important!&lt;br /&gt;
&lt;br /&gt;
SPQR:TW House Rules&lt;br /&gt;
&lt;br /&gt;
*1. Build Premarius Legions like so: 5 Hastatii, 5 Princepes, 3 Triarii, 2 Velites, 2 Missile units, 2 cavalry units, 1 General&lt;br /&gt;
*2. Build PostMarius Legions like so: 1 1st Cohort, 9 Imperial Cohorts, 2 Javelinmen, 2 Archers, 2 Cavalry, 1 General, Allowing for 2-3 Auxillia Spearmen&lt;br /&gt;
*3. Auxilia Swordsman, Never add them to full legions that have 9 cohorts and 1 1st cohort. Only use Auxilia Spearmen.&lt;br /&gt;
*4. Auxilia Swordsmen can be used to Replace lost Imperial Cohorts since they have a Pila throw. Hence the Purpose I added them for my Mod.&lt;br /&gt;
*5. You can build Alae or Auxilia style Legions. I usually follow the same setup of 10 Auxilia Swordsmen, and then Same missile, Javelinmen, etc. These are used on Borders to help Support the Legions!&lt;br /&gt;
*6. Never replenish Cohorts when they start to get depleted, Only do so after 20 Turns. In the meantime use Auxilia to fill in thinning Ranks.&lt;br /&gt;
*7. If NOT using the Garrison Script NEVER Blitz and Rush the AI, allow the AI to build up to provide a Good Challenge. With the Garrison script on you really can’t blitz anyway.&lt;br /&gt;
*8. Always play SPQR:TW on M/M settings, unless too easy then play harder, but it should be too easy if you don’t blitz or use the Garrison script.&lt;br /&gt;
*9. Always play SPQR:TW with the Garrison Script and 4tpy Activated.&lt;br /&gt;
*10. Never Camp in the Town Square when defending Walls, always try to hold the walls and then fall back.&lt;br /&gt;
*11. When you take a City always Destroy the NON ROMAN buildings.&lt;br /&gt;
*12. When you Build Forts try not to build a wall of Forts, just have a fort or 2 warning etc. The AI can only do so much.&lt;br /&gt;
*13. When fighting a Battle NEVER try to destroy the General First so the army Routs Faster, after all More generals were added to make battle more fun!&lt;br /&gt;
*14. Try to avoid using Bridge Battles unless Playing on VH/M or harder&lt;br /&gt;
*15. If you do a bridge battle don’t station several Scorpions and artillery on the bridge, or more than 5 missiles or 5 Javelinmen. Lets be fair Bridges are already an advantage to the player.&lt;br /&gt;
*16. NEVER, NEVER Modify SPQR to make the game 1 turn recruitment, or make the game easier or to add better stats to units. Like adding Legionary Cavalry which Rome didn’t use Back then, their cavalry was bad hence why the used Mercs a lot for cavalry.&lt;br /&gt;
*17. Do NOT recruit more than 1 Legion Name of Each name. So two 1st Legio would be a NO NO.&lt;br /&gt;
*18. Only Recruit 28 Legions Never more, and only Use Imperial 1st Cohorts with Imperial Cohorts and Republican with Republican, do not mix and match. There is no Limit for Auxilia Legions.&lt;br /&gt;
*19. If you build Imitation Legions, build like the Romans with 10 Cohorts then Auxilia.&lt;br /&gt;
*20. NEVER assassinate AI Generals, the whole point is a harder game, Use assassins for Diplomats and Other Assassins.&lt;br /&gt;
*21. NEVER, NEVER sink a ship that has an Enemy Army on it to prevent it from landing and threatening you, after all challenge is what we want and in real life you would never know what was in that ship until it was too late. It’s nice to see the AI do invasions, why cheat and stop him?&lt;br /&gt;
*22. Never Reload a saved Game because you Made a MISTAKE or LOST a Battle. In Real life there are no saved games. Saved games should be used when you quit playing or If there is a CTD.&lt;br /&gt;
*23. NEVER use ANY of the Console CHEATS in your SPQR:TW campaign game.&lt;br /&gt;
*24. Always use Killsheet to record your Losses Bridge Battle losses should be counted and not gone by the Total Lost that the game says, Its most of the time inaccurate since Friendly Fire is not counted on the Losses, even though you really lose those men, the game doesn’t add them to the list.&lt;br /&gt;
*25. Never AUTOCALC battles unless it’s a small Rebel Army that popped up.&lt;br /&gt;
*26. Never use exploitive AI cheats, like moving your archers BEHIND the AI army to destroy them because the AI isn’t smart enough to know the danger. Allow the AI some slack to provide a MORE challenging Game.&lt;br /&gt;
*27. Try to use REAL tactics on the battlefield, SPQR is balanced in Battles to allow LONG realistic battles with plenty of Time to maneuver.&lt;br /&gt;
*28. Never compose armies of Siege weapons etc.&lt;br /&gt;
*29. You can form cavalry Armies for scouting and harassing the Enemy, but not Praetorians, etc.&lt;br /&gt;
*30. Build only 1 Praetorian Legion, and Never Mix Praetorian units with Regular Legions. 10 Praetorian Cohorts and 2 Praetorian Cavalry, the rest Auxillia.&lt;br /&gt;
*31. Don’t try to trick the Senate Armies away as you take Rome really Quick. Better to Fight them for the challenge. Also Its better to play with the script and it Spawns a Praetorian Garrison.&lt;br /&gt;
*32. Never Exploit the AI Flaws etc. There are many ways too many to mention, but you know if you are tricking the AI most likely its an exploit. Lol Try to play in the AI’s world.&lt;br /&gt;
*33. And NEVER NEVER poke your sword through the Monitor after a losing Battle, you’ll regret it later.&lt;br /&gt;
*34. Do Not use AutoManage or Auto Recruit for Cities, Control your Empire, not just fight.&lt;br /&gt;
*35. Do Not take the generals or characters you dont like and kill them by placing them in a ship to be sunk, you have to take the good with the bad, its part of the game.&lt;br /&gt;
*36. When you lose a Legionary Eagle UNLESS you recapture it, that Legion number is NEVER recruited again.&lt;br /&gt;
*37. When a Legion Revolts, you CANNOT make a new Legion with the same name, you must either Bribe or Destroy the legion to use the Legion Number again.&lt;br /&gt;
*38. No Plague ships or Spreading Plague to the enemy cities, it wasnt really done back then, Romans prefered to Conquer their enemies by force *or bribe.&lt;br /&gt;
*39. All independant Armies should have a general or family member assigned to them. In SPQR there is plenty of Money for supporting armies with Generals. Troop transports do not need generals, but all Cavalry, Merc, Auxillary, and Legionary Armies need a General to but used in the field.&lt;br /&gt;
*40. Don&#039;t allow/make cities to rebel to Roman Rebels to use as a Buffer.&lt;br /&gt;
*41. Do not use Pause while fighting battles, battles are slow and long enough to make changes, real life there is no pause.&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
*New SPQR terrain map&lt;br /&gt;
*Current Release : SPQR v7 Patch&lt;br /&gt;
*Skin fix Patch for 2 units&lt;br /&gt;
*Current Release : SPQR V7&lt;br /&gt;
*Previous Release : SPQR v6.4 6-18-2007&lt;br /&gt;
*Previous Release : SPQR v6.1&lt;br /&gt;
*Previous Release : SPQR v6&lt;br /&gt;
*Previous Release : SPQR v4&lt;br /&gt;
*Previous Release : SPQR v3.5&lt;br /&gt;
*Previous Release : SPQR v3.1&lt;br /&gt;
*Previous Release : SPQR v3&lt;br /&gt;
*Previous Release : SPQR v2.1&lt;br /&gt;
*Previous Release : SPQR v2&lt;br /&gt;
*Previous Release : SPQR v1.3&lt;br /&gt;
*Previous Release : SPQR v1.2&lt;br /&gt;
*Previous Release : SPQR v1&lt;br /&gt;
&lt;br /&gt;
= Included Mods =&lt;br /&gt;
*Previous Release : Units Add-on V1.05&lt;br /&gt;
*Previous Release : Units Add-on Patch V1.1&lt;br /&gt;
*Future Release : Units Add-on V1.3&lt;br /&gt;
*Campaign Map based on the RS1.5 map&lt;br /&gt;
*Legate Ancillaries Add-on for SPQR V7.0&lt;br /&gt;
&lt;br /&gt;
==Some useful threads for SPQR V7.0==&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=219124 FAQ &amp;amp; Installation, troubleshooting - Read the first four Posts before you reply ]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=136160 Garnier&#039;s Killsheet and Legion Tracking V2.0]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=114148 Guide for upgrading to imperial legions ]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=243275 SPQR help guide]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=213012 SPQR guide : How to survive the first fifteen turns. ]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
Visit [http://www.twcenter.net/forums/forumdisplay.php?f=32 SPQR Total War forum] at TWC&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:RTW_Mods_%28Released%29]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Fourth_Age:_Total_War&amp;diff=43989</id>
		<title>The Fourth Age: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Fourth_Age:_Total_War&amp;diff=43989"/>
		<updated>2012-12-19T15:13:25Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:FATW_logo.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War: Barbarian Invasion]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Fourth Age of Middle-earth&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=27806 Aradan], [http://www.twcenter.net/forums/member.php?u=61314 Éorl]&lt;br /&gt;
 |Release Status=v2.6&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=89 Here]&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The Fourth Age: Total War is a full-conversion modification for [[Barbarian Invasion|BI 1.6]]. With an aim to staying true to the works and spirit of J.R.R. Tolkien&#039;s world of Middle-earth, whilst also aspiring to original creative excellence, the Fourth Age: Total War is set to be a must-have for anyone who loves the setting and peoples of Tolkien&#039;s mythic world.&lt;br /&gt;
&lt;br /&gt;
Set in the Fourth Age of Middle-earth, approximately 200 years after the events of the War of the Ring (the trilogy), it is based solely on the books and other official writings and not upon the movies.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;City Development &amp;amp; Diversification&#039;&#039;&#039;&lt;br /&gt;
Large cities can now be developed along a path of your choosing, ultimately providing greater diversification for your faction. For example, if you are playing as Rhûn (aka the Easterlings) you might choose to develop a Thrall Stockade in order to have that settlement rely upon cheap slave labour for the construction of buildings, or you may opt to bolster your economy by developing a Cattle Trader, or perhaps you may wish to develop a Wain Workshop to allow your Settlers to use Wains so that they can move greater distances and thus increase population growth and spread.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wonder-capture&#039;&#039;&#039;&lt;br /&gt;
When you take a region with a Wonder you will not immediately gain all its effects. You will need to seize the Wonder, then secure it and then exploit it. Each of these phases will bring more of the Wonder&#039;s benefits to your faction. Wonders offer some faction-wide bonuses but such effects will vary by faction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marvels&#039;&#039;&#039;&lt;br /&gt;
In addition to Wonders there are also Marvels such as The White Tree of Gondor. These Marvels act much like Wonders except that they exist in or by a settlement rather than distant from it and as such they are considered captured when the settlement itself is taken. Guard these Marvels well as they can bring great blessings to your faction!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unique Cities&#039;&#039;&#039;&lt;br /&gt;
Minas Tirith, Thranduil&#039;s Halls and other well-known cities of Middle-earth populate the landscape of the campaign map, each graphically designed and modelled to be unique and accurate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Landmark Features&#039;&#039;&#039;&lt;br /&gt;
Various features of Middle-earth that we all know and love are represented on the map - and some will even afford your faction with beneficial effects. These include the Beacon-tower Hills of Gondor, the Carrock, the Sea-ward Tower of Dol Amroth and other less prominent features such as castle ruins and barrows.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MEZoRS&#039;&#039;&#039;&lt;br /&gt;
The Middle-earth Zone of Recruitment System has been designed like no other. As you would expect with any good ZoR system, units are not immediately able to be recruited as soon as you capture a foreign region but certain local levies drawn from the conquered population may be; you will need to build your own recruitment buildings in order to start training and recruiting your own troops. MEZoRS discriminates between the Mannish, Elven, Orkish and Dwarven races. It establishes up to three types of region per faction (homelands, fiefdoms and outlands) taking into account old loyalties as well as old hatreds. It allows for the deepening of loyalty among local levies but also restricts the building of certain troops that might be available in your faction&#039;s homelands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assimilation Units&#039;&#039;&#039;&lt;br /&gt;
If you take a chief city of another faction, or (where they exist) the chief city of a subculture of a faction, you may in process of time be able to recruit a unit assimilated from the conquered faction. For example, if Dale was to capture Edoras it would have Riders of the Mark available for recruitment once it had built up to the appropriate level of stables.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Settlers &amp;amp; Population Dispersion&#039;&#039;&#039;&lt;br /&gt;
Peasants have been renamed to Settlers, downgraded in ability and cost, upgraded in unit size and given zero-time recruitment. Their chief purpose will be to move your population about between settlements. They should be guarded by your armies when on the move, for although they will be able to engage battle they are very likely to run away, unless they seriously outnumber a foe. They should no longer be considered military units. They will also be recruited in a more realistic manner according to the geographic spread of the population.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Factional Fertility&#039;&#039;&#039;&lt;br /&gt;
A relatively simple yet slick system has been implemented to base population growth more directly upon race/faction rather than region alone. In Middle-earth, the Elves and the Dwarves had few children, whereas the Orcs multiplied like the proverbial rabbits (except not so cute!). This system allows us to represent such factors in the game regardless of which regions those races occupy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Seven Cultures&#039;&#039;&#039;&lt;br /&gt;
The cultures represented visibly in the Mod will be the Dúnedanic, Northmen, Barbarian, Haradrian, Elven and Dwarven cultures, some of which will have subcultures. We have incorporated the extra culture slot to provide you with an enhancement and complement to these cultures.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Advanced Unit Balance&#039;&#039;&#039;&lt;br /&gt;
All of the Mod&#039;s units have been balanced using a quite sophisticated and complex system that takes into account all sorts of attributes -ranging from unit class, weapons, armour and shield to special characteristics based on culture, role specialisation and availability- and translates them into statistics and costs. The system is constantly being improved with any new discoveries, such as the pioneering auto-resolve balance system, to ensure you enjoy the best balance out there, both on the campaign- and the battle-map.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
As of the press release of the 22nd February 2006 (on SCC), the FATW team has aimed at making 9 factions:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Reunited Kingdom of Gondor and Arnor&#039;&#039;&#039;&lt;br /&gt;
The Reunited Kingdom of Arnor and Gondor was reforged by King Elessar Envinyatar Telcontar after the Fall of Barad-dûr. The Men of the Reunited Kingdom have highly-trained, well-equipped infantry and a large variety of special units, though their cavalry is very limited.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kingdom of Adûnabâr&lt;br /&gt;
The Kingdom of Adûnabâr has declared its independence from the Reunited Kingdom, and the two realms are now in open civil war. Under the evil influence of Herumor, the Lord Black, the new king and his loyal lords have grabbed all land east of the Anduin and made Mordor into a fortress. And rumour has it that an old evil has worked its way back into the Black Land.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kingdom of Rohan&#039;&#039;&#039;&lt;br /&gt;
Rohan was originally a Gondorian province called Calenardhon but after Eorl, the first King of the Mark, assisted Cirion of Gondor in battle he was awarded the plains north of the White Mountains. The Rohirrim are famous for Middle-earth&#039;s best cavalry, but they lack in infantry units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Empire of Harad&#039;&#039;&#039;&lt;br /&gt;
The Haradrim are many in number, and have long lusted after the lands of Gondor. Their units are balanced, they have a strong fleet thanks to the feared Corsairs, and on the battlefield their Mûmakil cause great terror to their enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Chiefdom of Rhûn&#039;&#039;&#039;&lt;br /&gt;
The Easterlings are the only faction capable of hording. Only the Haradrim and the Orcs can field larger armies than them, and they have a good mix of troops, with strong infantry such as the bloodlusting berserkers and the wains their chieftains ride - a fearsome sight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Chiefdom of Dunland&#039;&#039;&#039;&lt;br /&gt;
The Dunlendings have been the enemies of Rohan since the Mark&#039;s foundation, but their hatred was renewed under Saruman&#039;s influence and they took up arms and attacked the Rohirrim during the War of the Ring. The Dunlendings are Barbarians with little cavalry and few bowmen, but their infantry consists of good pikemen, strong hillmen and efficient skirmishers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kingdom of Dale&#039;&#039;&#039;*&lt;br /&gt;
The Kingdom of Dale lies betwen the Celduin and Carnen with its heartland on the edge and north of the Long Lake. It is famed for its trade in toys among other things. Despite this, it boasts fearsome warriors - in particular its Dragon-slaying archers who carry great bows of yew. Tall and proud, the Men of Dale use longswords and wear fine mail, although they lack cavalry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kingdom of the Elves&#039;&#039;&#039;*&lt;br /&gt;
The Elves are the Eldar, the Firstborn, created by Ilúvatar when the world was young. Excepting wounds from battle, they are immortal, though most now have departed Middle-earth across the Sea. Those who are left, though few in numbers, are master warriors, and have the best archers available.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kingdom of the Dwarves&#039;&#039;&#039;*&lt;br /&gt;
The Dwarves are a tough race. Unlike the Men and Elves they were created not by Ilúvatar but by Aulë the Smith; many Dwarves take his trade as their own. They have no cavalry, but heavy axemen and strong infantry of other kinds. They also have a large variety of siege weapons and employ mercenaries to good effect where needed with their gold.&lt;br /&gt;
&lt;br /&gt;
== Team ==&lt;br /&gt;
&lt;br /&gt;
The development team consists of these members (in alphabetical order):&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Aradan]]&#039;&#039;&#039; - Team leader, coding manager, build manager, researcher and balancer&lt;br /&gt;
*&#039;&#039;&#039;[[Éorl]]&#039;&#039;&#039; - Team leader, skinner, environments mapper&lt;br /&gt;
*&#039;&#039;&#039;[[CountMRVHS]]&#039;&#039;&#039; - Writer&lt;br /&gt;
&lt;br /&gt;
Some past team members:&lt;br /&gt;
&lt;br /&gt;
*[[Palantir]] - Team leader, Coding Manager and former assistant Faction Design Manager. Also known as [[MasterOfNone]] at [[TWC]] and [[Dol Guldur]] at the [[Org]]&lt;br /&gt;
*[[-apocalypsis-]] - Team leader and Faction Design Manager&lt;br /&gt;
*[[Arakorn-eir]] - Audio Manager and co-webmaster&lt;br /&gt;
*[[Jones King]] (a.k.a. Cronus) - Co-webmaster, 2d-artist and composer&lt;br /&gt;
*[[Balbor]] - Team leader and graphics manager&lt;br /&gt;
*[[Spraehbuer]] - 2d-artist, skinner and the man behind the interface&lt;br /&gt;
*[[Tittils]] - Map Manager&lt;br /&gt;
*[[Professor420]] - Former Art Director&lt;br /&gt;
*[[Tb0ne]] - Former Art Director&lt;br /&gt;
*[[Lusted]]&lt;br /&gt;
*[[fatsheep]] - Founder&lt;br /&gt;
*[[Astaldo]] - Designer and Writer&lt;br /&gt;
*[[Xerex]] - Coder, Balancer&lt;br /&gt;
*[[cedric37]] - 2d artist&lt;br /&gt;
*[[Jarlaxe]] - Modeler, skinner&lt;br /&gt;
&lt;br /&gt;
== History &amp;amp; the founding of FATW ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Originally written [http://www.stratcommandcenter.com/forums/index.php?s=&amp;amp;showtopic=15105&amp;amp;view=findpost&amp;amp;p=160389 here] by [[fatsheep]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rome: Total War was to be released shortly and there was a shortage of things to discuss on the message boards. We had already discussed and discussed all the screen shots, interviews, and other info Creative Assembly had released about their upcoming release. I was skimming through the topics on the boards when I came upon a thread about an idea. An idea that would turn from one discussion into one of the largest modifications in the Total War community. Being a fan of the books and Peter Jackson&#039;s movies I instantly took to the idea of modifying Rome into a Lord-of-the-Rings-style game. No other strategy game I have played has done J.R.R. Tolkien&#039;s writings justice.&lt;br /&gt;
&lt;br /&gt;
With Rome, the massive scale of battles, the cities, the sieges, and tactics were already in place. We had the means to create something amazing. However, we knew that this would not be achieved without many hours of work. I shot some messages back and forth with the creator of the thread, Realm Lord, and decided that I should look around for others who shared our interest in making a LOTR modification for Rome. I didn&#039;t have to go far. I came to the SCC forums and immediately after posting a topic about our idea, Amirsan decided to host our mod. I had the luck of running into many talented modders. Spongebob created some of the first work ever done on the mod, including a variety of Orcs, Elves, and an awesome Mûmak. Another modder, Gutang, did some of our first work with the campaign map, a Ring-wraith unit, Riders of Rohan, and some very original Elves. TigerVX did an amazing job on the Easterling faction as well. WhiteWolf, who acted as the Art Director for some time, breathed new life into the project&#039;s graphics work. We lacked organization at the time and although we were getting loads work done, as a team we weren&#039;t going to be able to complete a total conversion mod the way we were going.&lt;br /&gt;
&lt;br /&gt;
Our project was growing fast and filled with talented modders but we lacked the knowledge of Tolkien&#039;s works to make it a success. Then OncleJibi, a guy who possesses an amazing knowledge of Middle-earth, came into our mod. OncleJibi realized that the a game about the events that happened during the War of the Ring would not fit Total War&#039;s engine. The Ring could not be represented using the TW engine and we would have problems with overpowered factions such as Mordor and Isengard. We needed a setting with looser alliances, a free-for-all between all the countries of Middle-earth. From this idea came Fourth Age: Total War, a setting where no one country would be too much of a dominating factor. Mordor had been crushed, Isengard dismantled, and the strength of men had increased. However, new enemies would come in from the North, the East, and the South to make things interesting. In the Fourth Age, since Tolkien had written little about what transpired after the destruction of the Ring (the end of the Third Age), we were free to use some creativity.&lt;br /&gt;
&lt;br /&gt;
Fortunately I&#039;ve had the luck of running into many dedicated and gifted individuals that have helped greatly in not only keeping the project alive but turning it into something successful. We still have much work ahead, the cast has changed and will likely continue to in the future. However, as long as there is still interest in Tolkien&#039;s amazing world of Middle-earth and the great Total War series then there will be more success in this project&#039;s future. &lt;br /&gt;
&lt;br /&gt;
== Releases ==&lt;br /&gt;
Here are listed all the releases by the FATW team.&lt;br /&gt;
&lt;br /&gt;
=== Latest Release: The New Shadow ===&lt;br /&gt;
http://www.twcenter.net/w/images/3/36/4a_tns_box.jpg&lt;br /&gt;
&lt;br /&gt;
The New Shadow’ is a provincial campaign taking place on a map that is roughly half that of the full map of Middle-earth. Players can choose between six factions: The Reunited Kingdom, The Kingdom of Rohan, The Empire of Harad, The Chiefdom of Rhûn, The Kingdom of Adûnabâr, and The Chiefdom of Dunland. In addition there are three new factions playable in custom battles: The Kingdom of the Elves, The Kingdom of the Dwarves, and The Kingdom of Dale. You will be treated to a whole host of new features including a new alignment, over 50 new units (more Dwarves, Elves, Orcs, &amp;amp; Trolls), a complete overhaul of the unit &amp;amp; faction balance systems, new animations, new traits and ancillaries, new music, and much more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Current version:&#039;&#039;&#039;&#039;&#039; The current (fully updated and supported) version of The New Shadow is &#039;&#039;&#039;TNS 2.6 Full&#039;&#039;&#039;, and (optionally) &#039;&#039;&#039;TNS Wars of Men&#039;&#039;&#039; + &#039;&#039;&#039;Wars of Men Fix&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::::&#039;&#039;* The New Shadow 2.6 is also available in an unsupported RTW 1.5 Version (without BI).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See [http://www.twcenter.net/forums/showthread.php?t=365719 here] for information, download links, and installation instructions for all available downloads.&lt;br /&gt;
&lt;br /&gt;
=== Older Releases ===&lt;br /&gt;
&lt;br /&gt;
==== Forth Eorlingas ====&lt;br /&gt;
http://img207.imageshack.us/img207/5535/fortheorlingas4smallkp6.jpg&lt;br /&gt;
&lt;br /&gt;
[http://www.thefourthage.org/forums/viewtopic.php?p=2755#2755 The Fourth Age: Total War - Forth Eorlingas] with [http://www.thefourthage.org/forums/viewtopic.php?p=6745#6745 Patch 1.9].&lt;br /&gt;
&lt;br /&gt;
The Forth Eorlingas-expansion pack adds two new factions to the old Corsair Invasion mini-campaign; The Kingdom of Rohan and The Chiefdom of Dunland. The other playable factions are The Reunited Kingdom (of Gondor and Arnor), The Empire of Harad, and The Chiefdom of Rhûn. It has an expanded map, now including roughly half of western Middle-earth, with five wonders; The Stone of Erech, The Ruins of Osgiliath, Edhellond, The Treegarth of Orthanc, and The Argonath, 3 unique cities Minas Tirith, Helm’s Deep, and Edoras, and three Marvels (wonder-like structures): The Sea-ward Tower (Tirith Aear), The White Tree of Gondor, and The Gardens of Ithilien.&lt;br /&gt;
&lt;br /&gt;
==== Corsair Invasion ====&lt;br /&gt;
The Corsair Invasion is the first release with a campaign map by the Fourth Age: Total War. It includes three factions; The Reunited Kingdom, The Chiefdom of Rhûn, and the Empire of Harad, and two factions for custom battles; The Kingdom of Rohan and the Chiefdom of Dunland. The map consists of the lands of Gondor and Northern Harad, with some of the territories eastern of Mordor, where the hordes of the Easterlings are.&lt;br /&gt;
&lt;br /&gt;
[http://www.thefourthage.org/forums/viewtopic.php?p=1281#1281 Corsair Invasion 1.0] and [http://www.thefourthage.org/forums/viewtopic.php?p=1928#1928 patch 1.2].&lt;br /&gt;
&lt;br /&gt;
==== Demo: Battle of the Crossings of Poros ====&lt;br /&gt;
The first release was finally released, a year delayed, but with a historical battle; the Battle of the Crossings of Poros. It also has four playable factions in Custom battles; Dunland, Gondor, Harad and Rohan.&lt;br /&gt;
&lt;br /&gt;
*[http://www.stratcommandcenter.com/forums/index.php?s=&amp;amp;showtopic=14927&amp;amp;view=findpost&amp;amp;p=156784 Version 1.1]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.thefourthage.org/ Official homepage]&lt;br /&gt;
&lt;br /&gt;
*[http://www.modrealms.com/forums/forumdisplay.php?f=17 Official forums]&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=89 TWC forums]&lt;br /&gt;
&lt;br /&gt;
[[Category:RTW_Mods_(Released)]]&lt;br /&gt;
[[Category:BI_Mods_%28Released%29]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:Featured]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Ogniem_i_Mieczem:_Total_War&amp;diff=43988</id>
		<title>Ogniem i Mieczem: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Ogniem_i_Mieczem:_Total_War&amp;diff=43988"/>
		<updated>2012-12-19T15:09:49Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War: Barbarian Invasion]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Middle Ages&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=12078 Seth]&lt;br /&gt;
 |Release Status=v1.2&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=155 Here]&lt;br /&gt;
}}&lt;br /&gt;
[[image:0000.jpg]]&lt;br /&gt;
=Ogniem i Mieczem: Total War=&lt;br /&gt;
==Description==&lt;br /&gt;
Gustav Adolf reigns in Sweden as Ivan the Terrible sits on the Russian throne. The Habsburgs gain strength in Austria as the Hohenzollern lay the foundations of the future Prussia on the Baltic shore. War is tearing borders to shreds, incinerating cities. Heavy is the gallop of Poland’s winged Hussars and slow, the tread of the legendary Swedish infantry as Russian Streltsy load their arquebuses. The swift Crimean cavalry are rolling in from the southern steppes like a storm. &lt;br /&gt;
What will we see if they all meet in the battlefield? We will see…&lt;br /&gt;
The With Fire and Sword Mod, which stands in sharp contrast to other currently popular creative designs based on the Rome: Total War engine. This is the era that saw the musket first dominate the field and the era when the battleground was the lands that were Barbarian territory in Rome’s times, that is the lands of our ancestors. The name of WF&amp;amp;S is a highly accurate reflection of its essence. To some it will bring reminiscences of fascinating novels by Henryk Sienkiewicz and to others, of the striking Jerzy Hoffman film by the same name. But the thing about the mod is that it will be the first time in the history of Total War that steel is not your only weapon. Fire and the sword play equal parts in determining the course of war.&lt;br /&gt;
Like any other serious mod, Fire and Sword called for an all-but-complete redesign of the RTW base graphics and AI settings, taking a long time to build. The lineup of the design team has changed in the process. The amount of work it has done is truly vast and it is not without a reason that we predict a long and splendid life in the cyber-fields of glory to WF&amp;amp;S. We are all the happier now that the mod is complete. Congratulations on the release goes out to our advertising partner, the Sich battle gaming community, along with wishes of many an hour of gripping battle! After all, these are our gray-haired old days, our combat past, and our beloved Total War!&lt;br /&gt;
==Features==&lt;br /&gt;
* an essentially new way of battling based on the use of firearms by all of the belligerents;&lt;br /&gt;
* musket and cannon shot, bayonet assault, etc. animation;  &lt;br /&gt;
* a historically authentic original map; &lt;br /&gt;
* 17 factions you can play for: the European Ottoman Empire, the Russian Tsardom, the Commonwealth of the two Peoples, the Kingdom of Sweden, the Republic of Venice, the Principality of Moldavia, Wallachia, the Kingdom of Imereti, the Crimean Khanate, the Duchy of Courland and Semigallia, the Principality of Transylvania, the Iranian Safavids, the Austrian Habsburgs, the Brandenburg-Prussian Hohenzollern, the Don Cossack Host, and the Zaporozhian Host.&lt;br /&gt;
* 210 brand new tactical map units; &lt;br /&gt;
* dozens of unit, ship and city models for the strategic map; &lt;br /&gt;
* a new interface and new 2D graphics; &lt;br /&gt;
* authentic heraldry, coats-of-arms and flags; &lt;br /&gt;
* original music and effect sounds; &lt;br /&gt;
* faction-style text descriptions and many more …&lt;br /&gt;
(New cities design and some new factions (Denmark) are still in work)&lt;br /&gt;
==The Team==&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=12078 Seth]&lt;br /&gt;
==History==&lt;br /&gt;
* [http://www.filefront.com/14072001/Setup_Ogniem_i_Mieczem_1_2.rar/ Version 1.2]&lt;br /&gt;
* [http://www.filefront.com/14116359/OiM-1.21.rar/ Version 1.2.1]&lt;br /&gt;
* [http://www.filefront.com/14116369/Fix_1_2_2_.rar/ Version 1.2.2]&lt;br /&gt;
* [http://www.filefront.com/14933935/OiM_patch_1.31.7z/ Version 1.3.1]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:BI_Mods_%28Released%29]]&lt;br /&gt;
[[Category:RTW Mods (Released)]]&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:0028B.jpg|[[Cavarly]]&lt;br /&gt;
image:RomeTW-BI2009-10-1602-27-05-12.jpg|[[Islam city]]&lt;br /&gt;
image:0001.jpg|[[Battle]]&lt;br /&gt;
image:Xxx.jpg|[[City]]&lt;br /&gt;
image:Intruders.jpg|[[Intruders]]&lt;br /&gt;
image:Que_linda_tapa2.jpg|[[Infantry]]&lt;br /&gt;
image:Bloody_battlefield_3bbb.jpg|[[Bloody Battlefield]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Xenophonia&amp;diff=43987</id>
		<title>Xenophonia</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Xenophonia&amp;diff=43987"/>
		<updated>2012-12-19T15:06:04Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenophonia_sig.gif]]&lt;br /&gt;
&lt;br /&gt;
 {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War]]&lt;br /&gt;
 |Mod Type=Audio Pack&lt;br /&gt;
 |Era=Middle Ages&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=9148 Beiss]&lt;br /&gt;
 |Release Status=v2 Beta&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=256 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
Xenophonia is a mod for M2TW. It replaces several factions&#039; speech with their native languages, making them speak e.g. German, French or Italian instead of broken English. This has so far been accomplished by extracting sounds from the localized versions of the game and implementing them into the English version, replacing many samples and adding many more.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
Xenophonia makes many of the factions in the game speak their modern-day language, or one somewhat similar to it:&lt;br /&gt;
&lt;br /&gt;
*the Danish will speak a &amp;quot;neutral&amp;quot; kind of German&lt;br /&gt;
*the Germans will speak an &amp;quot;imperial&amp;quot; kind of German&lt;br /&gt;
*the French will speak French&lt;br /&gt;
*the Italian factions will speak Italian&lt;br /&gt;
*the Russians and the Polish will speak Russian&lt;br /&gt;
*the Spanish will speak Spanish&lt;br /&gt;
&lt;br /&gt;
Additionally, if the Americas Campaign is installed, the Aztecs in Vanilla M2TW will speak English in a Native American accent.&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
Xenophonia is no longer under development. Mod leader Beiss is still around to answer questions and fix bugs.&lt;br /&gt;
&lt;br /&gt;
[I&#039;ll have to come back to you with a full list of contributors]&lt;br /&gt;
&lt;br /&gt;
= Included Mods =&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
Beiss created Xenophonia after it became clear that the developers had decided to make the factions in M2TW speak English in various accents, as in RTW, rather than letting them speak their real languages, as was done in Shogun and the original MTW. After requesting owners of localized versions of the game to send him the audio files from their copies and debating with people arguing having people in the game speak languages they didn&#039;t understand would make the game unplayable, Beiss made a compilation of these audio samples, did some editing of the sound text files and created Xenophonia 1, which required replacement of the original sound packs in the game, creating compability issues with other mods. For this reason, Xenophonia 2 was created, installing in its own mod folder for maximum compability. This also made Xenophonia easier to combine with other, major mods.&lt;br /&gt;
&lt;br /&gt;
=visual material=&lt;br /&gt;
Since Xenophonia is strictly an audio modification, there is no visual material.&lt;br /&gt;
&lt;br /&gt;
=Announcement=&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the mod is now officially dead, following a statement by Mod leader Beiss. Lack of available voice actors forced the mod to grind to a halt. Beiss is still accepting people to participate as voice actors, as long as they have the time commitment to for it.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Xenophonia (form)|Xenophonia - Mod Registration Form]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
[http://xenophonia.ngst.nu/ Xenophonia Website]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=256 Hosted Forum on TWC]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1010 Download Hosted on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC_Hosted_Modifications]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=PRO_DEO_ET_REGE&amp;diff=43986</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=43986"/>
		<updated>2012-12-19T14:58:21Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War: Kingdoms]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Middle Ages&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=21880 Socal_infidel]&lt;br /&gt;
 |Release Status=v1.0&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=437 Here]&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>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Lord_of_the_Rings:_Total_War&amp;diff=43985</id>
		<title>The Lord of the Rings: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Lord_of_the_Rings:_Total_War&amp;diff=43985"/>
		<updated>2012-12-19T14:53:27Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War: Alexander]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=War of the Ring period&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=5115 wlesmana], [http://www.twcenter.net/forums/member.php?u=7077 Bardo]&lt;br /&gt;
 |Release Status=v2.0&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1634 Here]&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Rings: Total War is a fan-made full conversion modification of Rome Total War Alexander. The mod is set during the War of the Ring period in Middle-earth based on stories by J. R. R. Tolkien but mostly based on the The Lord of the Rings film trilogy. The visuals are based heavily on the films supplemented with original designs based on the lore not shown in the films to fill the world. The main goal of this mod is to present a game with the grand epic scale seen in the films, letting the players to live out, control or alter the conditions and outcomes of the iconic epic stories and battles in the films.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
* 14 playable factions: Gondor, Rohan, Mordor, Isengard, Easterlings, Haradrim/Southrons, Noldor Elves, Galadhrim Elves, Silvan Elves, Dwarven Clans, Dale, Dunlendings, Orc Rabbles, Free-peoples.&lt;br /&gt;
&lt;br /&gt;
* Unique factions: all factions have unique units and differing playstyle and difficulty in completing their main objectives.&lt;br /&gt;
&lt;br /&gt;
* A Huge Cast: due to Alexander&#039;s expanded limitation in the number of unique models, LOTR-TW has over 300 models.&lt;br /&gt;
&lt;br /&gt;
* Relive Epic Moments From The Films: faithful recreation of characters and designs seen in the films. Even new factions not seen in the films such as Dale and Dwarven Clans are created following the design philosophies of the makers of the films.&lt;br /&gt;
&lt;br /&gt;
* Heroes: Due to Alexander&#039;s features of unique models and portraits of generals, famous characters such as Aragorn, Gandalf, Theoden, Denethor, Witch King and many others are recreated faithfully and playable. Heroes command powerful units that are not recruitable. Even their signature weapons are recreated faithfully.&lt;br /&gt;
&lt;br /&gt;
* Ageless Campaign: the campaign is set during the time of War of the Ring. There is no time limit to complete the campaign as the passage of time is purposely set to be vague. Your generals do not age and will not die of old age, leaving you to concentrate on building your foces and destroy your rivals.&lt;br /&gt;
&lt;br /&gt;
* Powerful beasts: the gargantuan oliphaunts, the flying terror fellbeasts, ferocious wargs, monstrous trolls and others are yours to command and unleash upon your enemies.&lt;br /&gt;
&lt;br /&gt;
* Immortal Nazgul: Mordor is a unique faction that has nine immortal Nazgul generals, that cannot be killed completely. Dying only means resurrection at their home base. Find the One Ring and bring it to its rightful owner to unleash the terrible power of the Dark Lord Sauron!&lt;br /&gt;
&lt;br /&gt;
* Battle Over The One Ring: the Ringbearer is hidden in the wild. Slay him to obtain the One Ring for yourself or protect him from enemy forces and help him destroy the Ring in Mount Doom! Killing a bearer of the Ring will transfer that Ring to your general along with its tremendous powers and curse. Bring the Ring to Mount Doom to destroy it and eliminate the Mordor faction before the Nazgul finds it and unleash the Dark Lord once more!&lt;br /&gt;
&lt;br /&gt;
* Randomly Awarded Units: some special units cannot be recruited and instead given to you if you fulfil certain conditions. You may receive the aid of the Ents when controlling the Fangorn forest or the Army of the Dead when you bring Aragorn to Dunharrow.&lt;br /&gt;
&lt;br /&gt;
* Unique RPG Mode: choose to play as the Free-peoples and you will control the Fellowship of the Ring as they must travel and overcome obstacles to bring the Ring into Mordor and destroy it at Mount Doom. With background scripts, this mode is done lovingly by Bardo as a unique role-playing experience.&lt;br /&gt;
&lt;br /&gt;
* Custom Animations: extensive additions in unique animations such as the Elven Swordsmen seen in the opening sequence of the first film. Trolls, Ents, Sauron, fellbeasts and other creatures feature new animations. &lt;br /&gt;
&lt;br /&gt;
* Unique Cities: Minas Tirith, Isengard and others are recreated to mimic their appearance in the films, on the campaign map as well as battle map.&lt;br /&gt;
&lt;br /&gt;
* Custom Music and Sounds: listen to the epic film soundtracks and sound effects.&lt;br /&gt;
&lt;br /&gt;
* Optimization: full LODs on all regular models as well as sprites. The mod is playable without sacrificing performance.&lt;br /&gt;
&lt;br /&gt;
==Included Submods==&lt;br /&gt;
These submods are included but have been heavily modified in LOTR:-&lt;br /&gt;
*Campaign map from Middle-earth Total War&lt;br /&gt;
*[[Darth Vader]]&#039;s AI formations&lt;br /&gt;
*Sinuhet AI formations&lt;br /&gt;
*Pinarius&#039; Realistic Horses&lt;br /&gt;
*Trees and sky from Napoleon 2 Total War&lt;br /&gt;
*Trees and environment from Roma Serructum II&lt;br /&gt;
&lt;br /&gt;
== The Team ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=5115 wlesmana] - responsible for creating the mod and doing pretty much everything&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=7077 Bardo] - creator the campaign scripts, responsible for balancing, formations, environment and many other upgrades&lt;br /&gt;
&lt;br /&gt;
* Honorable mentions of non-regular contributors:&lt;br /&gt;
: [http://www.twcenter.net/forums/member.php?u=10123 mac89], [http://www.twcenter.net/forums/member.php?u=42230 lupus], [http://www.twcenter.net/forums/member.php?u=18325 Metal Storm], bluepowder, Baaza, Rhytalion, [http://www.twcenter.net/forums/member.php?u=9363 Echolyn], Seth Krnell, [http://www.twcenter.net/forums/member.php?u=49573 Tranky]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
In middle 2004, [http://www.twcenter.net/forums/member.php?u=5115 wlesmana] first saw videos and screens of the real-time strategy game &amp;quot;The Lord of the Rings: Battle for Middle-earth&amp;quot; from EA Games. As a big fan of the films, he was very excited for this game as it promised to bring the epic battles seen in the films to every game player. Unfortunately, the gameplay of the game is not about huge, epic armies clashing but more in the traditional RTS genre with powerful Hero units in the vein of &amp;quot;Warcraft III&amp;quot;. Though a solid game, it was a disappointment for wlesmana, who at the same time found the game &amp;quot;Rome Total War&amp;quot;. RTW has the grand epic scale of the LOTR films. Even the opening movie of RTW appears to be influenced by the LOTR films. So wlesmana looked around for a possible modification of RTW into The Lord of the Rings.&lt;br /&gt;
&lt;br /&gt;
At the time, there were 2 mods of RTW based on Tolkien&#039;s books: &amp;quot;Middle-earth Total War&amp;quot; and &amp;quot;Fourth Age Total War&amp;quot;. But the two were made to be faithful to the books and &amp;quot;fixed&amp;quot; the inconsistencies seen in the films. wlesmana asked if these two mods would consider making a mini-mod of using the visuals of the films, particularly the controversial Gondorian soldier&#039;s design. There were no such plan so wlesmana detrermined to create the Gondorians soldiers as they appear in the films. This were to be a mini-mod of adding Gondorian soldiers into regular Rome Total War which could be easily tweaked to be inserted into either of the existing The Lord of the Rings-based projects. He planned to call this mini-mod &amp;quot;Rome of the Rings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After finding out that it&#039;s impossible to create a proper Gondorian soldier just from reskinning an existing RTW model, wlesmana learned how to make models in 3D Studio Max. While creating the models, wlesmana got the urge to create other models for the Gondorians to fight. He made orcs, uruk-hai and elves. Gradually more models are made and refined until there are enough for Gondor, Isengard, Mordor, Rohan and Elves factions. His stubbornness for details even forced him to learn how to modify new animations so he could make the Elves use their long sword as they appear in the opening sequence of the first film. Eventually wlesmana decided to complete his own mod: a Custom Battles only mod for RTW version 1.2, officialy calling the mod &amp;quot;The Lord of the Rings: Total War&amp;quot;. This became the first beta release: Custom Battles with 1 Historical Battle (The Battle of the Last Alliance) featuring 7 factions: Gondor, Rohan, Elves, Mordor, Isengard, Easterlings, Southrons and 3 mini factions: Free-peoples (the various townfolks and villagers of Middle-earth), Numenoreans (Second Age Gondor) and Second Age Mordor (with Sauron).&lt;br /&gt;
&lt;br /&gt;
After obtaining permission for using the campaign map from Middle-earth Total War team, wlesmana started working on the campaign. The existing factions got further refined: the Elven faction is split into 3 to represent the different communities while 3 new factions were added: Orcs Rabbles to represent the orcs/goblins of Misty Mountain, the newly rebuilt Kingdom of Dale and the Dwarven Clans, allies of of the Men of Dale. More units were also added to existing factions. With the release of &amp;quot;Rome Total War Alexander&amp;quot; and its features of ageless generals and custom models and portraits, the format was chosen over &amp;quot;Barbarian Invasion&amp;quot;. Earlier, Bardo offered his help in balancing the units and factions. Eventually he became the first official member of the previously non-existent modding team. Other than balancing Bardo started work on campaign scripts and discovered ways to replicate the transfer of the One Ring to whomever killed the previous bearer. More tricks are discovered which added more unique flavor to the campaign as well as the implementation of AI behavior upgrades. Over the years, members came and went as only wlesmana and Bardo remain active.&lt;br /&gt;
&lt;br /&gt;
In late 2007, the Open Beta (2.0) version of &amp;quot;The Lord of the Rings: Total War&amp;quot; was released to the public. Patches and other additions later formed the current 2.08 version.&lt;br /&gt;
&lt;br /&gt;
Currently, wlesmana and Bardo are still working on more releases with the hopes of finally finishing up LOTR-TW Gold, the final version.&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:0045.jpg&lt;br /&gt;
Image:0057.jpg&lt;br /&gt;
Image:Hbfotrrauros03.jpg&lt;br /&gt;
Image:Hbhelm08.jpg&lt;br /&gt;
Image:Hblastalliance04.jpg&lt;br /&gt;
Image:Lotrtw_heroes1.jpg&lt;br /&gt;
Image:Lotrtw_heroes2.jpg&lt;br /&gt;
Image:Lotrtw_heroes3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[Category:Alexander Mods (Released)]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:RTW Mods (Released)]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Rome_Medieval&amp;diff=43984</id>
		<title>Rome Medieval</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Rome_Medieval&amp;diff=43984"/>
		<updated>2012-12-19T14:48:26Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &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:RM.jpg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Middle Ages&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=25982 Lord Of The Knights]&lt;br /&gt;
 |Release Status=v3.1&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=467 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Rome Medieval is a modification for RTW 1.5. It is a full conversion for RTW, focusing on the rise of the Medieval Kingdoms, through the rise and the fall of the Crusades, continuing to the last days of the Medieval age. You will lead any of 18 medieval factions to conquer a new historical Medieval map,leading your great armies to glory.&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
Rome Medieval is a modification and a total conversion for RTW 1.5. A continuation of Rome Medieval series, RM3 converts the original RTW game to a medieval game, with an authentic environment, new units, a brand new map, historical battles and revamped gameplay. The time range is from 1180 AD to the last days of the medieval age, allowing the player to take control of one of 18 Kingdoms of the medieval times. On a new epic historical map, the latest release provides many new special units, buildings and features for each faction, giving you the chance to lead a nation with its historical armies and cities, defend its lands, defeat its enemies, expand its borders, and gain victory and glory under the nations name.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
*Total coversion of RTW from the Roman timeframe to the Middle Ages.&lt;br /&gt;
&lt;br /&gt;
*Large historical medieval campaign map, from far persia to the americas.&lt;br /&gt;
&lt;br /&gt;
*Medieval units with large number of unique units for each faction, units from peasants to chivalric knights and royal amirs, including gunpowder units and cannons.&lt;br /&gt;
&lt;br /&gt;
*Medieval sound pack, with great soundtracks adding more greatness to the medieval world sensation.&lt;br /&gt;
&lt;br /&gt;
*New custom battle maps.&lt;br /&gt;
&lt;br /&gt;
*New historical battles&lt;br /&gt;
&lt;br /&gt;
*Texts, Menu, icons, pages, unit cards,..and other items suitable for the medieval mod.&lt;br /&gt;
&lt;br /&gt;
A new Patch will be released soon (RM 3.1 patch), which will include the following features:&lt;br /&gt;
&lt;br /&gt;
*Grand campaign map has been modified to make famous campaigns more historical and interesting, adding more historical balance between factions.&lt;br /&gt;
&lt;br /&gt;
*New custom battle maps.&lt;br /&gt;
&lt;br /&gt;
*Nigh battles available in campaign.&lt;br /&gt;
&lt;br /&gt;
*New city models for the campaign map.&lt;br /&gt;
&lt;br /&gt;
*Alexander compatibility included.&lt;br /&gt;
&lt;br /&gt;
*Culture-specific voices in their native language (spanish, french, german, etc.)&lt;br /&gt;
&lt;br /&gt;
*Prebattle speeches&lt;br /&gt;
&lt;br /&gt;
*Around 10 historical battles (the RM2 battles plus six/seven new HBs) made by mataputas.&lt;br /&gt;
&lt;br /&gt;
*Some unit models fixed.&lt;br /&gt;
&lt;br /&gt;
*Major rebalance of units stats and costs.&lt;br /&gt;
&lt;br /&gt;
*Few new animations for archers, crossbowmen, gunners and cannons (not morfeasnikos&#039; ones).&lt;br /&gt;
&lt;br /&gt;
*Smoke and specific sounds for cannons.&lt;br /&gt;
&lt;br /&gt;
*Complete sprites remake.&lt;br /&gt;
&lt;br /&gt;
*Some gunpowder units.&lt;br /&gt;
&lt;br /&gt;
*Some hero units: William Wallace, Henry V (HB only), Jeanne d&#039;Arc and Balian of Ibelin.&lt;br /&gt;
&lt;br /&gt;
*Unit descriptions.&lt;br /&gt;
&lt;br /&gt;
*Multiplayer mode switcher included.&lt;br /&gt;
&lt;br /&gt;
*Medieval Traits &amp;amp; Ancillaries system.&lt;br /&gt;
&lt;br /&gt;
*Minor general fixes and additions.&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
*Creator, Leader, Mapping, Texts:&lt;br /&gt;
&lt;br /&gt;
1.[http://www.twcenter.net/forums/member.php?u=25982| Lord of The Knights]&lt;br /&gt;
&lt;br /&gt;
*Modeling,Skinning :&lt;br /&gt;
&lt;br /&gt;
1.[http://www.twcenter.net/forums/member.php?u=25982| Lord of The Knights]&lt;br /&gt;
&lt;br /&gt;
2.[http://www.twcenter.net/forums/member.php?u=7354| morfeasnikos] (RM3)&lt;br /&gt;
&lt;br /&gt;
*Coding, Transplantation, Porting :&lt;br /&gt;
&lt;br /&gt;
1.[http://www.twcenter.net/forums/member.php?u=25982| Lord of The Knights]&lt;br /&gt;
&lt;br /&gt;
2.[http://www.twcenter.net/forums/member.php?u=30551| mikienjoy] (RM2)&lt;br /&gt;
&lt;br /&gt;
3.[http://www.twcenter.net/forums/member.php?u=64442| Mataputas] (RM3)&lt;br /&gt;
&lt;br /&gt;
*Sounds:&lt;br /&gt;
&lt;br /&gt;
1.Lord of The Knights&lt;br /&gt;
&lt;br /&gt;
2.WAR monger (RM SOUNDMOD 1.0)(RM3)&lt;br /&gt;
&lt;br /&gt;
3.Mataputas (RM3.1)&lt;br /&gt;
&lt;br /&gt;
*2D Works/UI files :&lt;br /&gt;
&lt;br /&gt;
1.Lord of The Knights&lt;br /&gt;
&lt;br /&gt;
2.[http://www.twcenter.net/forums/member.php?u=16140 Nelduin] (some 2Ds for islamic factions)(RM2)&lt;br /&gt;
&lt;br /&gt;
*Installer Maker :&lt;br /&gt;
&lt;br /&gt;
1.onmy6 (RM2)&lt;br /&gt;
&lt;br /&gt;
2.sean cappone (RM3)&lt;br /&gt;
&lt;br /&gt;
*Sprites Makers :&lt;br /&gt;
&lt;br /&gt;
1.[http://www.twcenter.net/forums/member.php?u=33615| Ragnos] (RM Sprites Addon)(RM2)&lt;br /&gt;
&lt;br /&gt;
2.Mataputas (RM3.1)&lt;br /&gt;
&lt;br /&gt;
*Beta Testers :&lt;br /&gt;
&lt;br /&gt;
1.Lord Of The Knights&lt;br /&gt;
&lt;br /&gt;
2.[http://www.twcenter.net/forums/member.php?u=37687| ttoommyy] (RM2)&lt;br /&gt;
&lt;br /&gt;
3.Mataputas (RM3 &amp;amp; RM3.1)&lt;br /&gt;
&lt;br /&gt;
*Advertising :&lt;br /&gt;
&lt;br /&gt;
1.Tolaroscipii (RM3)&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
Rome Medieval mod has been started and created by Lord Of The Knights (LOTKs). The project started in 2006 as a personal small project and with few modding skills, but with 2 years of hard work alone LOTKs created an excellent medieval mod (RM1).&lt;br /&gt;
A better version of Rome Medieval were built on the first RM using it as a base.&lt;br /&gt;
After the first release, LOTKs decided to create the RM Team.&lt;br /&gt;
Many versions of RM were released till the latest current version (RM3), and with each version, LOTKs used help from other members as a team.&lt;br /&gt;
&lt;br /&gt;
= Included Mods =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks to:&lt;br /&gt;
&lt;br /&gt;
The Crusades leader &amp;amp; team : for some Units and models.&lt;br /&gt;
&lt;br /&gt;
Chivalry TW leader &amp;amp; team : for characters names.&lt;br /&gt;
&lt;br /&gt;
= Visual Material =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image: Knightsrage.jpg| Struggle between knights&lt;br /&gt;
Image: Spectacularbattle.jpg| Nordic clash&lt;br /&gt;
Image: Struggle.jpg| Battle in the desert&lt;br /&gt;
Image: 539baf0dda.jpg| The Holy Land&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Videos===&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&lt;br /&gt;
{{#ev:youtube|UtejwmQuILs|{{{1|300}}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tcenter&amp;quot;&amp;gt;&lt;br /&gt;
{{#ev:youtube|WUyTGdQjWWo|{{{1|300}}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&lt;br /&gt;
{{#ev:youtube|kpMMG283ipg|{{{1|300}}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=AAR=&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=155857 Defense of an Idea]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=170712 A Tale of Two Kingdoms - Kingdom of Sicily]&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
&lt;br /&gt;
Download link and forum here; [http://www.twcenter.net/forums/showthread.php?t=532886 Rome Medieval]&lt;br /&gt;
[[Category:RTW Mods (Released)]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Imperator_%26_Metro_Naval&amp;diff=43983</id>
		<title>Imperator &amp; Metro Naval</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Imperator_%26_Metro_Naval&amp;diff=43983"/>
		<updated>2012-12-19T14:41:22Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War: Barbarian Invasion]]&lt;br /&gt;
 |Mod Type=Submod&lt;br /&gt;
 |Era=Classical Era&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=9173 LeslaT], [http://www.twcenter.net/forums/member.php?u=12332 Maced0n]&lt;br /&gt;
 |Release Status=Imperator II v2.1, Metro Naval v1.9&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=385 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imperator mod&#039;&#039;&#039; is a Roman Campaign submod based on [[Rome Total Realism]], intended to make Roman Faction campaign harder featuring name and numbered Legions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metro-Naval&#039;&#039;&#039; is the term for the combination of Metropolis Mod and Naval Mods for RTR 6 Gold, upgraded for RTR Platinum Edition.&lt;br /&gt;
&lt;br /&gt;
== Imperator I and II ==&lt;br /&gt;
Imperator was created as a mod with the intention of playing the romans only. It contains 2 separate campaigns and a unique provincial and citizenship system which develops on RTR&#039;s auxilia system.&lt;br /&gt;
&lt;br /&gt;
===Special Notes===&lt;br /&gt;
* Imperator II was created for the designer and therefore reflects his view of gameplay&lt;br /&gt;
* This mod was never designed to rival any other mods, nor was it done for personal glory, but for personal gameplay satisfaction &lt;br /&gt;
* Imperator II requires Rome Total Realism : Platinum Edition v1.8 &lt;br /&gt;
&lt;br /&gt;
== Metropolis &amp;amp; Naval Mod ==&lt;br /&gt;
&lt;br /&gt;
Metropolis &amp;amp; Naval Mod was created for RTR 6 as a modpack which combined the Metropolis and Naval mods for RTR 6 Gold edition. It has since been updated for RTR PE.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=385 Imperator/Metro Naval Subforum]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:RTW Mods (Released)]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Imperator_%26_Metro_Naval&amp;diff=43982</id>
		<title>Imperator &amp; Metro Naval</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Imperator_%26_Metro_Naval&amp;diff=43982"/>
		<updated>2012-12-19T14:39:48Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War: Barbarian Invasion]]&lt;br /&gt;
 |Mod Type=Submod&lt;br /&gt;
 |Era=Classical Era&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=9173 LeslaT], [http://www.twcenter.net/forums/member.php?u=12332 Maced0n]&lt;br /&gt;
 |Release Status=Imperator v2.1, Metro Naval v1.9&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=385 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imperator mod&#039;&#039;&#039; is a Roman Campaign submod based on [[Rome Total Realism]], intended to make Roman Faction campaign harder featuring name and numbered Legions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metro-Naval&#039;&#039;&#039; is the term for the combination of Metropolis Mod and Naval Mods for RTR 6 Gold, upgraded for RTR Platinum Edition.&lt;br /&gt;
&lt;br /&gt;
== Imperator I and II ==&lt;br /&gt;
Imperator was created as a mod with the intention of playing the romans only. It contains 2 separate campaigns and a unique provincial and citizenship system which develops on RTR&#039;s auxilia system.&lt;br /&gt;
&lt;br /&gt;
===Special Notes===&lt;br /&gt;
* Imperator II was created for the designer and therefore reflects his view of gameplay&lt;br /&gt;
* This mod was never designed to rival any other mods, nor was it done for personal glory, but for personal gameplay satisfaction &lt;br /&gt;
* Imperator II requires Rome Total Realism : Platinum Edition v1.8 &lt;br /&gt;
&lt;br /&gt;
== Metropolis &amp;amp; Naval Mod ==&lt;br /&gt;
&lt;br /&gt;
Metropolis &amp;amp; Naval Mod was created for RTR 6 as a modpack which combined the Metropolis and Naval mods for RTR 6 Gold edition. It has since been updated for RTR PE.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=385 Imperator/Metro Naval Subforum]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:RTW Mods (Released)]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Westeros:_Total_War&amp;diff=43931</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=43931"/>
		<updated>2012-12-18T12:13:36Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:W.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=War of the Five Kings&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=27011 HannibalExMachina], [http://www.twcenter.net/forums/member.php?u=23965 Darkstar]&lt;br /&gt;
 |Release Status=In Development&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=721 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
Westeros Total War is a modification 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;
&#039;&#039;Overview taken from official previews and FAQs of the Westeros team&#039;&#039;&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;br /&gt;
[[Category:TWC Hosted Modifications - MTW2]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Das_Heilige_R%C3%B6mische_Reich&amp;diff=43930</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=43930"/>
		<updated>2012-12-18T12:01:16Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War: Kingdoms]]&lt;br /&gt;
 |Mod Type=Faction/Gameplay Upgrade &lt;br /&gt;
 |Era=Middle Ages&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=29357 Konny]&lt;br /&gt;
 |Release Status=In Development&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=498 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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;
===Team===&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;
* [[vonckenLOTR]]: Researcher&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;
==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>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=East_of_Rome&amp;diff=43927</id>
		<title>East of Rome</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=East_of_Rome&amp;diff=43927"/>
		<updated>2012-12-18T10:42:28Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &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;
http://img577.imageshack.us/img577/9202/cavalrylogo.png&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Medieval II: Total War: Kingdoms]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Classical Era&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=57595 Deutschland], [http://www.twcenter.net/forums/member.php?u=75944 Alkimachos]&lt;br /&gt;
 |Release Status=In Development&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=755 Here]&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;East of Rome&#039;&#039;&#039; is a modification for Medieval 2: Total War Kingdoms concerned with the world of Late Antiquity, and especially, though not exclusively, the late Roman Empire centred on its capital at Constantinople.&lt;br /&gt;
&lt;br /&gt;
The sixth century is considered, with the hindsight of the historian of the early 21st century to be a period of great change, and yet, for the average man or woman living in the year 519, when the EoR mod begins, it must have seemed like little had changed. The towns and cities of the Eastern Mediterranean were ruled, as they had been for the past five hundred years, by a Greek speaking administration on behalf of a primarily Latin Roman Empire. A few hundred miles to the East, the mudflats of &#039;&#039;Erak&#039;&#039;, &#039;Mesopotamia&#039; to the Greeks, were ruled, just as they were a thousand years previously, by a Persian. Between these two great Empires, the small kingdoms of the Caucasus continued to jostle for influence, fully part of neither a Roman, nor an Iranian world. Even in the lands of the West, lost to Rome&#039;s Empire in the previous century, nothing seemed to have &amp;quot;fallen&amp;quot;- still Roman aristocrats taxed flourishing towns and cities to support their luxurious lifestyles in rural villas- the only difference in the year 500 compared to the year 400 is that they were now aided and abetted in this by new, Germanic rulers.&lt;br /&gt;
&lt;br /&gt;
And yet, over the sixth and seventh centuries, this world that was seemingly so secure and timeless would vanish for good. That it did so was due to a series of events that were very largely of its own making- endless war and religious tension mixed together in a volatile cocktail. By the end of this period, known to historians as &amp;quot;Late Antiquity&amp;quot;, Rome&#039;s dominion over the Mediterranean would be gone for good with the Empire itself surviving only as a bleeding rump, while the great Persian Empire of the Sasanian dynasty- &#039;&#039;Ērānšahr&#039;&#039; would be wiped out altogether. How did this come about?&lt;br /&gt;
&lt;br /&gt;
Many of the changes of the sixth century were driven by the figure of one extraordinary figure- Petrus Sabbatius Iustinianus, better known to us as the Emperor Justinian. Originally a peasant from what is now Serbia but what then was a Latin speaking land known to the Romans as Illyricum, Justinian came to Constantinople, capital of the Roman Empire for some two centuries, as a young man, perhaps lured by the Imperial service into which his uncle Justin had risen rapidly in. In 518, following the death of the Emperor Anastasius Justin and his nephew were able to secure for themselves the throne of the Roman Empire, and to begin a dynasty that would reign for the next sixty years. In 527, Justinian himself became Emperor, flanked by his formidable consort Theodora and a host of other impressive courtiers- the eunuch general Narses, the dashing young commander Belisarius, and the gifted bureaucrats John and Tribonian. &lt;br /&gt;
&lt;br /&gt;
Justinian&#039;s great vision was one of renewal- to bring his Empire back in touch with her proud heritage. Early in his reign, he ordered the systematic compilation of a millenium&#039;s worth of Roman law, accomplished in just a few years by a dedicated team of jurists. A series of major uprisings that left half of Constantinople a smoking ruin was seized by the Emperor to rebuild his capital along new, grand lines. And, perhaps most spectacularly of all, military expeditions to the West brought back into the Imperial fold the fertile provinces of North Africa and the Empire&#039;s old homeland of Italy. After just thirteen years on the throne, Justinian could justifiably claim to be the greatest Emperor Constantinople had seen in generations. &lt;br /&gt;
&lt;br /&gt;
Beginning in the year 540, though, things began to take a dramatic turn for the worse. After enduring several years of humiliating peace, the Iranians under their magnificent king Xusrō were ready to strike back. Just like Justinian, Xusrō was a dynamic reformer, determined to set his state on a new basis for the future. To do this, he secured the support of the &#039;&#039;dehgāns&#039;&#039;, the lower gentry of the Iranian plateau, and engaged in a process of millitary reform and renewal. Vast fortifications were raised to protect Ērānšahr the raids of the barbarians of the Great Eurasian Steppe, and, again, echoing his Roman counterpart, Xusrō codified the laws of his kingdom. With the kingdom of the Sasanians thus set on a more secure footing than ever before, Xusrō could go on the offensive, and in 540 he sacked Antioch, jewel of Roman Syria. For the next century, peace would be rare on the long frontier between Rome and Iran. Seizing the opportunity provided by the sudden eruption of warfare in the East, the Goths of Italy, confidently assumed by the Romans to be barbaric pushovers, turned the tables of the Italian war, and would mount an effective resistance for another fifteen years. In the process, Italy herself would be devastated. &lt;br /&gt;
&lt;br /&gt;
In 542, a devastating outbreak of plague burst out across the Roman Empire, and, within the next few years, had spread to afflict both the Iranians and the Germanic kingdoms alike, devastating the urban culture that had flourished since the balmy days of the Emperor Augustus. Justinian, refusing to bow down before these unexpected changes in fortune, abandoned the excess and glory that had characterised the early years of his reign. The Roman Empire&#039;s budget deficit was ruthlessly cut, despite the howls of vested interest groups. Gothic resistance was finally shattered in 553, and a vast series of fortifications were erected to defend the Empire. Justinian died in 565 with Roman power seemingly intact- but had his desperate surgery to the Empire in fact doomed it?&lt;br /&gt;
&lt;br /&gt;
The years after Justinian were marked by the ineffective reigns of his nephew Justin II, and Justin&#039;s adopted son Tiberius II, both of whom were dominated by the Empress Sophia. Together, this threesome were able to, just, keep the show on the road, but difficulties were constantly mounting. In 573, Xusrō&#039;s men captured the great Roman fortress of Dara, sending the Emperor Justin mad with rage. The news from the other frontiers was unremittingly bleak, caused in large part by the rise of a powerful new tribal confederacy led by the Avars, a Turkic people who had descended from the steppe. The Avars destroyed the delicate balance of power that had prevailed on the northern frontiers of Justinian&#039;s Empire, and sent a flood of refugees into Imperial territory. With every available man needed to guard the East, the defences of Italy and the Danubian provinces proved unable to hold back the invaders. From 568, the Italian peninsula was progressively nibbled away at by a Germanic people known as the Lombards, while the provinces of Illyria- those same lands that Justinian had left as a boy seventy years previously- were subjected to an unceasing torrent of new settlers, a people known to the terrified provincials as the &amp;quot;&#039;&#039;Sklavenoi&#039;&#039;&amp;quot;, the Slavs. The frontiers in the East, despite the occasional defeat, were held by Justin and Tiberius. But in the West, the Latin core of the old Roman world was entering into what appeared to be a ceaseless death-spiral.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Alemanni Alemanni]&lt;br /&gt;
* Ardhan ([http://en.wikipedia.org/wiki/Caucasian_Albania Alwanians])&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Antes_people Antes]&lt;br /&gt;
* Avari ([http://en.wikipedia.org/wiki/Eurasian_Avars Avars])&lt;br /&gt;
* Bulgari ([http://en.wikipedia.org/wiki/Bulgars Bulgars])&lt;br /&gt;
* Gut-Thiuda ([http://en.wikipedia.org/wiki/Crimean_Goths Crimean Goths])&lt;br /&gt;
* Imperium Romanum ([http://en.wikipedia.org/wiki/Byzantine_Empire#Reconquest_of_the_western_provinces &#039;&#039;Eastern&#039;&#039; Roman Empire])&lt;br /&gt;
* Regnum Francorum ([http://en.wikipedia.org/wiki/Franks Franks])&lt;br /&gt;
* Banū Ghassān ([http://en.wikipedia.org/wiki/Ghassanids Ghassanids])&lt;br /&gt;
* Gibiðaz ([http://en.wikipedia.org/wiki/Gepids Gepids])&lt;br /&gt;
* Hayatheliten ([http://en.wikipedia.org/wiki/Hephthalite Hephthalites])&lt;br /&gt;
* Banū Lakhm ([http://en.wikipedia.org/wiki/Lakhmids Lakhmids])&lt;br /&gt;
* Samepho Kartlis ([http://en.wikipedia.org/wiki/Kartli Kingdom of Kartli])&lt;br /&gt;
* Lazikis Samepho ([http://en.wikipedia.org/wiki/Lazica Kingdom of Lazica])&lt;br /&gt;
* Parskahayastan ([http://en.wikipedia.org/wiki/Nor_Shirakan Persarmenia])&lt;br /&gt;
* Langobardi ([http://en.wikipedia.org/wiki/Lombards Lombards])&lt;br /&gt;
* Regnum Italiae et Gothorum ([http://en.wikipedia.org/wiki/Ostrogothic_Kingdom Ostrogothic Kingdom])&lt;br /&gt;
* Ērānšahr ([http://en.wikipedia.org/wiki/Sassanid_Empire Sasanians])&lt;br /&gt;
* Sclaveni ([http://en.wikipedia.org/wiki/East_Slavs Slavic Tribes])&lt;br /&gt;
* Regnum Vandalorum et Alanum ([http://en.wikipedia.org/wiki/Vandals Vandals])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emergent Factions:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Hrvati ([http://en.wikipedia.org/wiki/Croats Croats])&lt;br /&gt;
* Al Khilāfa ([http://en.wikipedia.org/wiki/Caliphate Caliphate])&lt;br /&gt;
&lt;br /&gt;
=== Map ===&lt;br /&gt;
&lt;br /&gt;
The brand-new East of Rome Map covers an area from modern Germany to Afghanistan and from Siberia to North Africa. &lt;br /&gt;
&lt;br /&gt;
[[File:Eormap.png|380px|The East of Rome map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The map focuses on the eastern Mediterranean sea and the Middle East, both hotspots of sixth century history. The lands on this map are among the wealthiest and most advanced on earth at the time and have seen many great empires rise and fall. Through them pass the great trade routes of antiquity, most famous of which is the silk road. However, the steppes and woods to the north and the deserts in the south are both home to poorer, but aggressive peoples that will try to seize control of rich cultural centers along the Mediterranean coast and the Mesopotamian valleys.&lt;br /&gt;
&lt;br /&gt;
=== Religions ===&lt;br /&gt;
&lt;br /&gt;
The game offers ten all-new religions that dominated the world of late antiquity. Each has its own building tree and individual character traits. Most importantly, every character, including faction leader and heir, has his own religion. Since religion played a very important role in the time, a character&#039;s religion will be a decisive trait that will define his loyalty and his view on the world. &lt;br /&gt;
&lt;br /&gt;
In East of Rome the religion of the faction leader will determine the state religion. This may cause great instability, but will also give new opportunities to the player.&lt;br /&gt;
&lt;br /&gt;
The following religions will make an appearence in East of Rome:&lt;br /&gt;
&lt;br /&gt;
* Chalcedonian Christianity ([http://en.wikipedia.org/wiki/Chalcedonian_Christianity])&lt;br /&gt;
* Arian Christianity ([http://en.wikipedia.org/wiki/Arianism])&lt;br /&gt;
* Monophysite Christianity ([http://en.wikipedia.org/wiki/Monophysitism])&lt;br /&gt;
* Nestorian Christianity ([http://en.wikipedia.org/wiki/Nestorianism])&lt;br /&gt;
* Islam ([http://en.wikipedia.org/wiki/Islam])&lt;br /&gt;
* Paganism ([http://en.wikipedia.org/wiki/Paganism])&lt;br /&gt;
* Zoroastrism ([http://en.wikipedia.org/wiki/Zoroastrianism])&lt;br /&gt;
* Shamanism ([http://en.wikipedia.org/wiki/Shamanism])&lt;br /&gt;
* Judaism ([http://en.wikipedia.org/wiki/Judaism])&lt;br /&gt;
* Heresies/ Local Religions&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
&lt;br /&gt;
[[File:new2.png|thumb|left|The Optimates - a new Roman unit]]&lt;br /&gt;
&lt;br /&gt;
East of Rome features 250+ new units. All are based on historical research and reflect a realistic roster of every faction at the time.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay === &lt;br /&gt;
&lt;br /&gt;
The mod plays in a very turbulent time, marking the final end of the classical world and the onset of what we know now as the Middle Ages. Rome&#039;s unified hegemony has gone from the West, and, even if it remains strong in the East, troubles are rising across the frontiers. In Iran, meanwhile, the Sasanian monarchy is undergoing a period of renewal and rebirth, in the process building an almost new pan-Iranian state. &lt;br /&gt;
&lt;br /&gt;
As a player of the large empires at the centre of the map, namely the Roman Empire, the Ostrogothic Kingdom and Sasanian Iran, your task is to preserve your traditional heritage and wealth while fending off barbarian tribes from the north and south. It is of utmost importance to create the much-needed stability and internal peace to be able to eventually expand your inherited territory once more.&lt;br /&gt;
&lt;br /&gt;
As a player of either the northern Germanic and Steppe tribes or as the southern Arabs, your task will be to carve out a largest possible piece out of the old world and claim it for yourself. To triumph over the old powers, it is necessary to build an respectable empire on your own and to wait for the right moment to deal the death blow to the classical World!&lt;br /&gt;
&lt;br /&gt;
== Sub-Campaigns ==&lt;br /&gt;
&lt;br /&gt;
In the process of developing East of Rome the team will release several sub-campaigns, all of which are stand-alone mods that will later be incorporated into the main game. Every campaign focuses on a different geographical area, a different timeframe and a different setting.&lt;br /&gt;
&lt;br /&gt;
=== The Danube Limes ===&lt;br /&gt;
&lt;br /&gt;
The first of these sub-campaigns will be the &#039;&#039;&#039;The Danube Limes&#039;&#039;&#039; campaign. It focuses on the lower Danube and Balkan area and begins in 591 AD. Its setting is the Slavic Migration onto the Balkans and the [http://en.wikipedia.org/wiki/Maurice%27s_Balkan_campaigns Balkan campaigns] of the Roman emperor [http://en.wikipedia.org/wiki/Maurice_(emperor) Maurikios]. The player can choose either to defend the Roman Empire from this new barbarian threat or to capture a new homeland for the countless Slavic tribes south of the Danube. He can also choose to lead the powerful Steppe people of the Avars against the weak Romans and eventually capture the queen of cities, Constantinople.&lt;br /&gt;
&lt;br /&gt;
More sub-campaigns are planned, they will be revealed as the mod development continues.&lt;br /&gt;
&lt;br /&gt;
== Team ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team Leader:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=57595 Deutschland]&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=75944 Alkimachos]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mappers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=18407 MathiasOfAthens]&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=57595 Deutschland]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2D Artists:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=88752 The Byzantine]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modellers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=84956 Auto - Nabishtam]&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=126693 miles gregarius]&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=75944 Alkimachos]&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=58250 Kahvipannu]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coders/Scripters:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/member.php?u=57595 Deutschland]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Researchers &amp;amp; Historians:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=38630 Giorgios]&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=1522 FliegerAD]&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=141534 Pseudo-Methodius]&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=35171 Neoptolemos]&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=64070 Justinius]&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=39839 ALFAJI]&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Nakharar&lt;br /&gt;
* Invasio Barbarorum II Team&lt;br /&gt;
* The Great Conflicts Team&lt;br /&gt;
* Basileia Total War Team&lt;br /&gt;
* _Tiberias_&lt;br /&gt;
* Dak28&lt;br /&gt;
* Bulgaria Total War Team&lt;br /&gt;
* Davide.Cool&lt;br /&gt;
* ImperiumIV&lt;br /&gt;
* Charge&lt;br /&gt;
* Absinthia&lt;br /&gt;
* Pacco&lt;br /&gt;
* Magus&lt;br /&gt;
* Argent Usher&lt;br /&gt;
* Dewy&lt;br /&gt;
* Daxter&lt;br /&gt;
* Magus&lt;br /&gt;
* Arn&lt;br /&gt;
* Disgruntled Goat&lt;br /&gt;
* Haedar&lt;br /&gt;
&lt;br /&gt;
==Website==&lt;br /&gt;
&lt;br /&gt;
[http://eor.moonfruit.com/ Official &#039;&#039;East of Rome&#039;&#039; Website]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=755 Forum Link]&lt;br /&gt;
*[[Ages of Darkness 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Imperator_%26_Metro_Naval&amp;diff=43926</id>
		<title>Imperator &amp; Metro Naval</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Imperator_%26_Metro_Naval&amp;diff=43926"/>
		<updated>2012-12-18T10:39:03Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War: Barbarian Invasion]]&lt;br /&gt;
 |Mod Type=Submod&lt;br /&gt;
 |Era=Classical Era&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=9173 LeslaT], [http://www.twcenter.net/forums/member.php?u=12332 Maced0n]&lt;br /&gt;
 |Release Status=Released&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=385 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imperator mod&#039;&#039;&#039; is a Roman Campaign submod based on [[Rome Total Realism]], intended to make Roman Faction campaign harder featuring name and numbered Legions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metro-Naval&#039;&#039;&#039; is the term for the combination of Metropolis Mod and Naval Mods for RTR 6 Gold, upgraded for RTR Platinum Edition.&lt;br /&gt;
&lt;br /&gt;
== Imperator I and II ==&lt;br /&gt;
Imperator was created as a mod with the intention of playing the romans only. It contains 2 separate campaigns and a unique provincial and citizenship system which develops on RTR&#039;s auxilia system.&lt;br /&gt;
&lt;br /&gt;
===Special Notes===&lt;br /&gt;
* Imperator II was created for the designer and therefore reflects his view of gameplay&lt;br /&gt;
* This mod was never designed to rival any other mods, nor was it done for personal glory, but for personal gameplay satisfaction &lt;br /&gt;
* Imperator II requires Rome Total Realism : Platinum Edition v1.8 &lt;br /&gt;
&lt;br /&gt;
== Metropolis &amp;amp; Naval Mod ==&lt;br /&gt;
&lt;br /&gt;
Metropolis &amp;amp; Naval Mod was created for RTR 6 as a modpack which combined the Metropolis and Naval mods for RTR 6 Gold edition. It has since been updated for RTR PE.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=385 Imperator/Metro Naval Subforum]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:RTW Mods (Released)]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Rome_Medieval&amp;diff=43925</id>
		<title>Rome Medieval</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Rome_Medieval&amp;diff=43925"/>
		<updated>2012-12-18T10:30:24Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &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:RM.jpg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=Middle Ages&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=25982 Lord Of The Knights]&lt;br /&gt;
 |Release Status=Released&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=467 Here]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Rome Medieval is a modification for RTW 1.5. It is a full conversion for RTW, focusing on the rise of the Medieval Kingdoms, through the rise and the fall of the Crusades, continuing to the last days of the Medieval age. You will lead any of 18 medieval factions to conquer a new historical Medieval map,leading your great armies to glory.&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
Rome Medieval is a modification and a total conversion for RTW 1.5. A continuation of Rome Medieval series, RM3 converts the original RTW game to a medieval game, with an authentic environment, new units, a brand new map, historical battles and revamped gameplay. The time range is from 1180 AD to the last days of the medieval age, allowing the player to take control of one of 18 Kingdoms of the medieval times. On a new epic historical map, the latest release provides many new special units, buildings and features for each faction, giving you the chance to lead a nation with its historical armies and cities, defend its lands, defeat its enemies, expand its borders, and gain victory and glory under the nations name.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
*Total coversion of RTW from the Roman timeframe to the Middle Ages.&lt;br /&gt;
&lt;br /&gt;
*Large historical medieval campaign map, from far persia to the americas.&lt;br /&gt;
&lt;br /&gt;
*Medieval units with large number of unique units for each faction, units from peasants to chivalric knights and royal amirs, including gunpowder units and cannons.&lt;br /&gt;
&lt;br /&gt;
*Medieval sound pack, with great soundtracks adding more greatness to the medieval world sensation.&lt;br /&gt;
&lt;br /&gt;
*New custom battle maps.&lt;br /&gt;
&lt;br /&gt;
*New historical battles&lt;br /&gt;
&lt;br /&gt;
*Texts, Menu, icons, pages, unit cards,..and other items suitable for the medieval mod.&lt;br /&gt;
&lt;br /&gt;
A new Patch will be released soon (RM 3.1 patch), which will include the following features:&lt;br /&gt;
&lt;br /&gt;
*Grand campaign map has been modified to make famous campaigns more historical and interesting, adding more historical balance between factions.&lt;br /&gt;
&lt;br /&gt;
*New custom battle maps.&lt;br /&gt;
&lt;br /&gt;
*Nigh battles available in campaign.&lt;br /&gt;
&lt;br /&gt;
*New city models for the campaign map.&lt;br /&gt;
&lt;br /&gt;
*Alexander compatibility included.&lt;br /&gt;
&lt;br /&gt;
*Culture-specific voices in their native language (spanish, french, german, etc.)&lt;br /&gt;
&lt;br /&gt;
*Prebattle speeches&lt;br /&gt;
&lt;br /&gt;
*Around 10 historical battles (the RM2 battles plus six/seven new HBs) made by mataputas.&lt;br /&gt;
&lt;br /&gt;
*Some unit models fixed.&lt;br /&gt;
&lt;br /&gt;
*Major rebalance of units stats and costs.&lt;br /&gt;
&lt;br /&gt;
*Few new animations for archers, crossbowmen, gunners and cannons (not morfeasnikos&#039; ones).&lt;br /&gt;
&lt;br /&gt;
*Smoke and specific sounds for cannons.&lt;br /&gt;
&lt;br /&gt;
*Complete sprites remake.&lt;br /&gt;
&lt;br /&gt;
*Some gunpowder units.&lt;br /&gt;
&lt;br /&gt;
*Some hero units: William Wallace, Henry V (HB only), Jeanne d&#039;Arc and Balian of Ibelin.&lt;br /&gt;
&lt;br /&gt;
*Unit descriptions.&lt;br /&gt;
&lt;br /&gt;
*Multiplayer mode switcher included.&lt;br /&gt;
&lt;br /&gt;
*Medieval Traits &amp;amp; Ancillaries system.&lt;br /&gt;
&lt;br /&gt;
*Minor general fixes and additions.&lt;br /&gt;
&lt;br /&gt;
= The Team =&lt;br /&gt;
&lt;br /&gt;
*Creator, Leader, Mapping, Texts:&lt;br /&gt;
&lt;br /&gt;
1.[http://www.twcenter.net/forums/member.php?u=25982| Lord of The Knights]&lt;br /&gt;
&lt;br /&gt;
*Modeling,Skinning :&lt;br /&gt;
&lt;br /&gt;
1.[http://www.twcenter.net/forums/member.php?u=25982| Lord of The Knights]&lt;br /&gt;
&lt;br /&gt;
2.[http://www.twcenter.net/forums/member.php?u=7354| morfeasnikos] (RM3)&lt;br /&gt;
&lt;br /&gt;
*Coding, Transplantation, Porting :&lt;br /&gt;
&lt;br /&gt;
1.[http://www.twcenter.net/forums/member.php?u=25982| Lord of The Knights]&lt;br /&gt;
&lt;br /&gt;
2.[http://www.twcenter.net/forums/member.php?u=30551| mikienjoy] (RM2)&lt;br /&gt;
&lt;br /&gt;
3.[http://www.twcenter.net/forums/member.php?u=64442| Mataputas] (RM3)&lt;br /&gt;
&lt;br /&gt;
*Sounds:&lt;br /&gt;
&lt;br /&gt;
1.Lord of The Knights&lt;br /&gt;
&lt;br /&gt;
2.WAR monger (RM SOUNDMOD 1.0)(RM3)&lt;br /&gt;
&lt;br /&gt;
3.Mataputas (RM3.1)&lt;br /&gt;
&lt;br /&gt;
*2D Works/UI files :&lt;br /&gt;
&lt;br /&gt;
1.Lord of The Knights&lt;br /&gt;
&lt;br /&gt;
2.[http://www.twcenter.net/forums/member.php?u=16140 Nelduin] (some 2Ds for islamic factions)(RM2)&lt;br /&gt;
&lt;br /&gt;
*Installer Maker :&lt;br /&gt;
&lt;br /&gt;
1.onmy6 (RM2)&lt;br /&gt;
&lt;br /&gt;
2.sean cappone (RM3)&lt;br /&gt;
&lt;br /&gt;
*Sprites Makers :&lt;br /&gt;
&lt;br /&gt;
1.[http://www.twcenter.net/forums/member.php?u=33615| Ragnos] (RM Sprites Addon)(RM2)&lt;br /&gt;
&lt;br /&gt;
2.Mataputas (RM3.1)&lt;br /&gt;
&lt;br /&gt;
*Beta Testers :&lt;br /&gt;
&lt;br /&gt;
1.Lord Of The Knights&lt;br /&gt;
&lt;br /&gt;
2.[http://www.twcenter.net/forums/member.php?u=37687| ttoommyy] (RM2)&lt;br /&gt;
&lt;br /&gt;
3.Mataputas (RM3 &amp;amp; RM3.1)&lt;br /&gt;
&lt;br /&gt;
*Advertising :&lt;br /&gt;
&lt;br /&gt;
1.Tolaroscipii (RM3)&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
Rome Medieval mod has been started and created by Lord Of The Knights (LOTKs). The project started in 2006 as a personal small project and with few modding skills, but with 2 years of hard work alone LOTKs created an excellent medieval mod (RM1).&lt;br /&gt;
A better version of Rome Medieval were built on the first RM using it as a base.&lt;br /&gt;
After the first release, LOTKs decided to create the RM Team.&lt;br /&gt;
Many versions of RM were released till the latest current version (RM3), and with each version, LOTKs used help from other members as a team.&lt;br /&gt;
&lt;br /&gt;
= Included Mods =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks to:&lt;br /&gt;
&lt;br /&gt;
The Crusades leader &amp;amp; team : for some Units and models.&lt;br /&gt;
&lt;br /&gt;
Chivalry TW leader &amp;amp; team : for characters names.&lt;br /&gt;
&lt;br /&gt;
= Visual Material =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image: Knightsrage.jpg| Struggle between knights&lt;br /&gt;
Image: Spectacularbattle.jpg| Nordic clash&lt;br /&gt;
Image: Struggle.jpg| Battle in the desert&lt;br /&gt;
Image: 539baf0dda.jpg| The Holy Land&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Videos===&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&lt;br /&gt;
{{#ev:youtube|UtejwmQuILs|{{{1|300}}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tcenter&amp;quot;&amp;gt;&lt;br /&gt;
{{#ev:youtube|WUyTGdQjWWo|{{{1|300}}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&lt;br /&gt;
{{#ev:youtube|kpMMG283ipg|{{{1|300}}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=AAR=&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=155857 Defense of an Idea]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=170712 A Tale of Two Kingdoms - Kingdom of Sicily]&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
&lt;br /&gt;
Download link and forum here; [http://www.twcenter.net/forums/showthread.php?t=532886 Rome Medieval]&lt;br /&gt;
[[Category:RTW Mods (Released)]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Lord_of_the_Rings:_Total_War&amp;diff=43920</id>
		<title>The Lord of the Rings: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Lord_of_the_Rings:_Total_War&amp;diff=43920"/>
		<updated>2012-12-17T10:02:34Z</updated>

		<summary type="html">&lt;p&gt;XX iCeD Xx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Mod Information Table (no map)&lt;br /&gt;
 |Platform=[[Rome: Total War: Alexander]]&lt;br /&gt;
 |Mod Type=Overhaul&lt;br /&gt;
 |Era=War of the Ring period&lt;br /&gt;
 |Mod Leader=[http://www.twcenter.net/forums/member.php?u=5115 wlesmana], [http://www.twcenter.net/forums/member.php?u=7077 Bardo]&lt;br /&gt;
 |Release Status=Released&lt;br /&gt;
 |Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=1634 Here]&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Lord of the Rings: Total War is a fan-made full conversion modification of Rome Total War Alexander. The mod is set during the War of the Ring period in Middle-earth based on stories by J. R. R. Tolkien but mostly based on the The Lord of the Rings film trilogy. The visuals are based heavily on the films supplemented with original designs based on the lore not shown in the films to fill the world. The main goal of this mod is to present a game with the grand epic scale seen in the films, letting the players to live out, control or alter the conditions and outcomes of the iconic epic stories and battles in the films.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
* 14 playable factions: Gondor, Rohan, Mordor, Isengard, Easterlings, Haradrim/Southrons, Noldor Elves, Galadhrim Elves, Silvan Elves, Dwarven Clans, Dale, Dunlendings, Orc Rabbles, Free-peoples.&lt;br /&gt;
&lt;br /&gt;
* Unique factions: all factions have unique units and differing playstyle and difficulty in completing their main objectives.&lt;br /&gt;
&lt;br /&gt;
* A Huge Cast: due to Alexander&#039;s expanded limitation in the number of unique models, LOTR-TW has over 300 models.&lt;br /&gt;
&lt;br /&gt;
* Relive Epic Moments From The Films: faithful recreation of characters and designs seen in the films. Even new factions not seen in the films such as Dale and Dwarven Clans are created following the design philosophies of the makers of the films.&lt;br /&gt;
&lt;br /&gt;
* Heroes: Due to Alexander&#039;s features of unique models and portraits of generals, famous characters such as Aragorn, Gandalf, Theoden, Denethor, Witch King and many others are recreated faithfully and playable. Heroes command powerful units that are not recruitable. Even their signature weapons are recreated faithfully.&lt;br /&gt;
&lt;br /&gt;
* Ageless Campaign: the campaign is set during the time of War of the Ring. There is no time limit to complete the campaign as the passage of time is purposely set to be vague. Your generals do not age and will not die of old age, leaving you to concentrate on building your foces and destroy your rivals.&lt;br /&gt;
&lt;br /&gt;
* Powerful beasts: the gargantuan oliphaunts, the flying terror fellbeasts, ferocious wargs, monstrous trolls and others are yours to command and unleash upon your enemies.&lt;br /&gt;
&lt;br /&gt;
* Immortal Nazgul: Mordor is a unique faction that has nine immortal Nazgul generals, that cannot be killed completely. Dying only means resurrection at their home base. Find the One Ring and bring it to its rightful owner to unleash the terrible power of the Dark Lord Sauron!&lt;br /&gt;
&lt;br /&gt;
* Battle Over The One Ring: the Ringbearer is hidden in the wild. Slay him to obtain the One Ring for yourself or protect him from enemy forces and help him destroy the Ring in Mount Doom! Killing a bearer of the Ring will transfer that Ring to your general along with its tremendous powers and curse. Bring the Ring to Mount Doom to destroy it and eliminate the Mordor faction before the Nazgul finds it and unleash the Dark Lord once more!&lt;br /&gt;
&lt;br /&gt;
* Randomly Awarded Units: some special units cannot be recruited and instead given to you if you fulfil certain conditions. You may receive the aid of the Ents when controlling the Fangorn forest or the Army of the Dead when you bring Aragorn to Dunharrow.&lt;br /&gt;
&lt;br /&gt;
* Unique RPG Mode: choose to play as the Free-peoples and you will control the Fellowship of the Ring as they must travel and overcome obstacles to bring the Ring into Mordor and destroy it at Mount Doom. With background scripts, this mode is done lovingly by Bardo as a unique role-playing experience.&lt;br /&gt;
&lt;br /&gt;
* Custom Animations: extensive additions in unique animations such as the Elven Swordsmen seen in the opening sequence of the first film. Trolls, Ents, Sauron, fellbeasts and other creatures feature new animations. &lt;br /&gt;
&lt;br /&gt;
* Unique Cities: Minas Tirith, Isengard and others are recreated to mimic their appearance in the films, on the campaign map as well as battle map.&lt;br /&gt;
&lt;br /&gt;
* Custom Music and Sounds: listen to the epic film soundtracks and sound effects.&lt;br /&gt;
&lt;br /&gt;
* Optimization: full LODs on all regular models as well as sprites. The mod is playable without sacrificing performance.&lt;br /&gt;
&lt;br /&gt;
==Included Submods==&lt;br /&gt;
These submods are included but have been heavily modified in LOTR:-&lt;br /&gt;
*Campaign map from Middle-earth Total War&lt;br /&gt;
*[[Darth Vader]]&#039;s AI formations&lt;br /&gt;
*Sinuhet AI formations&lt;br /&gt;
*Pinarius&#039; Realistic Horses&lt;br /&gt;
*Trees and sky from Napoleon 2 Total War&lt;br /&gt;
*Trees and environment from Roma Serructum II&lt;br /&gt;
&lt;br /&gt;
== The Team ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=5115 wlesmana] - responsible for creating the mod and doing pretty much everything&lt;br /&gt;
* [http://www.twcenter.net/forums/member.php?u=7077 Bardo] - creator the campaign scripts, responsible for balancing, formations, environment and many other upgrades&lt;br /&gt;
&lt;br /&gt;
* Honorable mentions of non-regular contributors:&lt;br /&gt;
: [http://www.twcenter.net/forums/member.php?u=10123 mac89], [http://www.twcenter.net/forums/member.php?u=42230 lupus], [http://www.twcenter.net/forums/member.php?u=18325 Metal Storm], bluepowder, Baaza, Rhytalion, [http://www.twcenter.net/forums/member.php?u=9363 Echolyn], Seth Krnell, [http://www.twcenter.net/forums/member.php?u=49573 Tranky]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
In middle 2004, [http://www.twcenter.net/forums/member.php?u=5115 wlesmana] first saw videos and screens of the real-time strategy game &amp;quot;The Lord of the Rings: Battle for Middle-earth&amp;quot; from EA Games. As a big fan of the films, he was very excited for this game as it promised to bring the epic battles seen in the films to every game player. Unfortunately, the gameplay of the game is not about huge, epic armies clashing but more in the traditional RTS genre with powerful Hero units in the vein of &amp;quot;Warcraft III&amp;quot;. Though a solid game, it was a disappointment for wlesmana, who at the same time found the game &amp;quot;Rome Total War&amp;quot;. RTW has the grand epic scale of the LOTR films. Even the opening movie of RTW appears to be influenced by the LOTR films. So wlesmana looked around for a possible modification of RTW into The Lord of the Rings.&lt;br /&gt;
&lt;br /&gt;
At the time, there were 2 mods of RTW based on Tolkien&#039;s books: &amp;quot;Middle-earth Total War&amp;quot; and &amp;quot;Fourth Age Total War&amp;quot;. But the two were made to be faithful to the books and &amp;quot;fixed&amp;quot; the inconsistencies seen in the films. wlesmana asked if these two mods would consider making a mini-mod of using the visuals of the films, particularly the controversial Gondorian soldier&#039;s design. There were no such plan so wlesmana detrermined to create the Gondorians soldiers as they appear in the films. This were to be a mini-mod of adding Gondorian soldiers into regular Rome Total War which could be easily tweaked to be inserted into either of the existing The Lord of the Rings-based projects. He planned to call this mini-mod &amp;quot;Rome of the Rings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After finding out that it&#039;s impossible to create a proper Gondorian soldier just from reskinning an existing RTW model, wlesmana learned how to make models in 3D Studio Max. While creating the models, wlesmana got the urge to create other models for the Gondorians to fight. He made orcs, uruk-hai and elves. Gradually more models are made and refined until there are enough for Gondor, Isengard, Mordor, Rohan and Elves factions. His stubbornness for details even forced him to learn how to modify new animations so he could make the Elves use their long sword as they appear in the opening sequence of the first film. Eventually wlesmana decided to complete his own mod: a Custom Battles only mod for RTW version 1.2, officialy calling the mod &amp;quot;The Lord of the Rings: Total War&amp;quot;. This became the first beta release: Custom Battles with 1 Historical Battle (The Battle of the Last Alliance) featuring 7 factions: Gondor, Rohan, Elves, Mordor, Isengard, Easterlings, Southrons and 3 mini factions: Free-peoples (the various townfolks and villagers of Middle-earth), Numenoreans (Second Age Gondor) and Second Age Mordor (with Sauron).&lt;br /&gt;
&lt;br /&gt;
After obtaining permission for using the campaign map from Middle-earth Total War team, wlesmana started working on the campaign. The existing factions got further refined: the Elven faction is split into 3 to represent the different communities while 3 new factions were added: Orcs Rabbles to represent the orcs/goblins of Misty Mountain, the newly rebuilt Kingdom of Dale and the Dwarven Clans, allies of of the Men of Dale. More units were also added to existing factions. With the release of &amp;quot;Rome Total War Alexander&amp;quot; and its features of ageless generals and custom models and portraits, the format was chosen over &amp;quot;Barbarian Invasion&amp;quot;. Earlier, Bardo offered his help in balancing the units and factions. Eventually he became the first official member of the previously non-existent modding team. Other than balancing Bardo started work on campaign scripts and discovered ways to replicate the transfer of the One Ring to whomever killed the previous bearer. More tricks are discovered which added more unique flavor to the campaign as well as the implementation of AI behavior upgrades. Over the years, members came and went as only wlesmana and Bardo remain active.&lt;br /&gt;
&lt;br /&gt;
In late 2007, the Open Beta (2.0) version of &amp;quot;The Lord of the Rings: Total War&amp;quot; was released to the public. Patches and other additions later formed the current 2.08 version.&lt;br /&gt;
&lt;br /&gt;
Currently, wlesmana and Bardo are still working on more releases with the hopes of finally finishing up LOTR-TW Gold, the final version.&lt;br /&gt;
&lt;br /&gt;
==Visual Material==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:0045.jpg&lt;br /&gt;
Image:0057.jpg&lt;br /&gt;
Image:Hbfotrrauros03.jpg&lt;br /&gt;
Image:Hbhelm08.jpg&lt;br /&gt;
Image:Hblastalliance04.jpg&lt;br /&gt;
Image:Lotrtw_heroes1.jpg&lt;br /&gt;
Image:Lotrtw_heroes2.jpg&lt;br /&gt;
Image:Lotrtw_heroes3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[Category:Alexander Mods (Released)]]&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:RTW Mods (Released)]]&lt;/div&gt;</summary>
		<author><name>XX iCeD Xx</name></author>
	</entry>
</feed>