The 3.14 Update of the Medieval Mod IV is now posted at my webpage, along with an updated Readme for those wishing to view the mod's contents before downloading.
I have added Chapter Houses to the campaign files for most Crusading factions. Some enable Crusades immediately, and some don't.
Peasants are now available in all eras, and both they and Muster Fields require the 60% Farmland improvement to build. This was done primarily to encourage the AI to build the 60% improvement in fertile provinces.
Mongol units now affect the faith of populations ala Priests. I also added Pagan Shrines or Sacraficial Altars to all Mongol-held provinces in the Late campaign. I hope that these changes reduce the prospect of rebellions and keep the Mongols from having to keep so many units for garrison duties.
I added the new Crusader Kingdoms faction, with the Burgundians standing in for them until the new factions are added in the next version of the mod. This will allow us to play-test the faction now, and I think this is going to become a very popular faction among players.
There is more than one unique feaure about this faction, so please read their entry at the bottom of the faction descriptions doc. Their Homeland had also been re-arranged and expanded, so please view the Homelands page of the Excel file if you decide to try them out.
Pike units are now over-sized ala Muslim units, since they have been so ineffective in my games. I hope this allows us to take better advantage of their row support feature.
I also changed the stats and/or names for some Spanish and French units, so check those out in the faction descriptions doc as well.
In addition, I re-named Viking Huscarles as Svea Axemen, and altered the description to match.
Ditto for Pavisier Pikemen, whom I changed to Italian Armoured Pikemen.
Below are some excerpts from my posts in the 3.13 thread. The first regards an additon to the Readme.
Uprisings and Re-appearances:
I have re-worked the priorities and settings for the various types of revolts to reflect the massive changes that the mod makes to the units in the game. Basically, I have designated Crusade and Jihad units, which are detailed below, as the base units for Catholic and Muslim revolts, while individual units have been selected for the Orthodox revolts. The Crusade and Jihad units were chosen to help standardize the strength and composition of the uprisings and make it easier to change them without having to go through dozens and dozens of units for individual factions. For peasant revolts and bandits I selected individual units on the basis of both their statistics and special qualities, such as being mercenaries or regional units.
Note that there is a bug in the game with regards to revolts. Apparently this bug was in the original, 1.0 version of the game, and somehow re-appeared in the 2.01 patch. The bug seems to involve peasant revolts and uprisings which involve multiple provinces, such as faction re-appearances and the appearance of the Horde. The bug results in the creation of all-artillery or all-Naptha Thrower armies in certain provinces.
I have been making some adjustments to provincial ownership involving the Italians and Aragonese.
I think maybe the Aragonese were too strong in the Late age, so I gave Provence to the Genoese Confederacy. I also swapped Milan and Naples between them and the Venetians. The result is that the Confederacy actually looks a little historically correct, if you consider the Confederacy to be composed of the Sicilians, Genoese and other city-states such as Pisa and Florence.
I am trying right now to keep the Italians together in the Early and High eras, so we won't have to create a new faction just for one era. To this end I made Sardinia Rebel in the High era, and I weakened Corsica's infrastructure.
Also, I decided to tie the game's two Peasant units to the 60% land improvement building, and give the Muslim unit bonuses in the fertile Muslim and Mongol provinces. I did the same for the Christian unit. I hope that the AI will put an emphasis on getting the 60% imp built in those provinces. This means that Peasants require the 60% improvement in addition to the Muster Field, but they are available in all eras now. I have not tested this out to see if the AI will make Muster Fields and start turning out hordes of Peasants again.
In other news, I decided to restrict the Szekely to the Hungarians, and to Moldavia, Kiev, Bulgaria and Wallachia. I restricted Lithuanian Cav to the Poles, and added Prussia as a fourth province where you can get them, as well as making them available in all eras. I hope they can suffice as the Polish mounted archer unit for the entire game.
I removed the Swiss option to use French units, and I removed all sword units from their potential lineup except Swabian Swordsmen. Just another twist I find interesting. I enabled them to use Popolo Cav, so they now have access to all the HRE and Italian missile units. This means they can build any variety, from Archers to Crossbows to Arbelests to the gunpowder units. I just think that they are now a very distinct and interesting faction to both play as and against.
I reduced the stats of the Highlanders some time ago, when the English didn't have any decent infantry. I agree that they were too weak with the current setup, so I raised both their attack and defense by a point, and morale by 2. I must not have lowered their price with the stats, since even with the increased stats they were still priced a little too high. They are now comparable to FMAA, though you will want to try and take advantage of their superb speed and charge abilities.