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Difference between revisions of "PRO DEO ET REGE"

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==Features==
 
==Features==
===Regional Area of Recruitment System===
+
===Factions===
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.
+
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:
 
 
===New Units===
 
'''PRO DEO ET REGE''' offers a variety of new units, ranging from brand-new faction-specific units to all-new regional units for the Area of Recruitment System!
 
 
 
[[Image:PRODEOETREGE.jpg|thumb|Pro deo et rege! For God and king!]]
 
 
 
*Dismounted Mailed Knights
 
*Feudal Sergeants
 
*Levy Swordsmen
 
*Levy Italian Pavise Spearmen
 
*Askaris
 
*Varjazi Axemen
 
*Russian Swordsmen
 
*Caballeros Hidalgos
 
*Bedouin Spearmen
 
*Cuman Tribesmen
 
*Cuman Foot Archers
 
*Dismounted Hungarian Nobles
 
*Polish Noble Swordsmen
 
*Swabian Swordsmen
 
*Dismounted Armenian Knights
 
*Arab Guard
 
*LAca's Byzantine Heavy Spearmen
 
*And More!
 
 
 
===NEW PROVINCES===
 
'''PRO DEO ET REGE''' offers over 80 new provinces! These provinces have been chosen for their historical importance and care has been given to ensure they retain their proper historical name!
 
  
===Revised Faction Names, Historical Figures and 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
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*Magyar Királyság
 
*Magyar Királyság
  
[[Image:GENOVAFULL.jpg|thumb|Repubblica di Genova.]]
+
===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.
  
 +
===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.
  
===Republica di Genova===
+
[[Image:KH.jpg|thumb|250px|Mounted Knights Hospitaller charging.]]
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.
 
Should conflict come, Genova is well prepared for it. Boasting a port second only to Venice in all of Italy, Genova has established itself as the one of the world's leading naval powers. Despite its supremacy at sea and despite boasting fine militia in the time-honored Italian tradition, Genova cannot hope to compete with the larger medieval powers on land...yet. A likely first step will be to move quickly into Corsica and Sardinia to consolidate its status as the coastal gateway to the Mediterranean...and beyond.
 
 
 
===Challenging Holy Land===
 
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.
 
 
 
[[Image:KH.jpg|thumb|PRO DEO ET REGE! FOR GOD AND KING!]]
 
  
 
===Improved Order Knights===
 
===Improved Order Knights===
*Order Knights now fight under their own order banners and ride into battle on their own mounts!
+
*Order Knights now fight under their own order banners and ride into battle on their own mounts.
*Dismounted Order Knights are also available!
+
*Dismounted Order Knights are also available.
*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.
+
*New Unit: Brother-Sergeants. They are the lesser infantry that fight in support of the Knights Hospitallers. They comprise squires, rich commoners, or lesser nobility that have given up all their earthly possessions in the name of the Order. Protected by mail armour and wielding maces, these soldiers serve the Hospitallers faithfully, but cannot be counted on in protracted melee.
 
 
===Economy===
 
The economy in '''PRO DEO ET REGE''' has been made more challenging. Expanding and maintaining an empire will not be easy.
 
  
 
===Commercial Capitals of the World===
 
===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:
 
Not all medieval cities were equal. Due to location and resources, some cities naturally had more of an economic advantage than others. To this end, there are four levels of trade spots:
  
*Commercial Capitals - these are the jewels of the medieval world! London, Venice, Constantinople…all cities that became major economic powerhouses. Should you be fortunate enough to hold one, expect greatly increased trade and wealth.
+
*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 serve as the trade centers of a particular region and offer increased trade bonuses as well.
+
*Trade Centers - these cities are the trade centers of a particular region and offer increased trade bonuses.
*Trade Hubs - these cities serve as waypoints and stops on the main trade routes of the time and receive a slight increase in trade.
+
*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.
 
*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.
 
[[Image:DENMARK.jpg|thumb|New Danish textures]]
 
 
===Additional Features===
 
*New Danish shields and textures thanks to joedreck and Salty!
 
*WhiteWolf's Byzantine Armour Progression textures
 
*New Hungarian shields and textures thanks to the Magyar Mod Team
 
*New Genovese textures
 
*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!
 
 
==Coming Soon==
 
===New Factions===
 
 
[[Image:0534.jpg|thumb|Kingdom of Georgia: Strength Is In Unity]]
 
 
*[http://www.twcenter.net/forums/showthread.php?t=116086 KINGDOM OF GEORGIA]
 
*[http://www.twcenter.net/forums/showthread.php?t=118133 CROWN OF ARAGON]
 
*[http://www.twcenter.net/forums/showthread.php?t=121961 THE GREAT SELJUQ EMPIRE]
 
===New Map===
 
*[http://www.twcenter.net/forums/showthread.php?t=117118 VirusITA's BigMap Version of PRO DEO ET REGE]
 
*[http://www.twcenter.net/forums/showthread.php?t=121616 Extended Map Version of PRO DEO ET REGE]
 
 
   
 
   
 
==Team==
 
==Team==
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*Highways Mod: [[selenius4tsd]]
 
*Highways Mod: [[selenius4tsd]]
 
*Character Aging: [[zaPPPa]]
 
*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!
 
 
 
  
 
==Releases==
 
==Releases==
To dowload the latest release, [http://www.twcenter.net/forums/showthread.php?t=107699 CLICK HERE]
+
*[http://www.twcenter.net/forums/showthread.php?t=107699 Version 1.0]
 
 
To install this mod, simply follow the steps outlined in the included self-installation program. This mod runs from its own mod folder and is launched from its own batch file.
 
  
 
==External Links==
 
==External Links==
[http://www.twcenter.net/forums/forumdisplay.php?f=437 PRO DEO ET REGE Hosted Forum] at TotalWarCenter
+
[http://www.twcenter.net/forums/forumdisplay.php?f=437 PRO DEO ET REGE hosted forum] at TotalWarCenter
  
[[Category:TWC_Hosted_Modifications]]
 
 
[[Category:Medieval 2: Total War Modifications (Released)]]
 
[[Category:Medieval 2: Total War Modifications (Released)]]

Revision as of 11:55, 24 July 2009

Template:Mod4

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.

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.

Mounted Knights Hospitaller charging.

Improved Order Knights

  • Order Knights now fight under their own order banners and ride into battle on their own mounts.
  • Dismounted Order Knights are also available.
  • New Unit: Brother-Sergeants. They 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.

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.

Team

Contributors

Releases

External Links

PRO DEO ET REGE hosted forum at TotalWarCenter