Presents:
Introduction FAQ:
Q : Why a new mod now that ETW is near to the public release?
A : Because we feel that ETW modding attempts will take some time to
be playble and that time will be big enough for mods that will focus
in medieval eras because there is need for creation of:
* New ships
* New animations
* New buildings
Q : What is the main idea behind this mod(what is the story)?
A : The main attempt will focus on the Roman/Bulgarian conflict for
the balkans in late 9th and whole 10th century..
Q : Will this conflict be the only one?
A : No...The mod will present two other mostly unknown conflicts in
the central Mediterranean sea and south Italy ...
The primary players for both of those conflicts will be two muslim states.
The Muslim Sultanate of Sicily and the muslim Principality of Chandax(Crete Island).
Q : What is going to be the exact time frame of the mod?
A : The timeframe will be 872 to 1071ad ...
That way we can 'cover" many events that marked those factions in the area...
Q : What will be the faction list?
A : We want to make the mod as smaller as it gets so the faction list will
be as small as posssible..
Playable factions:
1: Romans (Byzantines)
2: Bulgarians
3: South Italy Longobards
4: Muslim Sultanate of Sicily
5: Muslim Principality of Chandax
6: Hungarians(at 2nd release)
7: Dutchy of Croatia
8: Petzenegs (non playable in the 1st release)
9: Pope's domain (non playable)
Emerging Factions:
1: Kievan Vikings
2: Turcomans
3: Normans
4: Magyars (at 1st release)
Possible additions:
Serbians
Q : Why a mod that small?
A : Because a small mod has much more chances to "survive" to the point
of it's full release..The needed work is much less giving the dev team
the chance to focus in some features in maximum details...
Some of those features are:
1: Realistic march distances becouse the army's march "covers" more land.
With a 4 turns per year campaign an army will need a year to march from Dunab to Pelloponesos region..
2: Shadow factions that could allow realistic civil wars...
Q : Will be an era separation?
A : This feature is useless in a mod that focus in specific era and region.
Q : What about castles...Will they exist in the mod?
A : No...Castles as we met them in M2TW did not exist that era and most important castle towns appeared in the balkans after 13th century.
So..Only cities...
Q : If there wont be castles,would that mean that there will be no stone forts either?
A : Stone forts WILL exist...Romans,Arabs and other factions mainly in Balkans had a long tradition(roman heritage)of building stone forts in many strategic points known for Romans as "Kleisourae"...
Q : What the map will look like?
A : The map area in the block will be the mod's one...

Q : Will be other expansions in the future?
A : It would be too early to talk about expansions when the mod in it's 1st
version is just another "crazy" idea...
But never the less we are going to organise the mod that way that new additions would be easy to fit without harm any of the core mod ...
The most important will be the map that will have 100-120 settlements and a future addition would easily add the rest that could reach the limit.
Q : What the mod will need?
A : Any kind of help is wellcomed,modelers or factions creator mods(like CBUR),researchers and any kind of help...
Q : Will the reqruitment of units change?
A : Yes it will change...The fact that we wont have any "castles' to separate the unit rosters
will allow us to create a more accurate way of reqruitment...
The units of each roster will be separated in two basic lines...
The "King's men" and the rest of them (both proffesionals and not)...
The "King's men" feature will allow us to give the players a number of heavy/ellite troops
in his disposal from the begining of the game but in a very slow rate of reqruitment to avoid
to make the mod inaccurate...
"Kings men" will ussualy be available in the faction's capital (in the faction's pallace)...
The rest of the units will be available in every city the faction will have but in order to have some of them
the player will have to build a number of buildings that will be relative to them...
(see the way Varangians,Scithikon,Pronoiarii etc... can be recruited in BtR submod)...
A smaller number of merc units will be available after certain historical events
(ex:The Varangians will be available as mercs after 911 trade agreement event and as fully reqruitable unit
after 980 or so)...
That way of reqruitment has already tested in BtR submod where the AI reqruits it's units with the traditional
way...
This is the main idea behind the reqruitment system for all factions in the mod.

Q : What about the Pope? Will he exists as he is in M2TW?
A : Yes Pope will exists in the game but in a kind of diferent role...
The Popes may given the title of the "Roman" Emperor to a "German" some years ago but...
they still ask help from the "Official" Emperor that is in Constantinople when they have any
kind of troubles with others...The Roman Emperors still need the Pope to ask from him "favours"
that can not ask from the Patriarch of Constantinople...We must not forget that as long the Roman
forces ARE in south Italy they are the "protectors" of the Pope himself...
Q : Will be any cristian separation like in M2TW?
A : No...Despite the minor changes that happened that era from Pope's side there was NO separation
in Catholics and Orthodox cristians!But...it will be e great event during the game (1054)that could cause
chain reactions to many factions and could "provoke" the Norman invasion to Italy a bit later...
Q : Will any historical battles exist in the mod?
A : Yes there will be...For example the battle of Cannes in 1018 between the rebelled Longobards of south Italy and
the Romans...At that battle Longobards used many Norman knights as allies and mercs and the Romans sent to
the "Katepano of Italy" reinforcements of Varangs(Harald Haadrata in them)and Alan horsearchers!!!
Afcourse other famous battles will exist....
The FAQ will reguraly updated in the near future...
THE TEAM
Researchers:
1: CBUR team:
2:BGTW team:
3: PubliusKhannus
4: firekiller
5: Matko
6: Hrobatos
7: FliegerAD
Modelers:
1: Absinthia
2: Sumskilz
3: Stefaneke
4: HaniballExMachina
5: =NF=Basileios the 2nd
6: Gogo-t (Bulgarian Unit Roster)
7: Matko
8: AnthoniusII
9: Koultouras
10: Socal_infidel
11: Gogo_t
Skinners:
Leif Erikson
Absinthia
Sumskilz
Matko
Koultouras
Gogo_t
2D Art:
1: Agistournas
2: Olavi
3: firekiller
4: Tzar
5: Petar
6: Gogo-t
7: Remlap
8: Char
Strat_map city models:
1: General Grievous
Coders/scripters:
1: Absinthia
2: Koultouras
3: Socal_Infidel
Mappers:
1: Agistournas
2: Absinthia
Music:
1: Arn
"Members of Honor Hall of fame"
In here we place the names of people that their work and
donations gave TGC mod its essence of realism.
WE THANK THEM ALL
JMRC
Master Zuma
skr
tone
michaiv
CREDITS
1: Pacco
2: Rusichi Total War team
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