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Difference between revisions of "PRO DEO ET REGE"

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{{mod|mod=PRO DEO ET REGE|modscreenshot=PDERLOGO.jpg|platform=[[:Category:Medieval_2:_Total_War|  Medieval II - Total War]]|era=Medieval - start date 1080|leader=[[Socal_infidel]] }}
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{{Mod Information Table
==OVERVIEW==
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|Platform=[[Medieval II: Total War: Kingdoms]]
'''PRO DEO ET REGE''' is aimed at improved historical accuracy and realism. At two turns per year, it hopes to provide for a slower and more challenging campaign. Forging and maintaining an empire will not be an easy task as the player will face many obstacles in his quest for medieval dominance. From noble rebellions to increased upkeep costs for standing armies to a regional area of recruitment system that limits and restricts the amount and types of troops available to a faction in newly conquered foreign province, establishing a medieval empire will be a challenge.
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|Mod Type=Overhaul
==RELEASES==
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|Era=Middle Ages
To dowload the latest release, [http://www.twcenter.net/forums/showthread.php?t=107699 CLICK HERE]
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|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]
 +
}}
  
To install this mod, simply follow the steps outlined in the included self-installation program. This mod runs from its own mod folder and is launched from its own batch file.
+
==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.
  
{| align="right"
+
==Features==
|-
+
===Factions===
|[[Image:PRODEOETREGE.jpg ]]
+
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:
|-
 
|''PRO DEO ET REGE! FOR GOD AND KING!''
 
|}
 
  
==FEATURES==
 
==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 fully-realized 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.
 
 
==ALL NEW UNITS==
 
'''PRO DEO ET REGE''' offers a variety of new units, ranging from brand-new faction-specific units to all-new regional units for the Area of Recruitment System!
 
*Dismounted Mailed Knights
 
*Feudal Sergeants
 
*Levy Swordsmen
 
*Levy Italian Pavise Spearmen
 
*Askaris
 
*Varjazi Axemen
 
*Russian Swordsmen
 
*Caballeros Hidalgos
 
*Bedouin Spearmen
 
*Cuman Tribesmen
 
*Cuman Foot Archers
 
*Dismounted Hungarian Nobles
 
*Polish Noble Swordsmen
 
*Swabian Swordsmen
 
*Dismounted Armenian Knights
 
*Arab Guard
 
*LAca's Byzantine Heavy Spearmen
 
*And More!
 
 
==NEW PROVINCES==
 
'''PRO DEO ET REGE''' offers over 80 new provinces! These provinces have been chosen for their historical importance and care has been given to ensure they retain their proper historical name!
 
 
==REVISED FACTION NAMES, HISTORICAL FIGURES & FAMILY TREES==
 
'''PRO DEO ET REGE''' has revised the faction names and starting generals for improved historical accuracy. Now take control of Robert Guiscard and Bohemund and lay siege to the Byzantine-held town of Dyrrachium!
 
 
===FACTIONS===
 
 
*Kingdom of England
 
*Kingdom of England
 
*Royaume de France
 
*Royaume de France
 
*Heiliges Römisches Reich
 
*Heiliges Römisches Reich
 +
[[Image:DENMARK.jpg|thumb|250px|New Danish textures]]
 
*Reino de Castilla
 
*Reino de Castilla
 
*Serenissima Repubblica di Venezia
 
*Serenissima Repubblica di Venezia
Line 64: Line 34:
 
*Magyar Királyság
 
*Magyar Királyság
  
{| align="right"
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===Map===
|-
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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:GENOVAFULL.jpg ]]
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[[Image:KH.jpg|thumb|250px|Mounted Knights Hospitaller charging.]]
|-
 
|''Repubblica di Genova''
 
|}
 
  
===REPUBBLICA DI GENOVA===
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===Regional Area of Recruitment System===
This fledgling maritime republic, in alliance with Pisa, has recently ended a campaign against Saracen corsairs in Italian waters. This campaign eventually saw the Saracens driven from their settlements on the islands of Corsica and Sardinia. However, control of these prized island possessions is still very much in dispute, as Pisa hotly contests Genova's claim to these islands. It looks increasingly likely that this situation will break out in armed conflict between these two Italian city-states.
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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.  
Should conflict come, Genova is well prepared for it. Boasting a port second only to Venice in all of Italy, Genova has established itself as the one of the world's leading naval powers. Despite its supremacy at sea and despite boasting fine militia in the time-honored Italian tradition, Genova cannot hope to compete with the larger medieval powers on land...yet. A likely first step will be to move quickly into Corsica and Sardinia to consolidate its status as the coastal gateway to the Mediterranean...and beyond.
 
  
==CHALLENGING HOLY LAND==
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===Commercial Capitals of the World===
Taking the Holy Land was the easy part! Thanks to the new Regional AoR System and increased religious unrest, holding on to it is now even harder than ever! But there’s hope! If a faction is able to survive the first few years here, the odds are a Hospitaller or Templar Order will ask to establish a Chapter House. Also, you can count on a limited number of Outremer Knights and Sergeants to help defend your possessions in the Holy land, as well.
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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:
  
{| align="left"
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* 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.
|-
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* Trade Centers - these cities are the trade centers of a particular region and offer increased trade bonuses.
|[[Image:KH.jpg ]]
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* Trade Hubs - these cities are waypoints on the main trade routes and receive a slight increase in trade.
|-
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* 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.
|''PRO DEO ET REGE! FOR GOD AND KING!''
 
|}
 
  
===IMPROVED ORDER KNIGHTS===
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=== New governance system ===
*Order Knights now fight under their own order banners and ride into battle on their own mounts!
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* Increased emphasis has been placed on Governours. Governours are now required in
*Dismounted Order Knights are also available!
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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 Unit! Brother-Sergeants - Brother-Sergeants 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.
 
  
==ECONOMY==
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=== New rebel personalities ===
The economy in '''PRO DEO ET REGE''' has been made more challenging! Expanding and maintaining an empire will not be easy! But there's help!
+
* 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
  
===COMMERCIAL CAPITALS OF THE WORLD===
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=== Revised AOR system ===
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 - these are the jewels of the medieval world! London, Venice, Constantinople…all cities that became major economic powerhouses. Should you be fortunate enough to hold one, expect greatly increased trade and wealth! Should you not, well then…get campaigning!
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[[File:Maplightallzi3.jpg|thumb|right|300px|Map with faction starting position|Map with faction starting position]]
*Trade Centers - these cities serve as the trade centers of a particular region and offer increased trade bonuses as well.
 
*Trade Hubs - these cities serve as waypoints and stops on the main trade routes of the time 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.
 
  
{| align="right"
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* The AOR system has been completely revised to allow for more logical recruitment of
|-
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local units. Higher-class regional units are now available at higher-level military
|[[Image:DENMARK.jpg ]]
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buildings. Gaps in a region's AOR system have, for the most part, been filled to make
|-
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construction of higher-level buildings worthwhile
|''NEW DANISH TEXTURES''
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* Several additional units (new and old alike) have been added to the AOR Recruitment
|}
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System
  
==ADDITIONAL FEATURES==
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=== Revised starting positions ===
*New Danish shields and textures thanks to joedreck and Salty!
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* Care has been taken to give a faction the settlements they historically-held at the  
*WhiteWolf's Byzantine Armour Progression textures
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start-date of 1080 A.D. Obviously, some factions will have it harder (or easier) than
*New Hungarian shields and textures thanks to the Magyar Mod Team
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others. All factions are not created the same. A Georgian campaign should be harder
*New Genovese textures
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than a Seljuk campaign.
*All-new banners for most factions thanks to joedreck!
+
*New shields for the Italian factions thanks to Salty
+
==Team==
*Bloods, Broads and Bastards thanks to dearmad and Pnutmaster
+
* '''DESIGNER & DEVELOPER:'''
*Character Name Project thanks to deRougemont and finneys13
+
:[https://www.twcenter.net/forums/member.php?u=21880 Socal_infidel]
*And much much more!
 
  
==COMING SOON!==
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* '''3D MODELLING AND TEXTURING'''
===NEW FACTIONS===
+
:Socal_infidel
{| align="right"
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:danova (Aragonese knights and Iberian Swordsmen textures)
|-
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:dome (3D models - helmets, weapons & attachments)
|[[Image:0534.jpg ]]
 
|-
 
|''Kingdom of Georgia: Strength Is In Unity''
 
|}
 
  
*[http://www.twcenter.net/forums/showthread.php?t=116086 KINGDOM OF GEORGIA]
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* '''2D ART AND DESIGN'''
*[http://www.twcenter.net/forums/showthread.php?t=118133 CROWN OF ARAGON]
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:danova (PDER logo design, splash screen, menu screen, signatures)
*[http://www.twcenter.net/forums/showthread.php?t=121961 THE GREAT SELJUQ EMPIRE]
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:Musculus Maximus (loading screens)
===NEW MAP===
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:Neaera (Danish unit and unit info cards}
*[http://www.twcenter.net/forums/showthread.php?t=117118 VirusITA's BigMap Version of PRO DEO ET REGE]
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:Tschiburaschka (various unit and unit info cards)
*[http://www.twcenter.net/forums/showthread.php?t=121616 Extended Map Version of PRO DEO ET REGE]
+
:Socal_infidel
  
===NEW UNITS===
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* '''CODING'''
===AND MORE!!!===
+
:Socal_infidel
+
:Gigantus (adding new factions, really too much to list! Believe me, it never would have gotten finished without him, though!)
==MOD TEAM==
+
:ST0MPA (Orders Guild and Ancillary Fix)
*Mod Developer: [[Socal_infidel]]
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:Pope_Fred_I (Noble Titles descriptions)
===CONTRIBUTORS===
+
 
*GFX and Artwork: [[tanmos]]
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* '''MAPPING'''
*Historical Research: [[Pope_Fred_I]]
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:Socal_infidel
*Unit Balancing: [[Lusted]]
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:Gigantus (resource placement, port placement, road placement, and on and on...)
*Byzantine Textures: [[WhiteWolf]] and [[DisgruntledGoat]]
 
*Textures: [[Burrek]]
 
*Danish Textures: [[Salty]]
 
*Banners: [[joedreck]]
 
*Italian Shields: [[Salty]]
 
*Character Names Project: [[deRougemont]] and [[finneys13]]
 
*Blood, Broads and Bastards: [[dearmad]] and [[Pnutmaster]]
 
*Orders Mod: [[Ralendil]]
 
*Dismounted Orders Mod: [[zhumin1978]]
 
*Highways Mod: [[selenius4tsd]]
 
*Character Aging: [[zaPPPa]]
 
*Everyone at TWC who has taken the time to help me out!
 
*Everyine in the forum who has taken the time to post feedback and suggestions!
 
  
 +
* '''SCRIPTING'''
 +
:Socal_infidel
  
 +
* '''BETA TESTING'''
 +
:Gigantus
 +
:VirusITA
 +
:ST0MPA
  
 +
==Releases==
 +
*[https://www.twcenter.net/forums/showthread.php?t=146782 Version 1.0]
  
==EXTERNAL LINK==
+
==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:M2TW_Mods]]
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[[Category:M2TW Mods (Released)]]
[[Category:TWC_Hosted_Modifications]]
+
[[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