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Difference between revisions of "The Long Road"

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(Roleplaying Traits)
(Roleplaying Traits)
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European
 
European
  
Knight Esquire
+
*Knight Esquire
This man is training to become a Knight. Usually he accompanies a true Knight as his apprentice and shield bearer. Because he is an unknown, if he is called to lead a large group of men, their morale will suffer.
+
**This man is training to become a Knight. Usually he accompanies a true Knight as his apprentice and shield bearer. Because he is an unknown, if he is called to lead a large group of men, their morale will suffer.
Knight Bachelier
+
*Knight Bachelier
Before a Knight settled and attracted followers, they held the rank of Bachelier. This man has been knighted by the monarch but not as a member of one of the organized Orders of Chivalry. This man still has to take risks to make a name for himself if intends to advance.
+
**Before a Knight settled and attracted followers, they held the rank of Bachelier. This man has been knighted by the monarch but not as a member of one of the organized Orders of Chivalry. This man still has to take risks to make a name for himself if intends to advance.
Knight Banneret
+
*Knight Banneret
This Knight can now able lead a company of troops into battle under his own banner. His followers and holdings are increasing as are his command skills.
+
**This Knight can now able lead a company of troops into battle under his own banner. His followers and holdings are increasing as are his command skills.
Baron
+
*Baron
This man has been granted the title of Baron. His renown is spreading and he controls his own minor fiefdom within the Kingdom. While he is still a Knight, his wealth and power are making a name for him.
+
**This man has been granted the title of Baron. His renown is spreading and he controls his own minor fiefdom within the Kingdom. While he is still a Knight, his wealth and power are making a name for him.
Lord
+
*Lord
Through his great achievements, this man has acquired enough holdings and estates to be considered a Knight Lord. He controls a sizeable fiefdom from which he can truely make a difference.
+
**Through his great achievements, this man has acquired enough holdings and estates to be considered a Knight Lord. He controls a sizeable fiefdom from which he can truely make a difference.
Count
+
*Count
Through his great achievements, this man has been granted enough holdings and estates to be considered a Count. He claims dominion over a sizeable portion of land and the product of the labor of the serfs living theron. From this fiefdom he can recruit and train other Knights to expand his influence.
+
**Through his great achievements, this man has been granted enough holdings and estates to be considered a Count. He claims dominion over a sizeable portion of land and the product of the labor of the serfs living theron. From this fiefdom he can recruit and train other Knights to expand his influence.
  
 
Byzantium
 
Byzantium

Revision as of 06:44, 28 May 2007

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Overview

The Long Road is a epic 900 turn campaign (6 months per turn) that starts in 1080.

Its focus is on the confrontation between the West and the East in Medieval Times.

Realism and Historical accuracy is a strong desire as long as it's not at the expense of playability.

The aim is to ensure an exciting experience no matter what faction you start with.

Releases

Latest releases in this thread

Main Features

  • Large Custom Map that includes 199 regions that spans from the Iberian Peninsula to the Aegean Sea
  • A total of 900 turns (6 months per turn)
  • Era System for units based on Armor and Weapon Technology
  • New Factions (Khwarezmian Empire, Kievan Rus', Syrian Caliphate, Abbassid Caliphate)
  • Role-playing Traits (Heraldic Battle Rank, Leadership, Campaign Experience, Governance Experiance).
  • Lord, Duke, and Emir Titles with Coats of Arms for all Provinces
  • Many New Character Traits and Ancillaries
  • New Historical Events with graphics
  • Custom Advanced Campaign AI
  • Dozens of new units for Mercenary and Faction use
  • Area of Recruitment (AOR/ZOR) Mercenary Guild

Additional Features

  • More Field battles due to enlarged map and field intercepting AI.
  • More realistic movement rates on the campaign map.
  • Reduced Pirates and Rebel spawn rates
  • Improved Merchants. (Merchants are now far more important and competitive)
  • Diseases for characters
  • Rebellions
  • Family Member Royal Bloodline tracking.
  • Improved Princesses including Islamic Princesses
  • Simulated Faction Councils and Government Positions
  • Improved Technology Tree
  • Unit recruitment within specific buildings
  • Recruitable Early Period and Late Period Generals. Including Dismounted Generals for certain factions.
  • Building Costs and Times increased to balance with the longer campaign. This gives you a challenging game that forces you to manage your economy.
  • Ranked Experience Bonus for Agents (Priest,Spy,Assassin,Merchant,Diplomat) from improved buildings
  • Improved Unit Textures
  • Re-skinned Byzantium Faction
  • Inquisitors toned down
  • Heretics toned down
  • Cavalry charges are powerful, but beware of spearmen.
  • Added all the dismounted versions of Order units
  • Guns now require line of sight. No arching bullets.
  • New AI and Player Formations
  • Improved AI Siege capability. Reduced AI bunching up in front of the gate

Economy

The economy is a central part of the challenge built into TLR. If you aren't able to improve your economic situation, expect to be destroyed promptly.

There are various strategies to deal with this. Most involve focusing on economic buildings early on. Remember the free upkeep on militia units. It can be a life saver. Crusades/Jihads can be very beneficial especially if you raid and sack enemy cities. Merchants, Trade Agreements, and Ports are very important for your economy. Losing a Trade Agreement can hurt.

Campaign Map

The map is a highly customized map with 199 regions that spans from the Iberian Peninsula to the Aegean Sea. It is much larger than the vanilla MTW2 map.

The new map has removed the Aztecs and Americas in favor of extending the map East and preserving map accuracy.

New Factions

TLRsplash.jpg
Splash screen from The Long Road
  • Kievan Rus'
  • Abbassid Caliphate
  • Syrian Caliphate
  • Kwarzemian Empire

Planned Factions:

  • Volga Bulgars
  • Kipchak-Cumans
  • Georgia
  • Aragon
  • Pisa

Eras

The eras are based on armor and weapon technology. The era's change at random times within a specific range of years.

Era 0 - Units with up to leather upgrades
Era 1 - Units with up to light mail upgrades
Era 2 - Units with up to heavy mail upgrades
Era 3 - Units with up to partial plate upgrades
Era 4 - Units with up to full plate upgrades
Era 5 - Units with up to gothic plate upgrades

Intermixed there will also be other notable events that control building and unit construction.

Stone Castles
Concentric Castles
Introduction of Battle Assassins for Eastern factions
Cannons developed
Handgun developed
Matchlock developed (Arquebusiers)
Advanced Matchlock developed (Musketeers)
Pikemen
Pavise Shields
Mounted Crossbows
The various Knight Orders

Roleplaying Traits

Military/Heraldry Ranks

European

  • Knight Esquire
    • This man is training to become a Knight. Usually he accompanies a true Knight as his apprentice and shield bearer. Because he is an unknown, if he is called to lead a large group of men, their morale will suffer.
  • Knight Bachelier
    • Before a Knight settled and attracted followers, they held the rank of Bachelier. This man has been knighted by the monarch but not as a member of one of the organized Orders of Chivalry. This man still has to take risks to make a name for himself if intends to advance.
  • Knight Banneret
    • This Knight can now able lead a company of troops into battle under his own banner. His followers and holdings are increasing as are his command skills.
  • Baron
    • This man has been granted the title of Baron. His renown is spreading and he controls his own minor fiefdom within the Kingdom. While he is still a Knight, his wealth and power are making a name for him.
  • Lord
    • Through his great achievements, this man has acquired enough holdings and estates to be considered a Knight Lord. He controls a sizeable fiefdom from which he can truely make a difference.
  • Count
    • Through his great achievements, this man has been granted enough holdings and estates to be considered a Count. He claims dominion over a sizeable portion of land and the product of the labor of the serfs living theron. From this fiefdom he can recruit and train other Knights to expand his influence.

Byzantium Tourmarches This man has been awarded the rank of Tourmarches (Commander of a Unit). With this rank he is able to lead a unit of men into battle. He is still an unknown and if he is called to lead a larger group of men, their morale will suffer. Taxiarchis This man has been awarded the rank of Taxiarchis (Commander of an Infantry Division) and may ride at the head of the division of Infantry in the service of the Emperor. Merarches This man has been awarded the rank of Merarches (Commander of an Cavalry Division) and may ride at the head of the division of Cavalry in the service of the Emperor. Protostrator This man has been awarded the rank of Protostrator (Commander of the Army) and may command various armies in the service of the Emperor. He is ably assisted by seasoned advisers and officers in the performance of his martial duties. Strategos This man is now a Strategos (General). His men look to him for brilliant ideas to turn the tide of the battles. His retinue includes great men who are invaluable to the war efforts of the Empire. Megas Domestikos This man has reached the highest rank with his promotion to Megas Domestikos (Commander of the Armies). This man has brought great honor upon himself and his family for his service to the Emperor. Because of this, the Emperor has given him control of all the armies in order to defend the Empire.

Middle Eastern Mulazim This man has been awarded the rank of Mulazim, a low ranking officer in the service of the Sultan. If a Mulazim is called upon to lead the Sultan's army, his men will not be too happy to serve under a leader of so low a rank. Amir This man has been awarded the rank of Amir (Commander of the Troops) and may lead the Sultan's soldiers into battle, but he is not of high enough standing to have the full loyalty of his men. Amir al-Liva This man has been awarded the rank of Amir al-Liva (Commander of a Banner) and may ride at the head of the army in the service of the Sultan. Amir al-Juyush This man has been awarded the rank of Amir al-Juyush (Commander of the Armies) and may command various armies in the service of the Sultan. He is ably assisted by seasoned advisers and officers in the performance of his martial duties. Amir al-'Umara This man has reached the highest ranks of the army with his promotion to Amir al-'Umara (Commander of Commanders). This man has brought great honor upon himself and his family for his devoted service to the Sultan. Wazir al-Harb This man is now Wazir al-Harb (Minister of the Army). When the Sultan is in need of his military, this man is who he calls. All Amir who pledge allegiance to the Sultan confer with this man in matters of war.

Events

There are various historically informative events added to help set the stage for what is occuring in the game world.

Many are tied to actual happenings as explained in the Eras section.

Campaign

At game start, most settlements will have stone keep/wooden walls or smaller.

Population/city level doesn't strictly control unit development any-more. A regular city can recruit pretty much any unit if it has the needed building and the corresponding Era has been reached.

Barracks give easier access to more units via an introduction system. For example, a town guard building will give you full access to 'Town Militia' units and limited access to 'Spear Militia' units. Limited access means low replenishment and only 1 max in reserve. Therefore you should see a much bigger diversity in units at the beginning of the game. But they will all be limited to the Era system. For example, at the start of the game you may see Billmen pretty soon because they initially have no armour and therefore fit into Era 0.

Lastly, both cities and castles will be able to recruit all units. Different experience levels and rates will differentiate the settlements. Militia will be differentiated by being cheaper to purchase, have free upkeep in both types of settlements, but be less effective than professional soldiers.

Castles are still differentiated by giving units additional experience which is extremely important in battle. Futhermore, the castle unit build tree is also shorter, providing improved units at a faster rate. Finally Castles provide excellent defense against invaders.

Another feature is the (AOR/ZOR) Area of Recruitment Mercenary Guild. Units within this build tree are more expensive than faction units but can provide the needed help in a pinch. The units are available based on the province you are in.

Campaign AI / Diplomacy

The Long Road features a fully custom built AI tweaked to match a epic campaign game-play experience.

The AI should attempt to guard its borders and attack invaders leading to many more field battles.

Battle AI

  • Improved formations for the Player to utilize
  • Improved formations that make a AI battles and sieges more realistic and difficult
  • Improve the realism of missile weapons.
  • Guns now require line of sight for attacks.
  • Improved pathfinding for units.

Unit Balance / Auto Resolve

Features a very unique animation delay balancing technique that results in more consistent auto-resolve battles.

This helps ensure that units that win on the campaign map auto-resolve also would win in a Player/AI battle.

This is very important because auto-resolve is what AI always uses for its battles versus other AI factions.

Team

Main Team:

Contributors to The Long Road:

External Links

The Long Road hosted forums at TWC