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{{mod3|mod=Anno Domini|image=[[Image:No image.png]]|platform=[[Medieval II: Total War]]|era=Middle Ages |leader='''Re Berengario I'''|mod-folder=In mod-folder|release=[http://www.twcenter.net/forums/showthread.php?t=83370]}}
+
{{Mod Information Table
==Overview==
+
|Platform=[[Medieval II: Total War]]
The Anno Domini mod aims to satisfy the strategical player, while also providing an as historically accurate campaign as possible. The mod covers the period the period between 1080 and 1530 AD, and is centred on Europe, just like the vanilla Medieval II: Total War. A few provinces in the Americas are also available later in the game.
+
|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==
 
==Features==
===Factions===
+
<u>'''BIGGER MAP AND MORE REGIONS'''</u>
*Rebel forces representing tribes and minor powers are added,so the vanilla "Rebels" faction has been renamed renamed "Lesser Factions" to reflect the new concept.
+
 
:Existing factions also included:
+
Bigger map elaborated from one made by Spurius. We also modded out the dreadful "checker farm pattern".
*All the vanilla MTW2 factions are included in the mod.
+
 
 +
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.
 +
 
 +
<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>
  
===Map===
+
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.  
The Anno Domini modification utilizes [http://www.twcenter.net/forums/showthread.php?t=69936 Spurius' Bigmap] with many improvements and added regions. Anno Domini's map boasts 191 regions along with historically accurate starting faction positions.
 
  
===Traits and Ancillaries===
+
New and revised ancillaries... no more foreign fruitcakes and other silly things that would have lead to the burning stake in a second.
The mod features new traits based on the "Seven Deadly Sins" and the "Seven Virtues" in order to give you the right Middle Age flavor. In addition, other traits linked to basic education received when a character is young (military, trade, religious, court)have been implemented with varying chances of getting them, depending on the faction.  
 
  
Also new and revised ancillaries. no more "Foreign Fruitcakes" and other ancillaries which could render your family extremely vulnerable to Inquisitions.
+
<u>'''AUTOGARRISON'''</u>
  
===Historical and Faction Events===
+
Important AI controlled cities will have an increase in their garrison troops during sieges. Don't be fooled by an almost empty settlement then,
A multitude of Historical Events have been scripted in the game, including the most important Heresies.
+
if the settlement is heavily populated, the enemy can field a lot of troops giving weapons to the inhabitants.
  
Faction Events have also been reworked. Randomly, at the start of the turn, some Faction Events MAY be proposed to the player. He has the ability to decide what to do by clicking the "Show Me" button of the advisor or dismissing it. The Faction Events are mostly self-explanatory, but most of them have derived effects, "Good", "Bad" or "Mixed" even if the player dismisses them. The new Faction Events allow for a much more immersive gaming experience.
+
<u>'''NEW FACTION EVENTS'''</u>
  
===Graphical Improvements===
+
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.
Loadscreens, events, ancillaries and a lot of other things have now been enhanced through the use of famous works of art from the Middle Ages to the Renaissance. A coherent and immersive background for your playing experience.
+
New faction events will be implemented at every release so to give a richer ruling experience!
  
===New Gameplay and Reputation System===
+
Does your leader prefer to spend his hard earned florins on an illuminated Book of Hours or recruit some new knights?
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 through the Diplomatic Screen of the game. The worse your global reputation is, the more likely the other factions will be to declare war . The worse your global reputation is, the more disloyal your generals and family members will be. In short, no one will trust you.
+
Choices... choices...
  
What decreases your global reputation:
+
<u>'''COMPLETELY NEW MEDIEVAL GRAPHIC ART'''</u>
  
* Invading a settlement. If the settlement was owned by a faction of your same religion the reputation hit will be far greater.
+
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.
Global reputation max is 10, min is -10.
 
  
* Having our faction leader and other named characters with poor command, loyalty/authority, chivalry and piety. Build wisely your family members and generals. A dreadful general can win battles but can make you very hated all around the world.
+
<u>'''NEW GAMEPLAY AND REPUTATION SYSTEM'''</u>
  
* All other transgressions like walking with troops in foreign ground without permission, undeclared attacks, etc (same things than in Vanilla).
+
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.
  
* Signing an alliance with factions of other religions. Do it at your peril!
+
What decreases your global reputation:
  
* Being excommunicated
+
*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.
  
* Suffering a Crushing Defeat
+
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
  
* Every turn you are at war with a faction (more if with a faction of the same religion)
+
*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
  
* Certain 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
  
What increases your global reputation:
+
<u>'''ROYAL TITLES'''</u>
  
* 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).
  
* Having your faction winning a Crusade/Jihad
+
<u>'''TROOPS, SPIES AND ASSASSINS UPKEEP COSTS'''</u>
  
* Having one of your Cardinals elected as The Pope
+
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.
  
* Having  your Faction Leader and other named characters with good command, loyalty/authority, chivalry and piety.
+
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.
  
* Winning a Heroic Victory
+
<u>'''USING YOUR GENERALS ON THE BATTLEFIELD'''</u>
  
* Every turn you are at peace (lesser factions, mongols and timurids excluded)
+
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!
  
* Certain faction events
 
  
===Royal Titles===
+
<u>''DARTH VADER OS 16 INCLUDED''</u>
Owning certain regions permanently gives your Faction Leader some Royal Titles. Of course. you cannot acquire a royal title owned by another faction until its leader is dead.
 
  
Islamic and Orthodox Royal Titles are not included in the mod's released version.
+
==The Team==
 +
Shaba Wangy
  
==Team==
+
Re Berengario
*[[Re Berengario I]] - Mod Leader
+
==Visual Material==
*[[Shaba Wangy]] - Mod Co-Leader
+
{|
===History===
+
| [[Image:Englanddk9.jpg|thumb|upright|200px|alt=Campaign Map.|England]]
The Anno Domini modification has been [http://www.twcenter.net/forums/showthread.php?t=104392 merged] with the [http://www.twcenter.net/forums/forumdisplay.php?f=260 Italia Invicta] modification.
+
| [[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]]
 +
|}
  
  
==See Also==
+
''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]].''
*[http://www.twcenter.net/forums/showthread.php?t=86523 The Eagle Standard Interview With Re Berengario I]
 
*[http://www.twcenter.net/forums/forumdisplay.php?f=295 Hosted Mod Forum]
 
  
[[Category:TWC_Hosted_Modifications]]
+
[[Category:M2TW Mods (Released)]]
[[Category:Medieval 2: Total War Modifications (Released)]]
 

Latest revision as of 13:16, 18 February 2021

Anno Domini
Platform Medieval II: Total War
Mod Type Overhaul
EraLate 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

Campaign Map.
England
Campaign Map.
Ireland & Wales
Campaign Map.
Northern Italy
Campaign Map.
Al-Andalus
Campaign Map.
Sicily


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.