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Difference between revisions of "PRO DEO ET REGE"

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{{mod4|mod=PRO DEO ET REGE|image=[[Image:PDERLOGO.jpg]]|platform=[[Medieval II: Total War]]|era=Medieval - start date 1080|leader=[[Socal_infidel]]|release=[http://www.twcenter.net/forums/showthread.php?t=146782 Version 1.0]}}
+
{{Mod Information Table
 +
|Platform=[[Medieval II: Total War: Kingdoms]]
 +
|Mod Type=Overhaul
 +
|Era=Middle Ages
 +
|Mod Leader=[https://www.twcenter.net/forums/member.php?u=21880 Socal_infidel]
 +
|Release Status=v1.0
 +
|Forum=[https://www.twcenter.net/forums/forumdisplay.php?f=437 Here]
 +
}}
 +
 
 
==Overview==
 
==Overview==
 
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.
 
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.
Line 28: Line 36:
 
===Map===
 
===Map===
 
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.
 
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.
 +
[[Image:KH.jpg|thumb|250px|Mounted Knights Hospitaller charging.]]
  
 
===Regional Area of Recruitment System===
 
===Regional Area of Recruitment System===
 
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.  
 
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.  
  
[[Image:KH.jpg|thumb|250px|Mounted Knights Hospitaller charging.]]
+
===Commercial Capitals of the World===
 +
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:
 +
 
 +
* 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.
 +
* Trade Centers - these cities are the trade centers of a particular region and offer increased trade bonuses.
 +
* Trade Hubs - these cities are waypoints on the main trade routes and receive a slight increase in trade.
 +
* 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.
 +
 
 +
=== New governance system ===
 +
* Increased emphasis has been placed on Governours. Governours are now required in
 +
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's public order.
 +
 
 +
=== New rebel personalities ===
 +
* Each initial rebel region 'accurately' 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.
 +
* Each rebel culture group has been given new strat map banners to add depth and atmosphere to the campaign map
 +
* Rebel garrisons have been diversified to better depict a settlement's initial garrison
 +
* New rebel types with unique and diversified rebel pools added to better reflect a
 +
region's rebel make-up
 +
 
 +
=== Revised AOR system ===
  
===Improved Order Knights===
+
[[File:Maplightallzi3.jpg|thumb|right|300px|Map with faction starting position|Map with faction starting position]]
*Order Knights now fight under their own order banners and ride into battle on their own mounts.
 
*Dismounted Order Knights are also available.
 
*New Unit: Brother-Sergeants. They are the lesser infantry that fight in support of the Knights Hospitallers. They comprise squires, rich commoners, or lesser nobility that have given up all their earthly possessions in the name of the Order. Protected by mail armour and wielding maces, these soldiers serve the Hospitallers faithfully, but cannot be counted on in protracted melee.
 
  
===Commercial Capitals of the World===
+
* The AOR system has been completely revised to allow for more logical recruitment of  
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:
+
local units. Higher-class regional units are now available at higher-level military
 +
buildings. Gaps in a region's AOR system have, for the most part, been filled to make
 +
construction of higher-level buildings worthwhile
 +
* Several additional units (new and old alike) have been added to the AOR Recruitment
 +
System
  
*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.
+
=== Revised starting positions ===
*Trade Centers - these cities are the trade centers of a particular region and offer increased trade bonuses.
+
* Care has been taken to give a faction the settlements they historically-held at the  
*Trade Hubs - these cities are waypoints on the main trade routes and receive a slight increase in trade.
+
start-date of 1080 A.D. Obviously, some factions will have it harder (or easier) than
*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.
+
others. All factions are not created the same. A Georgian campaign should be harder
 +
than a Seljuk campaign.
 
   
 
   
 
==Team==
 
==Team==
*Mod Developer: [[Socal_infidel]]
+
* '''DESIGNER & DEVELOPER:'''
===Contributors===
+
:[https://www.twcenter.net/forums/member.php?u=21880 Socal_infidel]
*GFX and Artwork: [[tanmos]]
+
 
*Historical Research: [[Pope_Fred_I]]
+
* '''3D MODELLING AND TEXTURING'''
*Unit Balancing: [[Lusted]]
+
:Socal_infidel
*Byzantine Textures: [[WhiteWolf]] and [[DisgruntledGoat]]
+
:danova (Aragonese knights and Iberian Swordsmen textures)
*Textures: [[Burrek]]
+
:dome (3D models - helmets, weapons & attachments)
*Danish Textures: [[Salty]]
+
 
*Banners: [[joedreck]]
+
* '''2D ART AND DESIGN'''
*Italian Shields: [[Salty]]
+
:danova (PDER logo design, splash screen, menu screen, signatures)
*Character Names Project: [[deRougemont]] and [[finneys13]]
+
:Musculus Maximus (loading screens)
*Blood, Broads and Bastards: [[dearmad]] and [[Pnutmaster]]
+
:Neaera (Danish unit and unit info cards}
*Orders Mod: [[Ralendil]]
+
:Tschiburaschka (various unit and unit info cards)
*Dismounted Orders Mod: [[zhumin1978]]
+
:Socal_infidel
*Highways Mod: [[selenius4tsd]]
+
 
*Character Aging: [[zaPPPa]]
+
* '''CODING'''
 +
:Socal_infidel
 +
:Gigantus (adding new factions, really too much to list! Believe me, it never would have gotten finished without him, though!)
 +
:ST0MPA (Orders Guild and Ancillary Fix)
 +
:Pope_Fred_I (Noble Titles descriptions)
 +
 
 +
* '''MAPPING'''
 +
:Socal_infidel
 +
:Gigantus (resource placement, port placement, road placement, and on and on...)
 +
 
 +
* '''SCRIPTING'''
 +
:Socal_infidel
 +
 
 +
* '''BETA TESTING'''
 +
:Gigantus
 +
:VirusITA
 +
:ST0MPA
  
 
==Releases==
 
==Releases==
*[http://www.twcenter.net/forums/showthread.php?t=107699 Version 1.0]
+
*[https://www.twcenter.net/forums/showthread.php?t=146782 Version 1.0]
  
 
==External Links==
 
==External Links==
[http://www.twcenter.net/forums/forumdisplay.php?f=437 PRO DEO ET REGE hosted forum] at TotalWarCenter
+
[https://www.twcenter.net/forums/forumdisplay.php?f=437 PRO DEO ET REGE hosted forum] at TotalWarCenter
  
[[Category:Medieval 2: Total War Modifications (Released)]]
+
[[Category:M2TW Mods (Released)]]
 +
[[Category:PRO DEO ET REGE]]

Latest revision as of 12:39, 18 February 2021

PRO DEO ET REGE
Platform Medieval II: Total War: Kingdoms
Mod Type Overhaul
EraMiddle Ages
Mod Leader Socal_infidel
Release Status v1.0
Forum / Thread Here


Overview

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.

Features

Factions

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:

  • Kingdom of England
  • Royaume de France
  • Heiliges Römisches Reich
New Danish textures
  • Reino de Castilla
  • Serenissima Repubblica di Venezia
  • Regno di Sicilia
  • Repubblica di Genova [replaces Milan]
  • Rìoghachd na h-Alba
  • Kievan Rus'
  • Basileia ton Rhomaiôn
  • al-Murabitun Imarat
  • al-Fatimiyyun Khilafah
  • Selçuk Saltanat
  • Condado Portucalense
  • Kongeriget Danmark
  • Królestwo Polski
  • Magyar Királyság

Map

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.

Mounted Knights Hospitaller charging.

Regional Area of Recruitment System

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.

Commercial Capitals of the World

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:

  • 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.
  • Trade Centers - these cities are the trade centers of a particular region and offer increased trade bonuses.
  • Trade Hubs - these cities are waypoints on the main trade routes and receive a slight increase in trade.
  • 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.

New governance system

  • Increased emphasis has been placed on Governours. Governours are now required in

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's public order.

New rebel personalities

  • Each initial rebel region 'accurately' 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.
  • Each rebel culture group has been given new strat map banners to add depth and atmosphere to the campaign map
  • Rebel garrisons have been diversified to better depict a settlement's initial garrison
  • New rebel types with unique and diversified rebel pools added to better reflect a

region's rebel make-up

Revised AOR system

Map with faction starting position
  • The AOR system has been completely revised to allow for more logical recruitment of

local units. Higher-class regional units are now available at higher-level military buildings. Gaps in a region's AOR system have, for the most part, been filled to make construction of higher-level buildings worthwhile

  • Several additional units (new and old alike) have been added to the AOR Recruitment

System

Revised starting positions

  • Care has been taken to give a faction the settlements they historically-held at the

start-date of 1080 A.D. Obviously, some factions will have it harder (or easier) than others. All factions are not created the same. A Georgian campaign should be harder than a Seljuk campaign.

Team

  • DESIGNER & DEVELOPER:
Socal_infidel
  • 3D MODELLING AND TEXTURING
Socal_infidel
danova (Aragonese knights and Iberian Swordsmen textures)
dome (3D models - helmets, weapons & attachments)
  • 2D ART AND DESIGN
danova (PDER logo design, splash screen, menu screen, signatures)
Musculus Maximus (loading screens)
Neaera (Danish unit and unit info cards}
Tschiburaschka (various unit and unit info cards)
Socal_infidel
  • CODING
Socal_infidel
Gigantus (adding new factions, really too much to list! Believe me, it never would have gotten finished without him, though!)
ST0MPA (Orders Guild and Ancillary Fix)
Pope_Fred_I (Noble Titles descriptions)
  • MAPPING
Socal_infidel
Gigantus (resource placement, port placement, road placement, and on and on...)
  • SCRIPTING
Socal_infidel
  • BETA TESTING
Gigantus
VirusITA
ST0MPA

Releases

External Links

PRO DEO ET REGE hosted forum at TotalWarCenter