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    Creator of the Medmod for M:TW Member WesW's Avatar
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    Faction Descriptions readme
    for the Medieval Mod IV for Total War: Viking Expansion

    Note: Provencial bonuses subject to change

    Statistical notes:
    Statistical notes always refer to the base values of the referenced unit, thus:
    + 1 means that the unit has one more than the reference unit.
    + 1 valour means that the unit has +1 att., +1 def., and +2 morale (or honour) than the reference unit.
    (off)ensive means the unit has one more attack, but one less defense than the reference unit. (def)ensive means the opposite. Arab units are often offensive compared to Catholic units, due to their hotter climates.
    (un)arm. means that the unit has two more, or two less, defense and armour than the reference unit.
    Morale, or Honour, chart: poor (2), fair (4), good (6), excellent (8)
    (ch)arge chart: poor = 2; no lance = 4, or fair charge; light (lt.) lance = 6, or good, charge; heavy (hvy.) lance = 8, or irresistible, charge.
    (BG) means that the unit is the bodyguard, or royal, unit for that era.
    Units which have better than normal speed for their unit class are noted in their description. Units with small shields have better than average speed for their unit class, unless noted otherwise.
    Offensive spearmen are 100-man units that carry a short, jabbing spear similar to that developed by the Zulus centuries later. It affords basically the same charge bonus as common spear units, and is much better offensively, but gives a poorer defense, and doesn’t allow supporting ranks. Their charge bonus versus cavalry is usually the same for both offense and defense. Currently there are two offensive spear units in the game, with the same stats: Bonnachts and Steppe Warriors. Compared to Feudal Sgts., they have +3 att., -2 def., small shields, no rank bonus, and bonuses vs cav. of 2 and 2.

    Base units:
    These are the reference units used in the descriptions below.
    Primary stats are charge, attack, defense, armour and morale.
    L, S and (n)one refer to shield size. L/n means not used in melee.
    Poor, fair, average, good and excellent refer to speed.

    Feudal Sgts.: 4,-1,1,2,2,L,fair
    Chivalric Sgts.: 5, 0,1,2,4,L,fair
    Pikemen: 5, 0,4,5,4,n,fair
    Swiss Pikemen: 6,1,4,5,4,n,average
    FMAA: 3, 3,2,2,2,L,average
    CMAA: 4, 4,3,3,4,L,average
    Hosp. Ft. Kn. 5, 5,4,4,6,L,average
    Gallowglass: 6,*3,2,2,4,n,average
    Halberdiers: 4,*3,3,4,2,n,poor
    Swiss Halb.: 4,*4,3,3,4,n,average
    Huscarles: 4,*3,3,3,4,L/n,average
    Gothic Ft. Kn. 5,*3,4,4,8,L/n,average
    Mtd. Sgts.: 6, 2,2,4,2,S,good
    Mamluk Cav.: 6,*1,1,2,2,S,fast
    Teutonic Sgts.: 6, 3,4,6,4,S,good
    Gendarmes: 4, 3,5,7,4,S,fair
    Feudal Kns.: 8, 3,4,6,8,S,fair
    Chiv. Kns.: 8, 4,5,7,8,S,fair
    Kns. Templar: 8, 4,4,6,8,S,fair

    * armour piercing.

    Muslim factions:
    Muslim units are now 20-25% larger in size than Christian or Pagan units, and their units have generally been strengthened compared to the original game. In particular, some hybrid units, which refers to those units meant to be used for both ranged and melee combat, have lost their ranged ability due to the AI’s ineffective use of them. The Muslim factions now have at least one dedicated melee infantry unit for each era.

    Almohads
    The Almohads face somewhat of a dilemma in that they are faced with not only different types of enemies in the Spanish and Egyptians, but they face them on very different terrains. As the Christians are their primary enemy, they have adapted their forces primarily to confront the heavier forces of the Spanish and Aragonese on the plains of Spain, rather than the Egyptians on the deserts of North Africa. This is exemplified by their use of crossbows in the latter half of the era.

    Early-
    Saharan Cavalry- off. Mtd. Sgts. w/ no lance; fast; North Africa only; bonus in Cyrenicia
    Berber Cavalry- Mtd. Sgts. w/ +1 att., +2 morale; fast; bonus in Morocco (BG) (re-name of Ghulam Cav. only)
    Berber Camel Archers- Morocco to Cyrenicia only
    Arab Infantry- off. FMAA w/ sm. shield; fast; bonus in Tunisia
    African Spearmen- Feudal Sgts., w/ small shield; fast; North Africa only
    Desert Archers- compound bows; fast; North Africa and Middle East only

    High-
    Saracen Hvy. Cavalry- Feudal Kns. w/ +1 att., -2 armour ; bonus in Algeria (BG) (re-name of Khwarazmian Cav. only)
    Mtd. Crossbows; Iberia only; bonus in Cordoba
    Pavise Crossbows; Iberia only
    Almohad Urban Militia- CMAA; bonus in Granada
    Abyssinian Guard- unarm. Huscarles; North Africa only; bonus in Egypt
    Murabitin Infantry- Chiv. Sgts. w/ +1 def.


    Egyptians
    The Egyptians face the challenge of defeating Christian Crusaders while defending their empire against their Muslim brethren. Also, if they look to expand their empire north, they will run into the Byzantine Empire as well as the Turks, and be leaving their native desert for the hills and plains of Asia Minor. Their forces, adapted to the searing sun of the Sahara, wear little armour, with the exception of their Khwarazmian Cavalry. They developed their unique Handgunners in the Late era to help in dealing with the increasingly heavy armour of their adversaries as they expand out of the Sahara.

    Early-
    Bedouin Camel Warriors- Arabia, Syria and Sinai only; bonus in Arabia
    Saharan Cavalry- off. Mtd. Sgts. w/ no lance; fast; North Africa only; bonus in Cyrenicia
    Mamluk Horse Archers
    Mamluk Cavalry; bonus in Sinai (BG)
    Arab Infantry- off. FMAA w/ sm. shield; fast; bonus in Tunisia
    African Spearmen- Chiv. Sgts., w/ small shield; good sp.; North Africa only
    Desert Archers- compound bows; fast; North Africa and Middle East only

    High-
    Saracen Hvy. Cavalry- Feudal Kns. w/ +1 att., -2 armour ; bonus in Algeria (BG)
    Saracen Infantry - CMAA w/ -1 def., sm. shield; fast; bonus in Jerusalem
    Abyssinian Guard- unarm. Huscarles, no shield; North Africa only; bonus in Egypt
    Murabitin Infantry - Chiv. Sgts. w/ +1 def.

    Late-
    Mamluk Handgunners

    Turks
    The Turks have pushed into Persia and Asia Minor due to their growing populations and the rise of the Mongols to the east. They face the task of carving out an empire from either the lands of the successors of the Romans, the Byzantines, or the successors of the Ancient Egyptians, the Mamluks. Though they fought many battles against the Egyptians (the Turks were on their way to battle the Egyptians when they had to change course to face the Byzantine army at Manzikert), they eventually found the Byzantines to be the weaker enemy, and their forces gradually adapted to the hills and plains of Asia Minor and the Balkans rather than the sands of the Middle East.

    Early-
    Turcoman Horse- unarm. Mtd. Sgts. w/ shortbows instead of lances
    Ghulam Cav.- Mamluk Cav. w/ +1 def., no lance; bonus in Edessa (BG)
    Ghazi Infantry- unarm. FMAA; fast; bonus in Anatolia
    Seljuk Footmen- Chiv. Sgts., w/ sm. shield, good speed
    Ghulam Archers- unarm. FMAA w/ compound bows, -1 att., sm. shield

    High-
    Armenian Heavy Cavalry- Feudal Kns. w/ -2 arm.; bonus in Armenia (BG)
    Ottoman Infantry- FMAA w/ axes, -1 att., sm. shield; bonus in Anatolia
    Azap Infantry- Feudal Sgts. w/ +1 valour
    Pavise Arbalests

    Late-
    Sipahi of the Porte- Chiv. Kns. w/ no lance, disciplined, bonuses vs. cav of 1 and 1; bonus in Antioch (BG)
    Janissary Swordsmen- off. CMAA; fast; bonus in Georgia
    Janissary Infantry- now Swiss Pikemen
    Janissary Hvy Inf- now Swiss Halbardiers; bonus in Rum


    Christian factions:

    Danes/Swedes
    The descendents of the Vikings remain strong in infantry, but weak in other areas, especially cavalry. They will have to rely on their armour-piercing axes to carve out an empire, using their cavalry primarily to fend off the heavily-armoured knights of their neighbors.
    Note: Historically, the Danes and Swedes adopted the same types of forces as those of their neighbors, which were built around the mounted knight. However, for gameplay purposes I wanted there to be a Catholic faction whose forces were built around blade infantry, much as the English are built around archer units and the Italians are built around spear and halberd units.

    Early-
    Hirden- Mtd. Sgts. w/ axes instead of lances, good morale, bonuses vs. cav of 1 and 2 (BG)
    Svea Axemen- FMAA w/ axes, -1 att. & def.
    Nordic Karls- FMAA w/ -1 valour; 100-man unit; bonus in Finland
    Nordic Archers (new)

    High-
    Scandinavian Knights- Feudal Kns. (BG)
    Mtd. Crossbows
    Nordic Huscarles- Viking Huscarles; bonus in Sweden
    Nordic Spearmen- Chiv. Sgts. w/ +1 def & att.; bonus in Norway
    Arbalests

    Late-
    Armoured Hirden- arm. Hirden w/ ex. morale (BG)
    Armoured Huscarles; bonus in Denmark
    Nordic Longbowmen- FMAA w/ Mongol bows, axes, -1 valour, sm. shield, fair morale

    English
    The English forces gradually evolve in response to the superior heavy cavalry forces of their primary rival, the French. To this end, they develop potent archer units as the period progresses. In addition, they get an early, unarmoured form of Halbardiers in the Billman unit, and maintain adequate knights from Wessex and their French possessions. Their native spear units are quite poor, however, so care must be taken with both army composition and placement on the battlefield.
    In addition, many English units are restricted to only a few provinces, so care must be taken when deciding which buildings to construct.
    English knights can only be built in Wessex and their continental Homeland provinces.
    Claymores and Gallowglaich can only be found in the rough terrain of Northumbria and Scotland.
    Billmen are not available in Ireland or the rough terrain of Northumbria and Scotland.
    English missile units cannot be recruited in Ireland or Scotland, as these superior units are the product of English culture, which shares many traits with French culture through the policies of their Norman conquerors.
    The English, as well as the French, can hire Scottish Pikemen beginning in the High era. Though the Pikemen are of poorer quality than the units that developed later, they, like Billmen, can be an advantage in the High era, and may be the only option available to the English in the Late era.

    Early-
    Norman Knights- Feudal Kns. w/ +1 att.; Wessex and Cont. Europe; bonus in Normandy (BG)
    Muntators- Mtd. Sgts. w/ javelins
    Claymores- unarm. Gallowglaich; available in Northumbria and Scotland; Early only
    English Archers- unarm. FMAA w/ compound bows, sm. shield, fair morale
    Fyrdmen- Feudal Sgts. w/ +1 def.

    High-
    Kns. of St. George- Kns. Templar; Wessex and Cont. Europe; bonus in Aquitaine (BG)
    Hobilars- Muntators w/ +1 valour
    Billmen- unarm. Halbardiers; not available in Ireland, Northumbria or Scotland; bonus in Mercia
    Gallowglaich- available in Northumbria and Scotland; bonus in Northumbria.
    Early Longbows- FMAA w/ Mongol bows, -1 att., sm. shield, good morale

    Scottish Pikemen- Pikes w/ -1 valour

    Late-
    Kns of Gascon- Chiv. Kns.; Wessex and Cont. Europe; bonus in Wessex (BG)
    English MAA- CMAA (new)
    Welsh Longbows- FMAA w/ Longbows, sm. shield, ex. morale; bonus in Wales

    Flemish Pikemen- Swiss Pikemen; bonus in Flanders


    French
    The French are somewhat the “default” faction, in that they seem to the model that CA used to construct the Catholic factions' unit lineup. The French have perhaps the best heavy cavalry in all of Christendom, and France was where the very concept of Chivalry developed. To reflect this, their knight units are 25% larger than normal, at no extra cost. In addition, a region of France specializes in each mounted unit that the French field.
    Also, if the French should conquer Scotland, they can hire Scottish Pikemen and Highlanders.

    Early-
    Destriders- Feudal Kns.; bonus in Anjou (BG)
    Mtd. Sgts.; bonus in Brittany
    Feudal MAA
    Feudal Sgts. w/ +1 def.
    Crossbows

    High-
    Chevaliers- Chiv. Kns.; bonus in Champagne (BG)
    Militia Sgts.- Huscarles w/ -1 def., no shield

    Scottish Pikemen- Pikes w/ -1 valour

    Late-
    Compagnies d'Ordonnance- Kns. Hospitaller; bonus in Burgundy (BG)
    Gendarmes- bonus in Paris
    Ordonnance MAA- Hosp. Ft. Kns
    Voulgiers- Halbardiers
    Partisans- Pikemen


    German HRE
    HRE generally has a very difficult position to hold onto, much less expand from, as there seems to be a hard-coded predisposition towards hostility built into all the other factions in the game. The HRE forces do get a boost in the Late era from their unique ability to hire Landsknecht buildable mercenaries. There are two Landsknecht units: Pikemen and Halberdiers. These units have better than average morale, and impressive stats, so an integrated force, when combined with the excellent German mounted units, can be a very potent army. They *are* mercenaries, however, so they cost somewhat more than regular units, though less than typical mercs.
    Note: The German Homeland changes from era to era in order to align itself to the provinces which the HRE controls at the beginning of those eras. Thus, only units which appear in the Early era can be constructed in Provence, while units not available in the Late can never be built in Prussia. German troop types which don’t appear until the Late era cannot be built in Burgundy, Tyrolia or Switzerland, since those regions had declared their independence by this time.

    Early-
    Knechte- Feudal Kns.; bonus in Bavaria (reflects seat of power) (BG)
    Dienstleute - Mounted Sgts.
    Heerban- unarm. FMAA w/ axes; bonus in Franconia
    Swabian Swordsmen- Gallowglaich w/ L/n shield; Swabia only, with a regional bonus there as well
    Germanic Spearmen- Chiv. Sgts.
    Archers

    High-
    Imperial Kns.- Chiv Kns.; bonus in Brandenburg (BG)
    Imperial Sgts.- Mtd. Sgts. w/ +2 valour, bonus vs. cav of 1 and 1
    Saxon MAA- Huscarles; bonus in Saxony
    Gothic Sgts.- Feudal Sgts. w/ +2 valour
    Pavise Arbalests

    Late-
    Gothic Kns.- bonus in Austria (reflects seat of power) (BG)
    Bohemian Gentry- arm. Czeladz Bowmen
    Gothic Ft. Kns.- bonus in Lorraine
    Landsknecht Pikemen- arm. Pikemen
    Landsknecht Halberdiers- Swiss Halbardiers

    Hungarians
    The Huns have a hybrid force of both Eastern and Western unit types, which reflects their struggles against both Muslim and Christian forces. With the rich commercial cities of Venice and Constantinople both within reach, along with the highly developed provinces of the HRE to the northwest, an Hungarian ruler must make his plans of conquest carefully, lest these powerful nations turn their might upon him before he can fully marshall his forces.
    Note: The Poles and Hungarians have lost the ability to launch Crusades that was added for v1 of the mod.

    Early-
    Hungarian Nobles- Mtd. Sgts. w/ +1 def., good morale; bonus vs. cav of 1 att; bonus in Transylvania (BG)
    Szekely- off. Mtd. Sgts. w/ compound bows, fair morale; fast; Transylvania only
    Bulgarian Brigands- unarm. FMAA w/ Compound bows, axes, -1 att., sm. shield; bonus in Bulgaria
    Jobbagy- unarm. Huscarles w/ poor morale, no shield; bonus in Croatia
    Varjobbagy- off. Feudal Sgts.

    High-
    Bashtina- Feudal Kns. w/ good speed; bonus in Pannonia (BG)
    Coursaroi- unarm. Teutonic Sgts. w/ +1 att.; Croatia and Serbia only; bonus in Serbia
    Wallachian Infantry- FMAA w/ axes, -1 att., sm. shield (new)
    Magyar Spearmen- Chiv. Sgts. w/ +1 def.;
    Arbalests

    Late-
    Knights of the Banderium- Chivalric Kns.; bonus in Trans-Danubia (BG)
    Cuman Horse Archers- arm. Szekely w/ axes; Moldavia and Wallachia only; bonus in Moldavia
    Clipeati- Arm. Pikemen
    Banderium Infantry- Halberdiers;


    Venetians/Genoese/ Papists
    The Italians are now split between two factions; the Venetians and the Genoese Confederacy. The exact ownership of provinces has yet to be decided.
    Italian units are built to defend against attacks by their larger Christian neighbors, such as France and the HRE. This has lead to the development of superior spear units. Well-trained, versatile crossbow units are also a hallmark of Italian armies. In addition, the constant skirmishes and outright wars amongst the various city-states and confederacies has resulted in Contadina and Popolo militias that are stronger than normal.
    On the negative side, the urban nature of the Italian power structure, built more around trade than feudalism, means that Italian nobles have not attained nor kept pace with the martial prowess and technological development of their Catholic peers. Italian success depends upon developing lucrative trade networks along the Mediterranean, and keeping control of the Alpine passes which control movement between Italy and the surrounding lands.
    Italian bodyguard units are composed of the infantry forces that form the core of their armies, including the most expensive and powerful unit in the entire Middle Ages, Italian Heavy Infantry.

    Early-
    Contadina Cav.- Mtd. Sgts.
    Contadina Inf.- unarm. Huscarles w/ poor morale, no shield; bonus in Verona
    Ital. Lt. Inf.- Feudal Sgts. w/ +2 valour; 60-man unit; bonus in Tuscany (BG)
    Italian Sailors- FMAA w/ Crossbows; bonus in Liguria
    Pavisiers- Chiv. Sgts.

    High-
    Italian Nobles- Feudal Kns.
    Popolo Cav.- Mtd. Sgts. w/ Crossbows instead of lances, fair morale
    Carracio Guard- Chivalric MAA; bonus in Lombardy (BG)
    Popolo Inf.- unarm. Halbardiers; bonus in Naples

    Late-
    Italian Hvy Inf- 60-man hybrid of Gothic Sgts. and Halbardiers, w/ stats of 6,3,5,5,8, AP, lg. shield, 1 supp. rank, bonuses vs. cav of 2 and 3; bonus in Venice (BG)
    Condoterri- Swiss Halberdiers; bonus in Rome (Papist BG)
    Italian Armoured Pikemen- Arm. Pikemen; bonus in Papal States


    Poles
    The Poles are a somewhat hybrid force as well, as they are caught between the heavy cavalry and crossbows of the HRE and Teutonic Order on the north and west, and the swift horse archers of the mighty Horde on the east. In response to these threats, the Poles develop a fairly unique blend of cavalry and supporting infantry. The Czeladz Knighthood develops superior mounts that can match either the heavy knights of the HRE, or the speed of the lighter steppe forces. Later on, the Dobrzyn crusader order develops to combat the cavalry threat from both the Order and the pagan Horde, as well as to help in the forced Christianization of the Baltic Coast provinces. If the Poles can make good use of their native infantry, plus regional units such as the Lithuanians, they should be in fine shape to rebound from the devastating Horde invasion, and perhaps set upon the road to building their own empire, with the addition of the Lithuanian crown in the Late era.
    Note: The Poles and Hungarians have lost the ability to launch Crusades that was added for v1 of the mod. They also share many Homeland provinces, including their capitals, the only factions who do so.

    Early-
    Polish Retainers- Mtd. Sgts. w/ +1 valour, hvy. lance; bonus in Volhynia (BG)
    Lithuanian Cavalry- Mtd. Sgts. w/ +1 def.; bonus vs. cav of 2 attack; bonus in Lithuania
    Slavic Infantry- unarm. FMAA w/ -1 att., 100-man unit
    Varjobbagy- off. Feudal Sgts.
    Crossbows

    High-
    Czeladz - Chivalric Kns. (BG)
    Czeladz Lancers- Teutonic Sgts.
    Czeladz Bowmen- Mtd. Sgts. w/ crossbows instead of lances, and fair morale
    Polish Militia- unarm. Halbardiers; bonus in Silesia
    Polish Axemen- Gallowglaich w/ axes instead of swords
    Mazovian Spearmen- Chiv. Sgts. w/ +1 def.;

    Late-
    Rycerz- Kns. Hospitaller (BG)
    Knights of Dobrzyn- Gendarmes w/ bonuses vs. cav of 2 and 2; bonus in Poland
    Rycerz Swordsmen- Hospitaller Ft. Kn.; bonus in Pomerania
    Galician Pikemen- Pikemen


    Sicilians
    The Sicilians have perhaps the most unique army in all of Christendom, in that it employs significant numbers of Muslim troops in its repertoire, as well as Italian units and their own Sicilian Knights. Unfortunately, the Sicilians were absorbed by the Aragonese and Venetians by the Late era, though they did make an historical return to power after a peasant revolt in Sicily against their Aragonese masters, which became known as the Night of the Sicilian Vespers.
    Note: Muslim troops are only available in Sicily, in addition to their Muslim Homelands, while the Sicilian knights can only be obtained in Sicily, Malta and Naples. Also note that the current use of the Sicilians as the Late-era Genoese Confederacy necessitated giving them access to Pavisiers and the Italian bodyguard units; however the player should ignore their availability when playing as the Sicilians if he wishes to remain true to the spirit of the game.

    Early-
    Sicilian Feudal Kns.- +1 att; Malta, Sicily and Naples only; bonus in (BG)
    Saharan Cavalry- off. Mtd. Sgts. w/ no lance; fast; Sicily only
    Contadina Inf.- unarm. Huscarles w/ poor morale, no shield; bonus in Tuscany
    Italian Sailors- FMAA w/ crossbows, no shield; bonus in Genoa
    African Spearmen- Chiv. Sgts., w/ sm. shield; good sp.; Sicily only

    High-
    Sicilian Chivalric Kns.- +1 att; Malta, Sicily and Naples only; bonus in Sicily (BG)
    Popolo Cav.- Mtd. Sgts. w/ crossbows, no lance, +2 morale
    Popolo Inf.- unarm. Halbardiers; bonus in Naples
    Murabitin Inf.- Feudal Sgts. w/ +1 valour; Sicily only


    Spanish/Aragonese
    When the Medieval period begins, the Christian factions have been pushed into the northern highlands of the Iberian Peninsula by the Muslim invaders. The Early era covers the time when the Christians turned the tide of the war; the High era when the Almohad Empire collapsed due to losses and civil strife, and the Late era when the Christians set about consolidating their gains, including the initiation of the Inquisition, and began to expand outside of the Iberian Peninsula.
    The Sp/Ar enjoy a price discount on their units, as this war was about ethnic and cultural survival, rather than plunder or political aspirations. The Spanish were a collection of small, fully militarized, provincial kingdoms during this time, and this is reflected in their troop types, whose names come from military orders as well as provinces not shown on the game map.
    Note: Almughavars do not have a price discount, coming as they do after Spanish survival has been assured.

    Early-
    Bellatores- Feudal Kns.; bonus in Leon (BG)
    Spanish Jinetes- Mtd. Sgts. w/ javs; fast
    Saragossian Militia- def. FMAA (new)
    Balearic Bowmen- unarm. FMAA w/ compound bows
    Asturian Foot- Feudal Sgts.

    High-
    Kns. Calatrava- Kns. Templar; bonus in Aragon (BG)
    Caballeros- Teutonic Sgts.; bonus in Valencia
    Mtd. Crossbows; Iberia only; bonus in Cordoba
    Catalan Militia Sgts.- Huscarles w/ -1 def., no shield; bonus in Portugal
    Basque Inf.- Chiv. Sgts. w/ +1 def.; bonus in Navarre
    Pavise Crossbows; Iberia only

    Late-
    Lancers- bonus in Old Castile (BG)
    Andalusian Swordsmen- Hosp. Ft. Kns.; bonus in New Castile
    Almughavars- Pikemen w/ +1 att.; bonus in Murcia


    Byzantines
    The Byzantines are unique in the game for several reasons: the professional nature of their armed forces, the extent to which they used foreign mercenaries, their geographical location, and their history, such as how they begin the High era having lost their capital province to a deceitful combination of hypocritical Crusaders and scheming trading rivals. Even though they were eventually able to recapture Constantinople, Byzantine power had been dealt a deadly blow, and the following years were simply the death throes of the empire.
    Even though very capable units could have been raised or hired by the Byzantines, they were too crippled to make wide use of them. Though a start in the Early era gives you the opportunity to strike at your enemies before they can gain strength, later games will be a task of holding off the numerous aggressors around you, and then using your advanced units to grow your empire.
    The Byzantines have access to perhaps more impressive units than any faction in the game, and most of their units are disciplined and elite, as befits their professional training. However, they are hampered from raising large numbers of these troops by the geographic restrictions of many native units, and the mercenary status of the heaviest units, whose armour and training are foreign to the ways of the East.
    To represent the large amounts of mercenaries in the Byzantine armies, they are given the ability to build Inns in three of their Homeland's provinces: Constantinople, Bulgaria and Greece.
    Bulgaria and Greece were chosen to represent the fact that most mercenaries hired were fellow Christians from Europe.
    Note: Constantinople is considered a European province for purposes of unit availability.

    Early-
    Kataphraktoi- Feudal Kns. w/ axe instead of lance; bonus in Constan (BG)
    Stratiotai- Byz. Lancers- Mtd. Sgts. w/ better speed &discipline; bonus in Crimea
    Vardariots- Byz. Cav.- Mtd. Sgts. w/ shortbows, no lance, +1 att., +2 morale; bonus in Lesser Armenia
    Vestiaritae- def. FMAA; bonus in Greece
    Varangian Guard- Huscarles w/ good morale; 2 turns to build; Constan only
    Psiloi- Trebizond archers- unarm. FMAA w/ compound bows, sm. shield; bonus in Trebizond
    Hoplitai - Chiv. Sgts.
    Naptha Throwers

    High -
    Pronoiai Allagion- bonus in Nicaea; Asia Minor only
    Kontaratoi- off. Feudal Sgts. w/ +2 valour; bonus in Rhodes
    Paramonai- Huscarles w/ +1 def., ex. morale; 2 turns to build; Europe only
    Mourtatoi- FMAA w/ compound bows, only available in Asia Minor
    Pavise Arbalests

    Late -
    Imperial Kavallarioi- Gothic Kns.; buildable mercs
    Imperial Menavlatoi- Swiss Halberdiers; buildable mercs
    Imperial Skutatoi- Swiss Pikemen; buildable mercs


    Russians
    Russian armies are characterized by noble cavalry, good spearmen and cheap but plentiful infantry. These forces can be even more powerful when combined with the horsemen of the Steppe. Also, their non-steppe, or western, Homelands; Muscovy, Novgorod, Livonia, Lithuania, Kiev and Moldavia, have the ability to produce western-style heavy infantry if it is needed to combat invading Catholic forces, while the Russian Dvors and Cossacks are designed to battle the Horde and attempt to re-take those lands which were lost to them in their devastating invasion. Historically, the Russians used Arquebusiers to finally drive off the weakened and fragmented Horde towards the end of the feudal age, and this is now reflected in the game.

    Early-
    Boyars- Feudal Kns. w/ mace instead of lance, -1 att., fair morale; good speed; bonus in Kiev (BG)
    Lithuanian Cavalry- Mtd. Sgts. w/ +1 def.; bonus vs. cav of 2 attack; bonus in Lithuania
    Russian Karls- unarm. FMAA w/ +1 att.; fast; western provinces
    Steppe Warriors- Off. Spearmen (see statistical notes for stats)
    Kop'ya Infantry- Feudal Sgts.
    Archers

    High-
    Russian Retainers- Feudal Kns. w/ lt. lance, crossbow instead of shield; good speed; bonus in Smolensk (BG)
    Russian Huscarles- western provinces
    Steppe Swordsmen.- unarm. Gallowglaich; 100-man unit
    Rogatina Infantry- Chiv. Sgts. w/ +1 def & att.; bonus in Novgorod
    Pavise Crossbows

    Late-
    Russian Dvors- Gothic Kns. w/ good speed but -1 def and arm; bonus in Muscovy (BG)
    Cossacks- Teutonic Sgts. w/ no lance, bonus vs. cav of +3 attack; bonus in Pereyaslavl
    Berdyshi- Swiss Halberdiers w/ cav bonus of only +1 def. ; western provinces
    Ratniki solva- Pikemen; western provinces
    Arquebusiers


    Golden Horde
    Only two-third’s of the costs of assembling their units need be raised from their westernmost provinces, as they can draw on wealth, as well as men, from their vast Asian empire. These large units can also be assembled with less infrastructure than normal. Furthermore, the Horde has such an abundant supply of warriors that their units are 25% over-strength, just like the Muslim forces on their southern borders, and their reputation for terror and brutality gives them the power to cower and suppress the populations of their subjugated peoples.

    High-
    Mongol Heavy Cav.- Mtd. Sgts. w/ +2 valour (BG)
    Mongol HA- Mtd. Sgts. w/ Mongol bows, +1 att., fair morale
    Steppe Cav.- Mtd. Sgts. w/ +1 att., -1 def.; bonus in Volga-Bulgaria
    Mongol Warriors- CMAA w/ Mongol bows, no shield
    Chinese Infantry- Saracen Inf.
    Chinese Mortars- same as plain version, but available one era earlier

    Late-
    Berdyshi- Halberdiers (from subjugated Steppe border provinces)

    This finishes up the major factions.


    Cumans, Early and High (to be implemented in version four)
    The Cuman are a nomadic steppe people who gradually spread over southeastern Europe after the collapse of the Jewish Khazar Kingdom, which was destroyed by the Prince of Kiev in a trade war over control of the great rivers between the Black and Baltic Seas. There is still a small amount of trade traveling through Khazar, which, along with the fertile basins of its rivers, carries great potential for a ruler strong enough to consolidate the small, independent tribes of the region.
    Historically, the Cuman were driven out of the steppes by the Mongols and into the Balkans, much as the Magyars before them. They then allied themselves with the Hungarians, but retained their nomadic way of life for many years before finally being integrated into Hungarian society.

    Early-
    Khazar Royal Cav- arm. Steppe Cav. w/ good morale; bonus in Khazar (BG)
    Steppe Cav.- off. Mtd. Sgts.; bonus in Volga-Bulgaria
    Steppe Warriors- Off. Spearmen (see statistical notes for stats)
    Kop'ya Infantry- Feudal Sgts.
    Archers

    High-
    Avar Nobles- Khazar R.C. w/ +1 valour; bonus in Chernigov (BG)
    Steppe Hvy. Cav.- arm. Mtd. Sgts. w/ crossbow instead of lance
    Steppe Swordsmen.- unarm. Gallowglaich; 100-man unit
    Rogatina Infantry- Feudal Sgts. w/ +1 valour & att.; bonus in Novgorod
    Pavise Arbalests

    Late-
    Cossacks- Gendarmes w/ bonus vs. cav of +3 attack; fast; bonus in Pereyaslavl (BG)
    Cuman Horse Archers- arm. Szekely w/ axes; Moldavia and Wallachia only; bonus in Moldavia


    British Isles- Irish, Welsh and Scots
    The Welsh and Irish are both descended from Celtic tribes, and thus share some unique units. In the centuries immediately preceding the Early era, Irish settlers migrated to Scotland, and adopted some aspects of Scottish culture. All three factions gain access to more and more English units as time goes by, should any of them manage to survive that long.
    Units restricted to one or two factions are denoted with an I, W or S.
    Note: English provincial unit restrictions still apply here, meaning that missile units cannot be recruited in Ireland or Scotland. Therefore, Ireland can only produce dart and javelin units, while Scotland doesn’t have any native missile troops (Remember that these are minor factions, available for you to play with as you will, but not as well balanced as the major factions.)

    Early-
    Muntators- Mtd. Sgts. w/ javelins (BG)
    Claymores- unarm. Gallowglaich; available in Northumbria and Scotland; Early only (S)
    Highland Clansmen- Scotland only; bonus in Scotland
    Kern- unarm. FMAA, no shield, javelins; fast; Ireland and Wales only (I&W)
    Bonnachts- Off. Spearmen; Ireland and Wales only; bonus in Ireland (I&W) (see statistical notes for stats)
    Irish Dartmen- Ireland only (I&S)
    English Archers- unarm. Welsh w/ compound bows
    Fyrdmen- Feudal Sgts.

    High-
    Hobilars- Muntators w/ +1 valour (BG)
    Billmen- unarm. Halbardiers; not available in Ireland, Northumbria or Scotland; bonus in Mercia
    Gallowglaich- available in Northumbria and Scotland; bonus in Northumbria.
    Welsh Longbows- FMAA w/ -1 valour, Mongol bows; bonus in Wales
    Scottish Pikemen- Pikes w/ -1 valour

    Late-
    Kns of Gascon- Chiv. Kns.; Wessex and Cont. Europe; bonus in Aquitaine (BG)
    Eng Longbowmen- FMAA w/ Longbows; bonus in Wessex


    Crusader States, High and Late
    This faction contains the territories held by Crusaders at the start of the High era. These territories are Constantinople, Cyprus, Antioch and Tripoli.
    Note: Constantinople is not in the State’s Homeland.
    Note: Except for Tripoli, none of the region bonuses for this faction show up on the Strategic Map, as those regions also allot bonuses to units of other factions.
    Note: Outremer cavalry units have two less armour than normal for European cavalry of their melee strength, though their defense is the same.

    Early-
    Outremer Sgts.- Feudal Kns. w/ lt. lance, good speed; bonus in Edessa
    Turcopoles- 60-man unit, dismounts to Turcoman Archers; bonus in Lesser Armenia
    Outremer Swordsmen- FMAA (new)
    Outremer Spearmen- Feudal Sgts. w/ +1 attack; bonus in Cyprus
    Pavise Crossbows (new)

    High-
    Outremer Kns Templar- Chiv. Kns.; bonus in Tripoli
    Outremer Infantry- Italian Lt. Inf.; bonus in Syria

    Late-
    Outremer Kns. Hosp.- Chiv. Kns. w/ +1 att., good speed; bonus in Antioch
    Outremer Ft. Kns.- Hosp. Ft. Kns.; bonus in Jerusalem


    Teutonic Order, High and Late (to be implemented in version four)
    The Middle East was not the only area where the Catholic Church sanctioned warfare against non-believers. After the failures and disappointments of the Second and Third Crusades, German nobles, as well as many from other countries in northern Europe, searched for areas closer to home in which to serve the Church and receive forgiveness for past sins. Thus was the Teutonic Order organized and dedicated to conquering and converting the pagan provinces along the eastern shores of the Baltic Sea. They first had success in conquering the areas around Livonia, and next they turned their attention towards Lithuania and Prussia. This also brought them into contact with the Russians and Poles, and helped create the circumstances which led to the merger of the Lithuanian and Polish crowns.
    Note: the Order has access to some Early-era units to defend themselves with until they can get their provinces built up to produce the later units.

    High-
    Sword Brethren (BG) (new)
    Hirden- Mamluk Cav. w/ no lance, good morale, bonus vs. cav of 1 and 2
    Mtd. Crossbows
    Nordic Karls- FMAA w/ -1 att. & def.; 100-man unit; bonus in Finland
    Nordic Huscarles- bonus in Sweden
    Nordic Spearmen- Feudal Sgts. w/ +1 valour & attack; bonus in Norway
    Archers
    Arbalests

    Late-
    Teutonic Kns. (BG)
    Teutonic Sgts.
    Order Ft. Kns.- Gothic Ft. Kns. (new)
    Order Footmen- Pikemen (new)


    Burgundians, Late; Flemish Pikemen; French units
    Papacy- Italian units
    Lithuanians, Early and High eras (E&H); Lith. Cav. BGs, Polish units otherwise.
    Prussians, E&H;- Lith. Cav. BGs, Polish units otherwise.
    Novgorods- Early only; Russian units and BGs
    Serbians, all eras; Hungarian units; Coursaroi BGs
    Georgians and Cilician Armenians, all eras; Byzantine units; Stratiotai BGs
    Portuguese, and Basque, all eras; Spanish units; Bellatores BGs



    Wes Whitaker's Total Modification site:

  2. #2
    Member Member Cahir Mawr Dyffryn aep Ceallach's Avatar
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    Great newsIt looks awesome.And so many changesNew provinces, new factions, new units.I'm glad I can now play the OrderEven they have some weird nordic units.But no knights for them?Or are the Brothers of the Sword a cavalery unit?The Order has to have knights in High definitely.And you improved HRE and my precious Poland so much.Jobbagy are too Hungarian for Poland IMHO.However, the concept of Slavic infantry is great.You could make more factions able to built it.For instance, the HRE in Bohemia.Just an idea.Great news

  3. #3
    Fidei Defensor Member metatron's Avatar
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    I think I'm going to lock myself in my room for a week when this comes out.

    Bravo.
    [War's] glory is all moonshine; even success most brilliant is over dead and mangled bodies, with the anguish and lamentations of distant families.
    — William Tecumseh Sherman


  4. #4
    Scandinavian and loving it Member Lazul's Avatar
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    Oh man this looks sweet... nice work on the Nordic units, they really sound nice. Even tho i dont understand why the hirden have axes... but i dont really care... axes are cool



    Good work Wesw
    www.overspun.com

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  5. #5
    Creator of the Medmod for M:TW Member WesW's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (Cahir Mawr Dyffryn aep Ceallach @ Jan. 25 2004,11:51)]Great newsIt looks awesome.And so many changesNew provinces, new factions, new units.I'm glad I can now play the OrderEven they have some weird nordic units.But no knights for them?Or are the Brothers of the Sword a cavalery unit?The Order has to have knights in High definitely.And you improved HRE and my precious Poland so much.Jobbagy are too Hungarian for Poland IMHO.However, the concept of Slavic infantry is great.You could make more factions able to built it.For instance, the HRE in Bohemia.Just an idea.Great news
    Yeah, the Brethren is another lesser-known Crusader order that operated in the Baltic. The Kns of St George is another one. The Teutonic Order succeeded the Brethren.
    I had to use the Nordic units because of the unit limit. I have to give the major factions first priority as far as units, and the more minor factions like the Order get what's left over.

    Russ Mitchell, who has been my main advisor on Eastern Europe, said the same thing about the Jobbagy.
    After I had the list made out, I realized that I would have the Swiss units to play with since we decided to do away with that faction. I'll have to do another count sometime, and I'll keep this unit in mind. I'll bring back the Silesian Spearmen, place them in the High era, and give the Mazovian name to the Early spear unit.
    Wes Whitaker's Total Modification site:

  6. #6
    Senior Member Hopefull Member MiniKiller's Avatar
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    When is version 4 expeced out wes?

    Man this looks so cool.

    Now these new stats overwrite the old stats correct? so how would I play online? Does it automatically go back to the way it was before the mod?

    I only need version 4 right? your other versions are just the same but not as edited correct?

    thanks man cant wait
    *Bows. Turns to return to darkness...bumps head...looks around, pretends noone saw. Dissapears in shadows while cursing at self*



  7. #7
    Member Member SicilianVespers's Avatar
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    Looks excellent Wes,

    I have a suggestion for you. I think Aragon should be able to build Sicilian Chivalric Knights in Sicily, when Sicily and Aragon are under the same king.

    If you need an argument to support this, it was a Sicilian army that added Sardinia to the Aragonese crown.

    I am not entirely sure Sicily should be removed from the Late era. We were actually ruled by a junior branch of the Aragonese dynasty, as a seperate Kingdom. This was a stipulation of accepting the Aragonese house.

    Just to clarify...the Sicilian Vespers was not a peasant revolt. It was a long planned Baronial uprising, started prematurely by the population of Palermo.

    The nobility took over after the rebellion started. This is how Pedro of Aragon (a relative of King Manfred) was invited to become the king of Sicily. The crown of Sicily then passed to a junior branch of Aragon.

    It would be cool to give a Late era Sicilian faction the actual shield used at the time. upper left/lower right quarters the Aragonese stripes; upper right/lower left black Hohenstaufen eagles on white background.

  8. #8
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Thumbs up

    What a GIGANTIC post

    Well WesW, I have to agree with the other guys. A fantastic job in the the previous versions and this looks even better.

  9. #9
    Member Member Pablo Sanchez's Avatar
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    Very good lineup, but I'm sad that the battle AI can't handle hybrid ranged units. The Russians and Early Byzantines so deserved to have horse archers with close combat skills, but gameplay is more important.
    "You may not be interested in war, but war is interested in you."
    --Leon Trotsky

  10. #10
    Resident Northern Irishman Member ShadesPanther's Avatar
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    I just hope hybrid units are fixed in RTW eg have a distance where they will attack

    "A man may fight for many things: his country, his principles, his friends, the glistening tear on the cheek of a golden child. But personally, I'd mudwrestle my own mother for a ton of cash, an amusing clock and a stack of French porn."
    - Edmund Blackadder

  11. #11

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    all i can say is 'wow'

    thanks for all the work on previous mods, the effort in writing this topic alone is remarkable. thanks wes. this mod looks like it'll be great.

  12. #12
    Merkismathr of Birka Member PseRamesses's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (metatron @ Jan. 25 2004,13:32)]I think I'm going to lock myself in my room for a week when this comes out.

    Bravo.
    I will defenitely have something to do until fall when RTW comes out, seeing Wes´ work on the previoucs mod. Just hope he gets better, soon

  13. #13
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Quote Originally Posted by [b
    Quote[/b] ]Janissary Infantry- now Swiss Pikemen
    Janissary Hvy Inf- now Swiss Halbardiers; bonus in Rum
    ???????????

    What?

    I've just noticed this...

    Why?

  14. #14

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    I'd like to make a suggestion. I'd like for core provinces to be so developed so that at the beginning of the High and Late Eras you can build the units applicable to those Eras. I like to play the High and Late Eras, one to skip all the building, also because when I play the Early Era I'm forced to expand before I really get to use the cool later units so the game is half over then. But when I start with High or Late, I'd like to be able to build those unique units, or be fairly close to doing it. When I play Early, I have no trouble having everything ready to build the best units when I hit High, and the same goes for the transition from High to Late. So why can't those eras more accurately reflect what I would have done if I hadn't skipped playing a previous era? I just really hate staring off the High or Late Eras, and having to spend 10 or 20 turns building to finally get to those more advanced units. Just a thought, thanks.

    Grifman

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