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The Last Kingdom

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Introduction

The last kingdom is a mod for M2TW - Kingdoms. It is set in the years 865 and end at the Norman invasion in 1066. The map stretches from Norway to Iceland and northern France. It is a real viking age mod with 13 factions, in a number of different cultures. It also adds a lot of new scripts and modify most aspects of the game. They focus more on gameplay and fun than on history but try ton keep a good historic core, and is gives a good view of the viking age. It is released in a very playable beta. Their official forums are found here [1]

Factions

The factions are made to be diverse and cover the entire map. The vikings faction was added after the second beta release and is a scripted battle representing the viking raids in britian at the time. This faction presents an interesting diplomatic and strategic level to the map, both for vikings and british factions. The norman faction have the option to choose between christian and viking culture if player controlled, having a few special units for each choice.

Viking culture:

Kingdom of Denmark

Jarldom of Hordaland

Jarldom of Vestfold

Norman clans (early Norman - mixed Norse settlers, from 911)

Vikings (rebel type scripted faction)

Anglo-Saxons culture:

Kingdom of Wessex

Kingdom of Mercia

Kingdom of East Anglia

Kingdom of Northumbria

Irish culture:

Kingdom of Connacht

Kingdom of Munster

Celtic culture:

Kingdom of Gwynedd

Kingdom of Alba

Caroling culture:

East Frankish Empire

Norman (late) culture:

Duchy of Normandy (late Norman - Late period, approx. 1000)

Viking rebel / Saxon rebel / Celtic rebel / Irish rebel / Fries Rebel

Map

map1.jpg

The map consists of 120 regions, over all of north europe, Iceland has been moved somewhat closer to Britian so that it could be implemented in game. it is mainly focused on the british isles Norway and Denmark, but try to keep a good view on the Franks aswell, atleast so good you can get when some of the lands are missing.

Team

daNova - Conception, 2D art, Skin & Modell GatorMarine1833 - Coding & Scripting gigantus - Map, Coding & Scripting Socal_infidel - Coding & Scripting AlexanderPrimus - Research & Descriptions Text

Features

The last kingdom has a number of special features to distinct it from vanilla mediaval. All uis and buildings have been replaced to give the mod an authentic feeling. The tech tree has also been made more complicated.

Buildings

The last kingdom has made over 50 new tech trees for buildings, but some buildings are still similar most have been overhauled to fit in the viking age.

The Last Kingdom’s Technological Tree has been broken down into eight different areas: 1.Government 2.Law and Order 3.Military 4.Religion 5.Naval and Trade 6.Agriculture 7.Infrastructure 8.Culture and Entertainment

Each of these categories is interconnected. By doing this, the team hope to give the player interesting choices and options when developing his tech-tree. So that development of one technology may open or close the doors on other technologies.

So for example, a Christian faction can choose to develop their Church and Monastery building lines, which will in turn give them access to Hospices and Infirmaries. Or a Viking faction , after building a Sacred Grove, can then choose to dedicate it to one of four Norse gods (1) all-powerful Odin (law and order bonus) (2) the beautiful fertility goddess, Freyja (population growth bonus) (3) the god of the sea and winds, Njördr (trade bonus) or (4) mighty Thor (morale and experience bonus).

Governement system

The Last Kingdom has amde a new governement system for expansion and has made three options when conquering. 1.Colony 2.Vassal 3.Royal Demesne

Each government type has ramifications on what technologies the player can develop in certain regions, with Royal Demesnes offering the most options and Colonies the least. However, the player will be limited in establishing Royal Demesnes to areas considered to be a part of their traditional homeland. Where this will have the most impact on the player is in the area of Military Development.

In a province that is part of your Royal Demesnes, the player will be able to recruit (after proper development, of course) both regional levies and more professional troops, including your Elite troops (e.g. Viking Hirðmenn, Anglo-Saxon Huscarls, Irish Arras Bodyguard).

In a province that is merely a Vassal the player will be able to recruit both regional levies and more professional troops, not including your Elites, provided the settlement’s culture is aligned with the player’s faction’s.

In a province that is merely a Colony the player will only have access to regional levies.

So for example, Connacht has consolidated the whole of Ireland under its rule. It launches a military campaign against Wales and successfully conquers Dyfed. After a period of Occupation, the player then has the choice of type of government to install. Because Dyfed is not considered part of Connacht’s traditional homeland, the player cannot install a Royal Demesne. He will have to choose between a Colony and a Vassal.

A Colony will be cheaper and faster to install and will give increased trade bonuses, but the player will be limited to regional Welsh troops. A Vassal will cost more and take longer to develop, but will give the player access to both regional Welsh troops and his own factional troops provided the cultural level is sufficient. However, a Vassal also brings decreased tax income and loyalty bonuses. We are hoping such choices serve to limit rapid expansion and ensure that war is a long-drawn out bloody affair and that peace and order is difficult to establish and maintain.

Units

The units in the last Kingdom are different depending on culture, and vasry a lot. THe irish factions have little armour, while the franks have more. But measures is taken to preserve balance and they dont vary extremely. Not many of the factions have many horses, as vikings and partially celts disliked the use of warhorses and saw them as less manly as oppose to a good berserker rage. pict_541.jpg

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