Difference between revisions of "Anno Domini"
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− | {{ | + | {{Mod Information Table |
+ | |Platform=[[Medieval II: Total War]] | ||
+ | |Mod Type=Overhaul | ||
+ | |Era=Late Medieval Era | ||
+ | |Mod Leader=[https://www.twcenter.net/forums/member.php?u=19371 Re Berengario I] | ||
+ | |Release Status=Released | ||
+ | |Forum=[https://www.twcenter.net/forums/forumdisplay.php?f=295 Here] | ||
+ | }} | ||
− | + | ==Description== | |
+ | Anno Domini Mod is aimed to the strategical player who also love to have a campaign the most historically correct possible. To reach this goal we implemented a lot of new features respect to the Vanilla version. Everything comes at a price though so be warned that turns will run significantly slower than the original game. | ||
+ | Maybe you can use the extra time to think more on your next move as there is very little space to errors. Running a middle-age dinasty is a hard job filled with perils, traisons, lack of money and nasty neighbours. Not only the strongest can survive, but more often the most cunning. | ||
− | + | ==Features== | |
+ | <u>'''BIGGER MAP AND MORE REGIONS'''</u> | ||
− | + | Bigger map elaborated from one made by Spurius. We also modded out the dreadful "checker farm pattern". | |
− | + | 191 Provinces with correct names and owners at the date of 1080. So for example Antioch would be Byzantine even if with the new distance from capital modifiers it tends to rebel in the very first turns (historically correct and I'm pretty pleased of it). This would make happy eastern-lover players as they'll have all the provinces of Kievan Rus (it splitted starting from 1116 not 1080). | |
− | |||
− | + | <u>'''HISTORICALLY CORRECT CHARACTERS NAMES''' | |
− | |||
+ | '''HISTORICAL EVENTS'''</u> | ||
− | [[ | + | Many historical events script, included all the most important eresies. |
− | [[Category: | + | |
+ | <u>'''LESSER FACTIONS AND REAL REBELS'''</u> | ||
+ | |||
+ | Rebel forces representing tribes and minor powers added, rebel faction renamed Lesser Factions to reflect the new concept. | ||
+ | |||
+ | Random brigand/pirates spawns have been reduced to the minimum, replaced to realistic rebel forces which are linked to some factors like your reputation, the happiness of the region, historical events, etc. | ||
+ | And those rebels HURT! They don't stand there watching their feet like in vanilla. | ||
+ | |||
+ | <u>'''COMPLETELY REVISED VNVS AND ANCILLARIES'''</u> | ||
+ | |||
+ | New traits based on the seven deadly sins and seven virtues to give you the right middle-age flavor. Other traits linked to the basic education received when young (military, trade, religious, court) with different chances related to the faction. | ||
+ | |||
+ | New and revised ancillaries... no more foreign fruitcakes and other silly things that would have lead to the burning stake in a second. | ||
+ | |||
+ | <u>'''AUTOGARRISON'''</u> | ||
+ | |||
+ | Important AI controlled cities will have an increase in their garrison troops during sieges. Don't be fooled by an almost empty settlement then, | ||
+ | if the settlement is heavily populated, the enemy can field a lot of troops giving weapons to the inhabitants. | ||
+ | |||
+ | <u>'''NEW FACTION EVENTS'''</u> | ||
+ | |||
+ | Randomly, at the start of the turn, some faction events could be proposed to the player with him to decide what to do pressing the "show me" button of the advisor or dismissing it. They are mostly self-explainatory, but mostly of them have derived effects, good or bad or "mixed" even if the player doesn't accept them. | ||
+ | New faction events will be implemented at every release so to give a richer ruling experience! | ||
+ | |||
+ | Does your leader prefer to spend his hard earned florins on an illuminated Book of Hours or recruit some new knights? | ||
+ | Choices... choices... | ||
+ | |||
+ | <u>'''COMPLETELY NEW MEDIEVAL GRAPHIC ART'''</u> | ||
+ | |||
+ | Loadscreens, events, ancillaries and a lot of other things now use famous artistic graphic from middle age and renaissance times. No more "plastic look" but a coherent and immersive background for you playing. | ||
+ | |||
+ | <u>'''NEW GAMEPLAY AND REPUTATION SYSTEM'''</u> | ||
+ | |||
+ | The basic principle of Anno Domini is reaching your victory conditions without angering too much the other factions. It is based on your | ||
+ | global reputation which can be controlled on the Diplomatic Screen of the game. The worse your global reputation is the more the other factions | ||
+ | will be happy to declare war on you. The worse your global reputation is the more disloyal your generals and family members will become too. | ||
+ | In short words none will trust you. | ||
+ | |||
+ | What decreases your global reputation: | ||
+ | |||
+ | *Invading a settlement. If the settlement was owned by a faction of your same religion the reputation hit will be far greater. | ||
+ | Global reputation max is 10, min is -10. | ||
+ | |||
+ | Faction Invasor Faction Owner Global reputation | ||
+ | catholic catholic -3 | ||
+ | catholic orthodox -2 | ||
+ | catholic islamic/rebel -1 | ||
+ | orthodox orthodox -3 | ||
+ | orthodox catholic -2 | ||
+ | orthodox islamic/rebel -1 | ||
+ | islamic islamic -3 | ||
+ | islamic catholic/orthodox/rebel -1 | ||
+ | |||
+ | *Having faction leader and other named characters with poor command, loyalty/authority, chivalry and piety. Buildup wisely your family members and generals. A dreadful general can win battles but can make you very hated all around the world. | ||
+ | *All other transgression like walking with troops in foreign ground without permission, undeclared attacks, etc (same things than in Vanilla). | ||
+ | *Sign an alliance with factions of opposite faiths. Do it at your peril! | ||
+ | *Being excommunicated | ||
+ | *Suffer a crushing loss | ||
+ | *Every turn you are at war with a faction (more if with a faction of the same religion) | ||
+ | *Some faction events | ||
+ | |||
+ | <u>What increases your global reputation</u>: | ||
+ | *Royal titles | ||
+ | *Have your faction winning a crusade/jihad | ||
+ | *Have one of your cardinals elected as Pope | ||
+ | *Having faction leader and other named characters with good command, loyalty/authority, chivalry and piety. | ||
+ | *Have a crushing victory | ||
+ | *Every turn you are at peace (lesser factions, mongols and timurids excluded) | ||
+ | *Some faction events | ||
+ | |||
+ | <u>'''ROYAL TITLES'''</u> | ||
+ | |||
+ | Owning some regions gives your faction leader, until his death, some royal titles. Of course you cannot acquire a royal title owned by another faction | ||
+ | until its current holder dies (naturally... or not). | ||
+ | |||
+ | <u>'''TROOPS, SPIES AND ASSASSINS UPKEEP COSTS'''</u> | ||
+ | |||
+ | Troops upkeep costs are halved for turn but if you bring an army out a settlement it will cost you a lot of money for every turn your army stays | ||
+ | mobilitated. The further the army moves from your capital, without ending in a settlement, the higher will be its upkeep cost. | ||
+ | |||
+ | Spies and assassins in enemy lands cost a fortune because they need to bribe guards, agents, nobles, captains and so on to perform their tasks. | ||
+ | |||
+ | <u>'''USING YOUR GENERALS ON THE BATTLEFIELD'''</u> | ||
+ | |||
+ | Beware of suicidal tactics, your generals can acquire a "wounded" trait if they get hit a lot during the battle. Once wounded they can recover their health or they can become permanently ill, while wounded or seriously ill they can barely move. On the opposite side fighting in battle can also give some good bravery traits, while watching the carnage from a distance can result in some cowardly traits. There's no easy way... it's war after all! | ||
+ | |||
+ | |||
+ | <u>''DARTH VADER OS 16 INCLUDED''</u> | ||
+ | |||
+ | ==The Team== | ||
+ | Shaba Wangy | ||
+ | |||
+ | Re Berengario | ||
+ | ==Visual Material== | ||
+ | {| | ||
+ | | [[Image:Englanddk9.jpg|thumb|upright|200px|alt=Campaign Map.|England]] | ||
+ | | [[Image:Irelandwalesck4.jpg|thumb|upright|200px|alt=Campaign Map.|Ireland & Wales]] | ||
+ | | [[Image:Northitalyld4.jpg|thumb|upright|200px|alt=Campaign Map.|Northern Italy]] | ||
+ | | [[Image:Moorscg6.jpg|thumb|upright|200px|alt=Campaign Map.|Al-Andalus]] | ||
+ | | [[Image:Sicilywt8.jpg|thumb|upright|200px|alt=Campaign Map.|Sicily]] | ||
+ | |} | ||
+ | |||
+ | |||
+ | ''This mod unfortunately is dead, however version 0.93 exists and may be downloaded [https://www.twcenter.net/forums/showthread.php?t=83370 here]. It has been [https://www.twcenter.net/forums/showthread.php?t=104392 merged] with the Medieval Auctoriso Project to create [[Italia Invicta]].'' | ||
+ | |||
+ | [[Category:M2TW Mods (Released)]] |
Latest revision as of 12:16, 18 February 2021
Anno Domini | |
---|---|
Platform | Medieval II: Total War |
Mod Type | Overhaul |
Era | Late Medieval Era |
Mod Leader | Re Berengario I |
Release Status | Released |
Forum / Thread | Here |
Description
Anno Domini Mod is aimed to the strategical player who also love to have a campaign the most historically correct possible. To reach this goal we implemented a lot of new features respect to the Vanilla version. Everything comes at a price though so be warned that turns will run significantly slower than the original game. Maybe you can use the extra time to think more on your next move as there is very little space to errors. Running a middle-age dinasty is a hard job filled with perils, traisons, lack of money and nasty neighbours. Not only the strongest can survive, but more often the most cunning.
Features
BIGGER MAP AND MORE REGIONS
Bigger map elaborated from one made by Spurius. We also modded out the dreadful "checker farm pattern".
191 Provinces with correct names and owners at the date of 1080. So for example Antioch would be Byzantine even if with the new distance from capital modifiers it tends to rebel in the very first turns (historically correct and I'm pretty pleased of it). This would make happy eastern-lover players as they'll have all the provinces of Kievan Rus (it splitted starting from 1116 not 1080).
HISTORICALLY CORRECT CHARACTERS NAMES
HISTORICAL EVENTS
Many historical events script, included all the most important eresies.
LESSER FACTIONS AND REAL REBELS
Rebel forces representing tribes and minor powers added, rebel faction renamed Lesser Factions to reflect the new concept.
Random brigand/pirates spawns have been reduced to the minimum, replaced to realistic rebel forces which are linked to some factors like your reputation, the happiness of the region, historical events, etc. And those rebels HURT! They don't stand there watching their feet like in vanilla.
COMPLETELY REVISED VNVS AND ANCILLARIES
New traits based on the seven deadly sins and seven virtues to give you the right middle-age flavor. Other traits linked to the basic education received when young (military, trade, religious, court) with different chances related to the faction.
New and revised ancillaries... no more foreign fruitcakes and other silly things that would have lead to the burning stake in a second.
AUTOGARRISON
Important AI controlled cities will have an increase in their garrison troops during sieges. Don't be fooled by an almost empty settlement then, if the settlement is heavily populated, the enemy can field a lot of troops giving weapons to the inhabitants.
NEW FACTION EVENTS
Randomly, at the start of the turn, some faction events could be proposed to the player with him to decide what to do pressing the "show me" button of the advisor or dismissing it. They are mostly self-explainatory, but mostly of them have derived effects, good or bad or "mixed" even if the player doesn't accept them. New faction events will be implemented at every release so to give a richer ruling experience!
Does your leader prefer to spend his hard earned florins on an illuminated Book of Hours or recruit some new knights? Choices... choices...
COMPLETELY NEW MEDIEVAL GRAPHIC ART
Loadscreens, events, ancillaries and a lot of other things now use famous artistic graphic from middle age and renaissance times. No more "plastic look" but a coherent and immersive background for you playing.
NEW GAMEPLAY AND REPUTATION SYSTEM
The basic principle of Anno Domini is reaching your victory conditions without angering too much the other factions. It is based on your global reputation which can be controlled on the Diplomatic Screen of the game. The worse your global reputation is the more the other factions will be happy to declare war on you. The worse your global reputation is the more disloyal your generals and family members will become too. In short words none will trust you.
What decreases your global reputation:
- Invading a settlement. If the settlement was owned by a faction of your same religion the reputation hit will be far greater.
Global reputation max is 10, min is -10.
Faction Invasor Faction Owner Global reputation catholic catholic -3 catholic orthodox -2 catholic islamic/rebel -1 orthodox orthodox -3 orthodox catholic -2 orthodox islamic/rebel -1 islamic islamic -3 islamic catholic/orthodox/rebel -1
- Having faction leader and other named characters with poor command, loyalty/authority, chivalry and piety. Buildup wisely your family members and generals. A dreadful general can win battles but can make you very hated all around the world.
- All other transgression like walking with troops in foreign ground without permission, undeclared attacks, etc (same things than in Vanilla).
- Sign an alliance with factions of opposite faiths. Do it at your peril!
- Being excommunicated
- Suffer a crushing loss
- Every turn you are at war with a faction (more if with a faction of the same religion)
- Some faction events
What increases your global reputation:
- Royal titles
- Have your faction winning a crusade/jihad
- Have one of your cardinals elected as Pope
- Having faction leader and other named characters with good command, loyalty/authority, chivalry and piety.
- Have a crushing victory
- Every turn you are at peace (lesser factions, mongols and timurids excluded)
- Some faction events
ROYAL TITLES
Owning some regions gives your faction leader, until his death, some royal titles. Of course you cannot acquire a royal title owned by another faction until its current holder dies (naturally... or not).
TROOPS, SPIES AND ASSASSINS UPKEEP COSTS
Troops upkeep costs are halved for turn but if you bring an army out a settlement it will cost you a lot of money for every turn your army stays mobilitated. The further the army moves from your capital, without ending in a settlement, the higher will be its upkeep cost.
Spies and assassins in enemy lands cost a fortune because they need to bribe guards, agents, nobles, captains and so on to perform their tasks.
USING YOUR GENERALS ON THE BATTLEFIELD
Beware of suicidal tactics, your generals can acquire a "wounded" trait if they get hit a lot during the battle. Once wounded they can recover their health or they can become permanently ill, while wounded or seriously ill they can barely move. On the opposite side fighting in battle can also give some good bravery traits, while watching the carnage from a distance can result in some cowardly traits. There's no easy way... it's war after all!
DARTH VADER OS 16 INCLUDED
The Team
Shaba Wangy
Re Berengario
Visual Material
This mod unfortunately is dead, however version 0.93 exists and may be downloaded here. It has been merged with the Medieval Auctoriso Project to create Italia Invicta.