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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
 +
|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]
 +
}}
  
==FEATURES==
+
==Overview==
==REGIONAL AREA OF RECRUITMENT SYSTEM==
+
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.
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==
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==Features==
'''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!
+
===Factions===
*Dismounted Mailed Knights
+
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:
*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 53: Line 34:
 
*Magyar Királyság
 
*Magyar Királyság
  
===REPUBBLICA DI GENOVA===
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===Map===
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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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.
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.
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[[Image:KH.jpg|thumb|250px|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 ===
  
==CHALLENGING HOLY LAND==
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[[File:Maplightallzi3.jpg|thumb|right|300px|Map with faction starting position|Map with faction starting position]]
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.
 
  
===IMPROVED ORDER KNIGHTS===
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* The AOR system has been completely revised to allow for more logical recruitment of
*Order Knights now fight under their own order banners and ride into battle on their own mounts!
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local units. Higher-class regional units are now available at higher-level military
*Dismounted Order Knights are also available!
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buildings. Gaps in a region's AOR system have, for the most part, been filled to make
*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.
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construction of higher-level buildings worthwhile
 +
* Several additional units (new and old alike) have been added to the AOR Recruitment
 +
System
  
==ECONOMY==
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=== Revised starting positions ===
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!
+
* 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:'''  
 +
:[https://www.twcenter.net/forums/member.php?u=21880 Socal_infidel]
  
===COMMERCIAL CAPITALS OF THE WORLD===
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* '''3D MODELLING AND TEXTURING'''
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:
+
:Socal_infidel
 +
:danova (Aragonese knights and Iberian Swordsmen textures)
 +
:dome (3D models - helmets, weapons & attachments)
  
*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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* '''2D ART AND DESIGN'''
*Trade Centers - these cities serve as the trade centers of a particular region and offer increased trade bonuses as well.
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:danova (PDER logo design, splash screen, menu screen, signatures)
*Trade Hubs - these cities serve as waypoints and stops on the main trade routes of the time and receive a slight increase in trade.
+
:Musculus Maximus (loading screens)
*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.
+
:Neaera (Danish unit and unit info cards}
 +
:Tschiburaschka (various unit and unit info cards)
 +
:Socal_infidel
  
==ADDITIONAL FEATURES==
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* '''CODING'''
*New Danish shields and textures thanks to joedreck and Salty!
+
:Socal_infidel
*WhiteWolf's Byzantine Armour Progression textures
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:Gigantus (adding new factions, really too much to list! Believe me, it never would have gotten finished without him, though!)
*New Hungarian shields and textures thanks to the Magyar Mod Team
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:ST0MPA (Orders Guild and Ancillary Fix)
*New Genovese textures
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:Pope_Fred_I (Noble Titles descriptions)
*All-new banners for most factions thanks to joedreck!
 
*New shields for the Italian factions thanks to Salty
 
*Bloods, Broads and Bastards thanks to dearmad and Pnutmaster
 
*Character Name Project thanks to deRougemont and finneys13
 
*And much much more!
 
  
==MOD TEAM==
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* '''MAPPING'''
*Mod Developer: [[Socal_infidel]]
+
:Socal_infidel
===CONTRIBUTORS===
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:Gigantus (resource placement, port placement, road placement, and on and on...)
*GFX and Artwork: [[tanmos]]
 
*Historical Research: [[Pope_Fred_I]]
 
*Unit Balancing: [[Lusted]]
 
*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==
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==External Links==
[http://www.twcenter.net/forums/forumdisplay.php?f=437 PRO DEO ET REGE Hosted Forum] at TotalWarCenter
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[https://www.twcenter.net/forums/forumdisplay.php?f=437 PRO DEO ET REGE hosted forum] at TotalWarCenter
  
[[Category:MTW2_Mods]]
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[[Category:M2TW Mods (Released)]]
[[Category:TWC_Hosted_Modifications]]
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[[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