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Difference between revisions of "Deus lo Vult"

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{{mod4|mod=Deus lo Vult|image=[[Image:Dlv sig.jpg]]|platform=[[Medieval II: Total War]]|era=Medieval|leader=[[repman]]|release=[http://www.twcenter.net/forums/showthread.php?t=155476 Version 5.5]}}
+
{{mod4|mod=Deus lo Vult|image=[[Imagelv sig.jpg]]|platform=[[Medieval II: Total War]]|era=Medieval|leader=[[repman]]|release=[http://www.twcenter.net/forums/showthread.php?t=155476 Version 5.5]}}
 
==Overview==
 
==Overview==
 
Deus lo Vult (commonly abbreviated as DLV) is a [[modification]] for [[Medieval 2: Total War]] which focuses on creating an accurate medieval atmosphere. The mod features a big campaign map and many scripts and is meant to be played in a more slow and strategic manner.
 
Deus lo Vult (commonly abbreviated as DLV) is a [[modification]] for [[Medieval 2: Total War]] which focuses on creating an accurate medieval atmosphere. The mod features a big campaign map and many scripts and is meant to be played in a more slow and strategic manner.
 
 
==Features==
 
==Features==
[[Image:DlV faction symbols.jpg|thumb| Faction Symbols]]
+
[[ImagelV faction symbols.jpg|thumb| Faction Symbols]]
 
===Large Map===
 
===Large Map===
===Field cost script for human player===
+
===Campaign Selection===
Field Army Costs
+
The player can choose between 2 campaigns, Imperial Campaign and Historical Campaign.
* Besieging army costs 2000fl plus 500fl for each additional named general beyond the first
+
===New Factions===
* Army in enemy territory costs 500fl plus 500fl for each additional named general beyond the first
+
Ireland, Armenia, Lithuania, Teutonic Order, Flanders, Norway, Kingdom of Jerusalem and Hedjaz Tribes.
* Army in friendly territory (outside a settlement) costs 200fl +200fl each additional named general beyond the first
 
* Army in fort (captain-led) has zero cost (so you can set up forts on the frontier as a defensive strategy)
 
* Army in fort led by a named general costs 500fl (enemy lands) or 200fl (friendly lands) plus 500 or 200 florins extra for each additional Named General beyond the first
 
* Army in a settlement - no additional cost
 
Assasins and Spies:
 
* they cost 500 florin each per turn in enemy land
 
  
 +
Some minimods have changed the Native Americas faction slot for [http://www.twcenter.net/forums/showthread.php?t=365313 Aragon], [http://www.twcenter.net/forums/showthread.php?t=373490 Sweden].
 
===Career system===
 
===Career system===
====Heraldic Ranks====
+
Once a boy reach the age of 14(general), you may choose a career path for him. Inorder to school a general, you must send him of to a Drill Square inside a castle. For a governor, you need to construct a School building, inside a city. You may upgrade to a univercity in later city stages.
 +
====The General=====
 +
=====Heraldic Ranks=====
 
{| align="right"
 
{| align="right"
 
|-
 
|-
|[[Image:DlV_crowns.jpg|thumb|Crowns, Swords and Standards]]  
+
|[[ImagelV_crowns.jpg|thumb|Crowns, Swords and Standards]]  
 
|}
 
|}
The Heraldic Rank System has been expanded to now include Byzantine, Moors, Egyptian and Turkish factions. All European factions (including Russian) were included in the 1.9 release. Byzantine and Islamic factions have unique rank names. They receive their banners (Imperial Army Banner or Banner of the Prophet) at Rank 4 (Knight Commander equivalent) which provides a nice morale boost to their army. Also, promotions to the next rank for all factions can now be had through victory on the battlefield in addition to time campaigning.
+
The Heraldic Rank System has been expanded to now include Byzantine, Moors, Egyptian and Turkish factions. All European factions (including Russian) were included in the 1.9 release. Byzantine and Islamic factions have unique rank names. They receive their banners (Imperial Army Banner or Banner of the Prophet) at Rank 4 (Knight Commander equivalent) which provides a nice morale boost to their army. Also, promotions to the next rank for all factions can now be had through victory on the battlefield in addition to time campaigning.  
====Command Experience====
+
======Command Experience======
 
Generals now have a trait that records number of battles in which they have led the army. Generals which have never or seldom led an army in battle get Authority and Hit Point penalties (they don't know how to handle themselves on the battlefield). This trait improves by commanding more battles. Royal heirs who just sit in their castles waiting to be crowned King start off with an Authority penalty as a result.
 
Generals now have a trait that records number of battles in which they have led the army. Generals which have never or seldom led an army in battle get Authority and Hit Point penalties (they don't know how to handle themselves on the battlefield). This trait improves by commanding more battles. Royal heirs who just sit in their castles waiting to be crowned King start off with an Authority penalty as a result.
===Garrison script===
+
======Retire old Generals======
All settlements now raise garrisons for their defense when besieged, depending on the faction owner. In fact, every settlement has a unique garrison scheme. The garrison is raised at the time an invading army lays siege so having a spy open the gates or bringing up your own siege equipment does not bypass the garrison. This simulates the idea that the feudal system was basically a system for defense (standing armies being very expensive) and on the approach of an invading army, the knights, yeomanry and peasantry in the settlement and surrounding countryside rally to the defense. The size of the garrison depends not only on the importance of the settlement but also on the local zeal of the citizenry.
+
If Generals are getting over the age of 60 they are too old for the battlefield and you can retire them into governors.
 +
Nobles over the age of 60 must travel to the capitol to seek an audience with the King to receive a retirement decision. If they end their turn in the capitol with a building >= town_hall, and the King is present, then a window will popup “Retirering General”. Open the Character Overview Panel and click on the retirement character. A window will pop up “Retire this general ?” and you have to decide:
 +
* Yes - This honorable general will be retired and continue to do his excellent work as a governor
 +
The retirement and governor inauguration procedure cost 1000 Fl.
 +
* No - We need your excellent capabilities on the battlefield. So your retirement wish will be refused!
 +
 
 +
====The Governor====
 +
The life of a Governor is Deus lo Vult is less hectic, but there are still dangers as he is more easily prone to face disease from local plauges. By staying in settlements the turn a building is finished, the governor be the one to cut the ribbon and recive the glory. This may put him in a position to recive gifts from the Royal like for loyal service. This range from Ring -> Coin -> Key and will be very a valuable sentimental gifts in times of chaos.
 +
 
 +
===Military===
 +
====Mercenary Building====
 +
Mercenary buildings are available in your metropolis castles (Name in capital letters). After these buildings are constructed, a mercenary trader may pop up from time to time and will offer some exotic mercs (random chosen) to you.
 +
http://img255.imageshack.us/i/dlv574qb2.jpg/
 +
 
 +
====War Draft====
 +
A War Draft is a system were the King signs a decleration to recruit wast amount of his people by sword point. Before a new war against a new faction is decleare, a message will give you the choice to accept or decline such conscription. It will cost extra Fl. and some discontent among your followers is expected, but the pool is massive.
 +
 
 +
====Garrison script====
 +
All settlements now raise garrisons for their defense when besieged, depending on the faction owner. In fact, every settlement has a unique garrison scheme. The garrison is raised at the time an invading army lays siege so having a spy open the gates or bringing up your own siege equipment does not bypass the garrison. This simulates the idea that the feudal system was basically a system for defense (standing armies being very expensive) and on the approach of an invading army, the knights, yeomanry and peasantry in the settlement and surrounding countryside rally to the defense. The size of the garrison depends not only on the importance of the settlement but also on the local zeal of the citizenry.
 +
New changes were done to Deus lo Vult 5.73. Now, these defencive action will only happend with player-AI -interaction, and not AI-AI -interaction. Only possible every 10 turns.
  
 
===Diplomacy System===
 
===Diplomacy System===
DLV uses the diplomacy system from the [[Ultimate AI]] mod.
+
DLV used the diplomacy system from the [[Ultimate AI]] mod.
 +
From Deus lo Vult 6.0, GrandViz new BC diplomacy values were used. This meant no more easy trade rights,.....(faction standings are more important now.
 +
 
 +
===Economic System:===
 +
====Economic Status Overview screen====
 +
Shown in the financial overview popups: It's calculated by the stochastic economic +- events: -5 Depression (all economic events are negative)... 0 normal....+5 Overheated Boom (all economic events are positive)
  
 +
====Investment Script====
 +
The Investment Script was included in the Deus lo Vult 6.1 release. If the player has more than 10000 Fl. available and has built a bank or jewish temple, he can invest money in steps of 10000 Fl. each turn up to a maximum of 100000 Fl. depot. Investing has two advantages:
 +
* Earning money
 +
* Avoiding negative inflation effects because of money overflow.
 +
Information about the actual depot level and the possibility to invest\sell, all of it can be found in the financial overview screen.
 +
Interest on the savings will be calculated dependent on the actual total economic status (20% boom,....0% Depression) and added to the actual player money (not the depot). There is although a risk of total loss (Madloff) dependent on economic status (< 10% per turn).
 +
A little fee of 10% for invest\sell transactions will be subtracted.....
 +
Each invest of 10000 adds 1 gov_point.
 +
====Money Loan Script====
 +
If the player has less than 0 Fl. and has built a bank or jewish temple, he can loan money in steps of 10000 Fl. each turn up to a maximum of 100000 Fl. credit line.
 +
Information about the actual credit level and the possibility to get more loans\or repay all of them, all of it can be found in the financial overview screen.
 +
Interest on the credit will be calculated dependent on the actual total economic status (20% boom,....0% Depression) and subtracted from the actual player money (not added to the credit).
 +
A little fee of 10% for each loan\repay transactions will be subtracted.....
 +
Each loan of 10000 subtracts 1 gov_point.
 +
====Gambler event====
 +
If you have a tavern buildt, a gambler will ask sometimes for a quek game. If you accept (loose 2 gov_points and earn gambling traits, loyal for generals, disloyal for governors) then you have to bet 5000 Fl. and the win probability is 50%. Decline give disloyal generals.
 +
====Inflation Script====
 +
The Inflation Script adds extra inflation cost to the Field Cost Script and Settlement Cost Script if the player exceeds 50000Fl. and even more if the player exceeds 100000 Fl.
 +
enhanced settlement costs depending on your treasury surplus
 +
 +
===Optional Scripts:===
 +
Player can decide during first turn which DLV features he wants to activate. The player may automatically choose between a number of diffrent scripts to be activated or declined in the 1st turn pop-ups. The following scripts are therefor only the human player or a host in Hotseat campaign.
 +
====Character trait dependent cavalry recruiting====
 +
cavalry troops are the most valuable troops on the battlefield, so your general need the adequate military career trait level in the higher stable buildings (> stables) in castles.
 +
Calculation is based on the actual real governor in the castle !!!
 +
Knight--> knights_stables troops
 +
Banneret --> barons_stables troops
 +
Commander --> earls_stables troops
 +
GrandCross --> kings_stables troops
 +
Faction Leader + Crown --> kings_stables troops
 +
====Field Cost script====
 +
Field Army Costs
 +
* Besieging army costs 2000 Fl. plus 500 Fl. for each additional named general beyond the first
 +
* Army in enemy territory costs 500 Fl. plus 500 Fl. for each additional named general beyond the first
 +
* Army in friendly territory (outside a settlement) costs 200 Fl. +200 Fl. each additional named general beyond the first
 +
* Army in fort (captain-led) has zero cost (so you can set up forts on the frontier as a defensive strategy)
 +
* Army in fort led by a named general costs 500 Fl. (enemy lands) or 200 Fl. (friendly lands) plus 500 or 200 Fl. extra for each additional Named General beyond the first
 +
* Army in a settlement - no additional cost
 +
Assasins and Spies:
 +
* they cost 500 Fl. each per turn in enemy land.
 +
Diplomats and princess':
 +
* They cost 300 Fl. each per turn in enemy land.
 +
The Inflation Script will influence this Script. Individual cost can also be checked ingame.
 +
====Settlement Cost Script====
 +
Upkeeping a large Citedal or massive city did take it's toll on a King's tressury, ergo: The Settlement Cost Scipt will add cost related to settlement level within your Kingdom. Motte & Baily cost little to upkeep, while in stages, Huge Walls or Citidals cost the most.
 +
The Inflation Script will influence this Script. Individual cost can also be checked ingame.
 +
====Point system, Mil/gov.====
 +
The player can collect government points (gov_points) and military points (mil_points) depending on his actions. Higher settlement levels can only be achieved by adequate point levels: No points no upgrading (even if the other population requirements are fullfilled) not only for the player but although for the AI (so player and AI stay on the same levels):
 +
Point requirements:
 +
======City upgrade:======
 +
* Corn Exchange: gov_points > 10
 +
* Market: gov_points > 30
 +
* Fairground: gov_points > 60
 +
* Great Market: gov_points > 100
 +
======Castle upgrade:======
 +
* Garrison Quarters: mil_points > 10
 +
* Drill Square: mil_points > 30
 +
* Baracks: mil_points > 60
 +
* Armoury: mil_points > 100
 +
http://img113.imageshack.us/i/pointsystemki2.jpg/
 +
 +
======Gov. Points======
 +
Dependent on your economical or political actions as a governor you can get or loose Governmental Points!
 +
* SettlementLoyaltyLevel: -1, for unhappy ones
 +
* CityRebels: -2
 +
* BecomesFactionLeader: -1
 +
* PopeAcceptsCrusadeTarget: +1
 +
* PopeRejectsCrusadeTarget: -1
 +
* CharacterMarriesPrincess: +1
 +
* PriestBecomesHeretic: -1
 +
* CardinalPromoted: +1
 +
* CardinalRemoved: -1
 +
* InquisitorAppointed: +1
 +
* SettlementUpgraded: +1
 +
* GuildUpgraded: +1
 +
* GuildDestroyed: -1
 +
* FactionNewCapital: -1
 +
* FactionAllianceDeclared: +1
 +
* FactionTradeAgreementMade: +1
 +
* VotedForPope: +1
 +
* FactionExcommunicated: -3
 +
* FactionBreakAlliance: -2
 +
* Treasury: < 0, > 30000, > 60000: -1,+1,+2
 +
* LeaderMissionSuccess, LeaderMissionFailed: +1, -1
 +
* MissionSucceeded: AssassinationMission, SpyMission, SabotageMission, DiplomacyMission: all +1
 +
* Events: Trade Fair +1, Royal_Justice +1, Money_Lender -1, War Draft -1 gov
 +
* Generals Disobedient: Disobeys His Liege -1, Rebels ! -2 each turn
 +
* Build wooden_wall, stone_wall, large_stone_wall, huge_stone_wall: -1, -2, -3, -4 each and once
 +
* every large_stone_wall, huge_stone_wall: -1, -2 each turn
 +
 +
======Mil. Points======
 +
Dependent on your military actions as a general you can get or loose your Military Points!
 +
* LeaderMissionSuccess, LeaderMissionFailed: +1, -1
 +
* ArmyTakesCrusadeTarget: +1
 +
* UnitsDesertCrusade: -2
 +
* GeneralJoinCrusade: +1
 +
* GeneralAbandonCrusade: -1
 +
* GeneralArrivesCrusadeTargetRegion: +1
 +
* GeneralTakesCrusadeTarget: +3
 +
* GeneralCapture(loose)Settlement: +-1, +-2, +-3, +-4
 +
* SackSettlement: +1 (-1 gov)
 +
* ExterminatePopulation: +1 (-2 gov)
 +
* FactionWarDeclared: +1 (-1 gov)
 +
* LeaderDestroyedFaction: +5
 +
* Win, Loose Battle (Odds < 0.5, > 0.5, > 1): +-1, +-2, +-3
 +
* Events: War Draft +1, Tournament +1, Royal_hunt +1
 +
* Build wooden_castle, castle, fortress, citadel: -1, -2, -3, -4 each and only once
 +
* every fortress, citadel: -1, -2 each turn
 +
 +
======Gov./Mil. Overview screen======
 +
To get an overview regarding your actual point status click on the button “Show faction ranking scroll” (click again if you see the normal ranking popup). You only get the 2 popups if you have more than 0 points.
 +
http://img515.imageshack.us/i/pointclickuy9.jpg/
 +
 +
 +
====AI Playstyle====
 +
(yes=Total War\no=DLV Standard Civ like)
 +
 +
===Misc features===
 +
====Random Events====
 +
Every now and then, random events will strike you domain, and threatn the king's health or trade in diffrent sectors or perhaps religion itself.
 +
Trade Fairs, Religious Councils, Justice Council, Royal Hunt
 +
 +
 +
War Draft
 +
====Royal Justice====
 +
Disobedient Generals can be thrown into dungeon or bribed into happiness
 +
Nobles that have the trait "Disobedient" must travel to the capitol to seek an audience with the King to receive a pardon. If they end their turn in the capitol with a building >= dungeon, and the King is present, then a window will popup “Royal Court”.
 +
Open the Character Overview Panel and click on the disobedient character. A window will pop up “Dungeon or Royal Pardon ?” and you have to decide:
 +
* Throw the character into the dungeon (the disloyal Noble will receive the trait "Thrown in the Dungeon"...essentially immobile + other bad traits, until released (% chance of release each turn, with average stay in the Dungeon being 5 years (10 turns)).
 +
* Give the royal pardon and bribe him with 3000 Fl.
 +
 +
The new buildings are dungeon, Execution Place, and last, Torture Chamber. These are only possible to construct in your metropolis settlements.
 +
http://img135.imageshack.us/i/dungeonvw4.jpg/
 +
 +
====New Units====
 +
Rusichi mod units were added in Deus lo Vult 6.0. These were given to Russia, Kiev, Poland and Lithuania. Thanks to Taiji and Rusichi Team.
 +
CBUR units are added to Byzantine Empire, aswell as a Armenia type, but also as rebels.
 +
 +
=====Soon to come=====
 +
New units for Norway is likly to appear from Raaka in Deus lo Vult 6.3. You can pre-try [http://www.twcenter.net/forums/showthread.php?t=225499 Raaka's Norse Roster] via Taiji's Mini Mod - [http://www.twcenter.net/forums/showthread.php?t=219603 Battle Ballance].
 +
 +
====Wonder Buildings====
 +
10 new wonder buildings have been added after Deus lo Vult 5.74. These wonder-buildings are only buildable in large metropolis cities if gov points > 120:
 +
* Notre Dame de Paris, Paris.
 +
* Moskovskiy Kreml, Novgorod.
 +
* Mezquita de Cordoba, Cordoba.
 +
* Palazzo Ducale di Venezia, Venice.
 +
* Kaaba, Mecca.
 +
* Bayt al Hikma, Baghdad.
 +
* Hagia Sophia, Constantinople.
 +
* Dome of the Rock, Jerusalem.
 +
* Tower of London, London.
 +
* Roemer, Frankfurt.
 +
 +
http://img839.imageshack.us/img839/7598/wondery.jpg
 +
 +
====Ecclesiastical Buldings====
 +
During the middle ages, new religious orders were created all across Europe. As time go, a event (pop-up) will tell the player of 2 new order-buildings available for construction in your citys. The one you choose will produce priests relating to that specific order, and can advance via 3 ecclesiastical ranks.
 +
 +
2 Catholic Orders: Dominicans (law and order) + Franciscans (spiritual) with 3 level-building tree and corresponding priest traits.
 +
Also, a unique system for Muslims (Sunni vs. Sufi) and eastern Europe.
 +
 +
====Resource Buildings====
 +
Many new buildings are available. Each building depend on the resources in the hinterland around a settlement on the Campaign map, inorder to be available in the in the Building que.
 +
* Brewery building: needs grain resource.
 +
* Joiner_shop
 +
* Sawmill
 +
* Vineyard
 +
* etc.
 +
 +
====Health Buildings====
 +
Because of the increase risk of plauge and filth in the medieval citys, you mason has presented new buildings:
 +
* Wells -> Sewers -> Public Baths -> Aqueduct -> City Plumbing.
 +
 +
====Fort====
 +
Thanks to Furin, more then 200 permanent stone forts have been added in all campaigns.
 +
http://img241.imageshack.us/i/castlenu9.jpg/
 +
 +
====War Horns====
 +
Thanks to [http://www.twcenter.net/forums/showthread.php?t=229015 Brips' mini mod], many new war harns can be heard while rallying your troops on the battle map.
 +
 +
===Scenario Battles===
 +
The old Vanilla Senario Battles have been disabled. Thanks to Pinotchet09, several new Senatio Battles have been added to Deus lo Vult. Included after 6.0
 +
* Battle of Herrings
 +
* Brignais 1362
 +
* Mello 1358
 +
* Mohacz 1526
 +
* Orleans 1429
 +
* Warna 1444
 +
* Muret_1213
 +
* Szekesfehervar 1096
 +
* Los Navas De Tolosa
 +
* Lechfeld_955
 +
* Frankenhausen 1525
 +
* Ain Jalut 1260
 +
 +
==Handbooks==
 +
A useful [http://www.filefront.com/14601185/Deus-lo-Vult-62_handbook_english.pdf/ DLV Handbook] has been released by Repman. The Handbook is in pdf file can be downloaded from the [http://www.twcenter.net/forums/showthread.php?t=219295 Deus lo Vult 6.2 Installer thread].
 +
 +
Thanks to [http://www.twcenter.net/forums/member.php?u=25496 Xtiaan72], an extencive unofficial guide has be released for the begginers market, [http://www.twcenter.net/forums/showthread.php?t=224276 Strategy Guide for New Players (SGFNP)]. This guide has been in long development for a long periode and features an index, followed by many pages filled with hints and tips.
 +
 +
==AAR==
 +
See many more AAR's in [http://www.twcenter.net/forums/forumdisplay.php?f=475&daysprune=-1&order=desc&sort=views DLV's AAR Forum] or search these in the [http://www.twcenter.net/forums/forumdisplay.php?f=268 General AAR Forum].
 +
Example of a DLV AAR: [http://www.twcenter.net/forums/showthread.php?t=122408 The Merchant of Venice]
 +
 +
==Multiplayer==
 +
In hotseat campaign, the Host will be able to use the normal scripts, but any human player who join will not be affected by these (incl. career script, the optional scripts, etc.). The Multiplayer Battles work as normal.
 
==Team / Contributors==
 
==Team / Contributors==
 
*[[Repman]] (the "Creator")
 
*[[Repman]] (the "Creator")
Line 48: Line 275:
 
*[[GAFH modder]]: Age simulation
 
*[[GAFH modder]]: Age simulation
 
*[[Dearmad]] : smoke mod, cannon fix; traits/ancillary system
 
*[[Dearmad]] : smoke mod, cannon fix; traits/ancillary system
 
 
Thanks also to:
 
Thanks also to:
 
*[[Ordensritter]]
 
*[[Ordensritter]]
Line 62: Line 288:
 
*[[Maced0n]]
 
*[[Maced0n]]
 
*[[Silent Resident]]
 
*[[Silent Resident]]
 
 
==Releases==
 
==Releases==
 
*Version 4.0 for M2TW official patch 1.2 released in [http://www.twcenter.net/forums/showthread.php?t=114748 this thread] - 23/09/07
 
*Version 4.0 for M2TW official patch 1.2 released in [http://www.twcenter.net/forums/showthread.php?t=114748 this thread] - 23/09/07
 
 
*Version 5.5 for M2TW:Kingdoms (1.4) released in [http://www.twcenter.net/forums/showthread.php?t=155476 this thread] - 30/03/08
 
*Version 5.5 for M2TW:Kingdoms (1.4) released in [http://www.twcenter.net/forums/showthread.php?t=155476 this thread] - 30/03/08
 
+
*Version 6.2 for M2TW:Kingdoms (1.4) released in [http://www.twcenter.net/forums/showthread.php?t=219295 this thread] - 18/01/09
*Version 6.2 for M2TW:Kingdoms (6.2) released in [http://www.twcenter.net/forums/showthread.php?t=219295 this thread] - 18/01/09
 
 
 
 
==External Links==
 
==External Links==
 
*Deus lo Vult [http://www.twcenter.net/forums/forumdisplay.php?f=309 hosted forums] at TWC
 
*Deus lo Vult [http://www.twcenter.net/forums/forumdisplay.php?f=309 hosted forums] at TWC
 
*[http://www.twcenter.net/forums/showthread.php?t=83190 DLV Faq]
 
*[http://www.twcenter.net/forums/showthread.php?t=83190 DLV Faq]
 
 
[[Category:TWC_Hosted_Modifications]]
 
[[Category:TWC_Hosted_Modifications]]
 
[[Category:Medieval 2: Total War Modifications (Released)]]
 
[[Category:Medieval 2: Total War Modifications (Released)]]

Revision as of 08:13, 30 August 2010

Template:Mod4

Overview

Deus lo Vult (commonly abbreviated as DLV) is a modification for Medieval 2: Total War which focuses on creating an accurate medieval atmosphere. The mod features a big campaign map and many scripts and is meant to be played in a more slow and strategic manner.

Features

thumb| Faction Symbols

Large Map

Campaign Selection

The player can choose between 2 campaigns, Imperial Campaign and Historical Campaign.

New Factions

Ireland, Armenia, Lithuania, Teutonic Order, Flanders, Norway, Kingdom of Jerusalem and Hedjaz Tribes.

Some minimods have changed the Native Americas faction slot for Aragon, Sweden.

Career system

Once a boy reach the age of 14(general), you may choose a career path for him. Inorder to school a general, you must send him of to a Drill Square inside a castle. For a governor, you need to construct a School building, inside a city. You may upgrade to a univercity in later city stages.

The General=

Heraldic Ranks
thumb|Crowns, Swords and Standards

The Heraldic Rank System has been expanded to now include Byzantine, Moors, Egyptian and Turkish factions. All European factions (including Russian) were included in the 1.9 release. Byzantine and Islamic factions have unique rank names. They receive their banners (Imperial Army Banner or Banner of the Prophet) at Rank 4 (Knight Commander equivalent) which provides a nice morale boost to their army. Also, promotions to the next rank for all factions can now be had through victory on the battlefield in addition to time campaigning.

Command Experience

Generals now have a trait that records number of battles in which they have led the army. Generals which have never or seldom led an army in battle get Authority and Hit Point penalties (they don't know how to handle themselves on the battlefield). This trait improves by commanding more battles. Royal heirs who just sit in their castles waiting to be crowned King start off with an Authority penalty as a result.

Retire old Generals

If Generals are getting over the age of 60 they are too old for the battlefield and you can retire them into governors. Nobles over the age of 60 must travel to the capitol to seek an audience with the King to receive a retirement decision. If they end their turn in the capitol with a building >= town_hall, and the King is present, then a window will popup “Retirering General”. Open the Character Overview Panel and click on the retirement character. A window will pop up “Retire this general ?” and you have to decide:

  • Yes - This honorable general will be retired and continue to do his excellent work as a governor

The retirement and governor inauguration procedure cost 1000 Fl.

  • No - We need your excellent capabilities on the battlefield. So your retirement wish will be refused!

The Governor

The life of a Governor is Deus lo Vult is less hectic, but there are still dangers as he is more easily prone to face disease from local plauges. By staying in settlements the turn a building is finished, the governor be the one to cut the ribbon and recive the glory. This may put him in a position to recive gifts from the Royal like for loyal service. This range from Ring -> Coin -> Key and will be very a valuable sentimental gifts in times of chaos.

Military

Mercenary Building

Mercenary buildings are available in your metropolis castles (Name in capital letters). After these buildings are constructed, a mercenary trader may pop up from time to time and will offer some exotic mercs (random chosen) to you. http://img255.imageshack.us/i/dlv574qb2.jpg/

War Draft

A War Draft is a system were the King signs a decleration to recruit wast amount of his people by sword point. Before a new war against a new faction is decleare, a message will give you the choice to accept or decline such conscription. It will cost extra Fl. and some discontent among your followers is expected, but the pool is massive.

Garrison script

All settlements now raise garrisons for their defense when besieged, depending on the faction owner. In fact, every settlement has a unique garrison scheme. The garrison is raised at the time an invading army lays siege so having a spy open the gates or bringing up your own siege equipment does not bypass the garrison. This simulates the idea that the feudal system was basically a system for defense (standing armies being very expensive) and on the approach of an invading army, the knights, yeomanry and peasantry in the settlement and surrounding countryside rally to the defense. The size of the garrison depends not only on the importance of the settlement but also on the local zeal of the citizenry. New changes were done to Deus lo Vult 5.73. Now, these defencive action will only happend with player-AI -interaction, and not AI-AI -interaction. Only possible every 10 turns.

Diplomacy System

DLV used the diplomacy system from the Ultimate AI mod. From Deus lo Vult 6.0, GrandViz new BC diplomacy values were used. This meant no more easy trade rights,.....(faction standings are more important now.

Economic System:

Economic Status Overview screen

Shown in the financial overview popups: It's calculated by the stochastic economic +- events: -5 Depression (all economic events are negative)... 0 normal....+5 Overheated Boom (all economic events are positive)

Investment Script

The Investment Script was included in the Deus lo Vult 6.1 release. If the player has more than 10000 Fl. available and has built a bank or jewish temple, he can invest money in steps of 10000 Fl. each turn up to a maximum of 100000 Fl. depot. Investing has two advantages:

  • Earning money
  • Avoiding negative inflation effects because of money overflow.

Information about the actual depot level and the possibility to invest\sell, all of it can be found in the financial overview screen. Interest on the savings will be calculated dependent on the actual total economic status (20% boom,....0% Depression) and added to the actual player money (not the depot). There is although a risk of total loss (Madloff) dependent on economic status (< 10% per turn). A little fee of 10% for invest\sell transactions will be subtracted..... Each invest of 10000 adds 1 gov_point.

Money Loan Script

If the player has less than 0 Fl. and has built a bank or jewish temple, he can loan money in steps of 10000 Fl. each turn up to a maximum of 100000 Fl. credit line. Information about the actual credit level and the possibility to get more loans\or repay all of them, all of it can be found in the financial overview screen. Interest on the credit will be calculated dependent on the actual total economic status (20% boom,....0% Depression) and subtracted from the actual player money (not added to the credit). A little fee of 10% for each loan\repay transactions will be subtracted..... Each loan of 10000 subtracts 1 gov_point.

Gambler event

If you have a tavern buildt, a gambler will ask sometimes for a quek game. If you accept (loose 2 gov_points and earn gambling traits, loyal for generals, disloyal for governors) then you have to bet 5000 Fl. and the win probability is 50%. Decline give disloyal generals.

Inflation Script

The Inflation Script adds extra inflation cost to the Field Cost Script and Settlement Cost Script if the player exceeds 50000Fl. and even more if the player exceeds 100000 Fl. enhanced settlement costs depending on your treasury surplus

Optional Scripts:

Player can decide during first turn which DLV features he wants to activate. The player may automatically choose between a number of diffrent scripts to be activated or declined in the 1st turn pop-ups. The following scripts are therefor only the human player or a host in Hotseat campaign.

Character trait dependent cavalry recruiting

cavalry troops are the most valuable troops on the battlefield, so your general need the adequate military career trait level in the higher stable buildings (> stables) in castles. Calculation is based on the actual real governor in the castle !!! Knight--> knights_stables troops Banneret --> barons_stables troops Commander --> earls_stables troops GrandCross --> kings_stables troops Faction Leader + Crown --> kings_stables troops

Field Cost script

Field Army Costs

  • Besieging army costs 2000 Fl. plus 500 Fl. for each additional named general beyond the first
  • Army in enemy territory costs 500 Fl. plus 500 Fl. for each additional named general beyond the first
  • Army in friendly territory (outside a settlement) costs 200 Fl. +200 Fl. each additional named general beyond the first
  • Army in fort (captain-led) has zero cost (so you can set up forts on the frontier as a defensive strategy)
  • Army in fort led by a named general costs 500 Fl. (enemy lands) or 200 Fl. (friendly lands) plus 500 or 200 Fl. extra for each additional Named General beyond the first
  • Army in a settlement - no additional cost

Assasins and Spies:

  • they cost 500 Fl. each per turn in enemy land.

Diplomats and princess':

  • They cost 300 Fl. each per turn in enemy land.

The Inflation Script will influence this Script. Individual cost can also be checked ingame.

Settlement Cost Script

Upkeeping a large Citedal or massive city did take it's toll on a King's tressury, ergo: The Settlement Cost Scipt will add cost related to settlement level within your Kingdom. Motte & Baily cost little to upkeep, while in stages, Huge Walls or Citidals cost the most. The Inflation Script will influence this Script. Individual cost can also be checked ingame.

Point system, Mil/gov.

The player can collect government points (gov_points) and military points (mil_points) depending on his actions. Higher settlement levels can only be achieved by adequate point levels: No points no upgrading (even if the other population requirements are fullfilled) not only for the player but although for the AI (so player and AI stay on the same levels): Point requirements:

City upgrade:
  • Corn Exchange: gov_points > 10
  • Market: gov_points > 30
  • Fairground: gov_points > 60
  • Great Market: gov_points > 100
Castle upgrade:
  • Garrison Quarters: mil_points > 10
  • Drill Square: mil_points > 30
  • Baracks: mil_points > 60
  • Armoury: mil_points > 100

http://img113.imageshack.us/i/pointsystemki2.jpg/

Gov. Points

Dependent on your economical or political actions as a governor you can get or loose Governmental Points!

  • SettlementLoyaltyLevel: -1, for unhappy ones
  • CityRebels: -2
  • BecomesFactionLeader: -1
  • PopeAcceptsCrusadeTarget: +1
  • PopeRejectsCrusadeTarget: -1
  • CharacterMarriesPrincess: +1
  • PriestBecomesHeretic: -1
  • CardinalPromoted: +1
  • CardinalRemoved: -1
  • InquisitorAppointed: +1
  • SettlementUpgraded: +1
  • GuildUpgraded: +1
  • GuildDestroyed: -1
  • FactionNewCapital: -1
  • FactionAllianceDeclared: +1
  • FactionTradeAgreementMade: +1
  • VotedForPope: +1
  • FactionExcommunicated: -3
  • FactionBreakAlliance: -2
  • Treasury: < 0, > 30000, > 60000: -1,+1,+2
  • LeaderMissionSuccess, LeaderMissionFailed: +1, -1
  • MissionSucceeded: AssassinationMission, SpyMission, SabotageMission, DiplomacyMission: all +1
  • Events: Trade Fair +1, Royal_Justice +1, Money_Lender -1, War Draft -1 gov
  • Generals Disobedient: Disobeys His Liege -1, Rebels ! -2 each turn
  • Build wooden_wall, stone_wall, large_stone_wall, huge_stone_wall: -1, -2, -3, -4 each and once
  • every large_stone_wall, huge_stone_wall: -1, -2 each turn
Mil. Points

Dependent on your military actions as a general you can get or loose your Military Points!

  • LeaderMissionSuccess, LeaderMissionFailed: +1, -1
  • ArmyTakesCrusadeTarget: +1
  • UnitsDesertCrusade: -2
  • GeneralJoinCrusade: +1
  • GeneralAbandonCrusade: -1
  • GeneralArrivesCrusadeTargetRegion: +1
  • GeneralTakesCrusadeTarget: +3
  • GeneralCapture(loose)Settlement: +-1, +-2, +-3, +-4
  • SackSettlement: +1 (-1 gov)
  • ExterminatePopulation: +1 (-2 gov)
  • FactionWarDeclared: +1 (-1 gov)
  • LeaderDestroyedFaction: +5
  • Win, Loose Battle (Odds < 0.5, > 0.5, > 1): +-1, +-2, +-3
  • Events: War Draft +1, Tournament +1, Royal_hunt +1
  • Build wooden_castle, castle, fortress, citadel: -1, -2, -3, -4 each and only once
  • every fortress, citadel: -1, -2 each turn
Gov./Mil. Overview screen

To get an overview regarding your actual point status click on the button “Show faction ranking scroll” (click again if you see the normal ranking popup). You only get the 2 popups if you have more than 0 points. http://img515.imageshack.us/i/pointclickuy9.jpg/


AI Playstyle

(yes=Total War\no=DLV Standard Civ like)

Misc features

Random Events

Every now and then, random events will strike you domain, and threatn the king's health or trade in diffrent sectors or perhaps religion itself. Trade Fairs, Religious Councils, Justice Council, Royal Hunt


War Draft

Royal Justice

Disobedient Generals can be thrown into dungeon or bribed into happiness Nobles that have the trait "Disobedient" must travel to the capitol to seek an audience with the King to receive a pardon. If they end their turn in the capitol with a building >= dungeon, and the King is present, then a window will popup “Royal Court”. Open the Character Overview Panel and click on the disobedient character. A window will pop up “Dungeon or Royal Pardon ?” and you have to decide:

  • Throw the character into the dungeon (the disloyal Noble will receive the trait "Thrown in the Dungeon"...essentially immobile + other bad traits, until released (% chance of release each turn, with average stay in the Dungeon being 5 years (10 turns)).
  • Give the royal pardon and bribe him with 3000 Fl.

The new buildings are dungeon, Execution Place, and last, Torture Chamber. These are only possible to construct in your metropolis settlements. http://img135.imageshack.us/i/dungeonvw4.jpg/

New Units

Rusichi mod units were added in Deus lo Vult 6.0. These were given to Russia, Kiev, Poland and Lithuania. Thanks to Taiji and Rusichi Team. CBUR units are added to Byzantine Empire, aswell as a Armenia type, but also as rebels.

Soon to come

New units for Norway is likly to appear from Raaka in Deus lo Vult 6.3. You can pre-try Raaka's Norse Roster via Taiji's Mini Mod - Battle Ballance.

Wonder Buildings

10 new wonder buildings have been added after Deus lo Vult 5.74. These wonder-buildings are only buildable in large metropolis cities if gov points > 120:

  • Notre Dame de Paris, Paris.
  • Moskovskiy Kreml, Novgorod.
  • Mezquita de Cordoba, Cordoba.
  • Palazzo Ducale di Venezia, Venice.
  • Kaaba, Mecca.
  • Bayt al Hikma, Baghdad.
  • Hagia Sophia, Constantinople.
  • Dome of the Rock, Jerusalem.
  • Tower of London, London.
  • Roemer, Frankfurt.

wondery.jpg

Ecclesiastical Buldings

During the middle ages, new religious orders were created all across Europe. As time go, a event (pop-up) will tell the player of 2 new order-buildings available for construction in your citys. The one you choose will produce priests relating to that specific order, and can advance via 3 ecclesiastical ranks.

2 Catholic Orders: Dominicans (law and order) + Franciscans (spiritual) with 3 level-building tree and corresponding priest traits. Also, a unique system for Muslims (Sunni vs. Sufi) and eastern Europe.

Resource Buildings

Many new buildings are available. Each building depend on the resources in the hinterland around a settlement on the Campaign map, inorder to be available in the in the Building que.

  • Brewery building: needs grain resource.
  • Joiner_shop
  • Sawmill
  • Vineyard
  • etc.

Health Buildings

Because of the increase risk of plauge and filth in the medieval citys, you mason has presented new buildings:

  • Wells -> Sewers -> Public Baths -> Aqueduct -> City Plumbing.

Fort

Thanks to Furin, more then 200 permanent stone forts have been added in all campaigns. http://img241.imageshack.us/i/castlenu9.jpg/

War Horns

Thanks to Brips' mini mod, many new war harns can be heard while rallying your troops on the battle map.

Scenario Battles

The old Vanilla Senario Battles have been disabled. Thanks to Pinotchet09, several new Senatio Battles have been added to Deus lo Vult. Included after 6.0

  • Battle of Herrings
  • Brignais 1362
  • Mello 1358
  • Mohacz 1526
  • Orleans 1429
  • Warna 1444
  • Muret_1213
  • Szekesfehervar 1096
  • Los Navas De Tolosa
  • Lechfeld_955
  • Frankenhausen 1525
  • Ain Jalut 1260

Handbooks

A useful DLV Handbook has been released by Repman. The Handbook is in pdf file can be downloaded from the Deus lo Vult 6.2 Installer thread.

Thanks to Xtiaan72, an extencive unofficial guide has be released for the begginers market, Strategy Guide for New Players (SGFNP). This guide has been in long development for a long periode and features an index, followed by many pages filled with hints and tips.

AAR

See many more AAR's in DLV's AAR Forum or search these in the General AAR Forum. Example of a DLV AAR: The Merchant of Venice

Multiplayer

In hotseat campaign, the Host will be able to use the normal scripts, but any human player who join will not be affected by these (incl. career script, the optional scripts, etc.). The Multiplayer Battles work as normal.

Team / Contributors

Thanks also to:

Releases

  • Version 4.0 for M2TW official patch 1.2 released in this thread - 23/09/07
  • Version 5.5 for M2TW:Kingdoms (1.4) released in this thread - 30/03/08
  • Version 6.2 for M2TW:Kingdoms (1.4) released in this thread - 18/01/09

External Links