A mod focusing on viking age as well as the other interesting wars that happened at the same time.
This post will be updated with details about progress of the mod.
- Research: 47 %
- Planning tech trees & units: 72 %
- Campaign map 17 %
- Buildings: 0 %
- Units: 0 %
- Testing: 0 %
- Planned release: probably July, August or September, earlier if more join the team
THE MOD TEAM RIGHT NOW
- LegioXXXUlpiaVictrix - project leader/campaign map maker/skinner/unit editor
- Captain-Tiguris - project leader/skinner/unit editor
- The Apostate - chief of research
- skeletor - skinner/unit editor
- ScionTheWorm - skinner/unit editor
- King Ragnar - researcher/skinner - not confirmed yet
Time:
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Starting date is 843 (Verdun treaty, which split up the Frankish empire into 3 parts), ending date is 1099 AD (the first crusade takes Jerusalem).
Focus/Background:
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The time when power over Europe and the Middle east was shared between the three superpowers the Frankish empire, the Byzantine empire and the Baghdad khaliphate is nearly over. The Frankish empire has been divided between the heirs of Charlemagne, the Byzantine empire has only just survived the muslim jihad and the schisms with the catholic church, and the muslims of the Baghdad khaliphate have now been split up in many smaller khaliphates and have lost their will to expand, and as a result, let their armies be weakened.
This is the perfect time for new tribes to establish kingdoms - or even empires. While the pagan vikings battle for the supreme control over Scandinavia, Denmark and other parts of Northern Europe (including the British Isles, Russia and the northern coasts of the Holy roman empire and France), Magyars and Bulgars are threatening to sack the once mighty Byzantine empire. At the same time in the Mediterranean area, North African pirates conduct raids similar to the viking raids, occupying among other places Sicily and threaten the Pope himself. Can the vikings hope to win a battle against more organized, richer enemies in the long term? Will the formerly great catholic empires survive the storm of raids and conquests and the fury of the norsemen? Will the byzantine empire survive attacks from all directions - both from their former catholic allies, from magyars, from slavic peoples moving in from the steppes to the east, and from Muslims? Can the peaceful eastern muslims survive the growing power of the pope and his will to create a Christian crusader kingdom in Jerusalem? For this is also the time of increasing religious fanatism - al-murabitin will try to conquer more of Spain, the kingdom of Asturia try to push back the moors into North Africa, and in the end of the 11th century, the very first crusade is launched.
The focus of the mod will be vikings and invasion of Britain and colonization of Russia. However in order to put the vikings into a historically correct context it's in my opinion necessary to display the rest of Europe, as many decisions to the south affected the situation to the north. And including the more southern areas also gives the mod another bonus. The southern nations have as a matter of fact a history nearly as interesting as, or even more interesting than, that of the vikings. This period is an often neglected one, which is a pity, considering that it's a time that's very well suited for a game/mod - there is a balance in power between the nations, and almost anything can happen.
Factions:
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REAL FACTIONS
- Norway - pagan
- Sweden - pagan
- Denmark - pagan
- Rus - orthodox
- Normandy - catholic
- Saxons - catholic
- Scots - catholic
- Irish - catholic
- Welsh - catholic
- France - catholic
- Holy roman empire - catholic
- Kingdom of Lotharingia - catholic
- Kingdom of Asturia - catholic
- Papal state - catholic
- Magyars - pagan
- Bulgars - orthodox
- Khazars - jewish
- Byzantine empire - orthodox
- Abbassids - muslim
- Al Andalus - muslim
- (and of course the Rebels)
Some units that'll be included:
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- Cavalry: Szekely heavy cavalry, Szekely horse archers, Feudal knights, Royal knights, Norman knights, Khazar royal cavalry, Druzhina cavalry, Boyars, Katapraktoi, Mamluk light cavalry, Camel warriors.
- Swordsmen: Swordsmen huscarles, Celtic swordsmen, Berserkers, Joms vikings, Slavic infantry, Feudal foot sergeants, Varangian mercenaries, Militia swordsmen
- Militia: Town watch, Urban militia, Urban guard.
- Axemen: Axemen huscarles, Varangian axemen.
- Spearmen: Fyrdmen.
- Siege weapons: Ballista, catapult, trebuchet.
- Missiles: Geneose mercenary crossbowmen, Welsh longbowmen, Welsh mercenary longbowmen.
Field combat:
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General's units will be extremely small, if possible only around 5 men or so but 20-50 for the faction leader.
Battle speed will be slow and infantry dominated except in the cases of skilled cavalry factions like the muslim factions and the magyars. The late cavalry units will also be more powerful and reduce the importance of the infantry again. Only special units like berserkers will use horde formation, all others will use line. The following classes of units will be included: spearmen, halberdiers (few), swordsmen, axemen, light cavalry, medium/heavy cavalry, cavalry archers (few), camels (muslim factions only), archers, crossbowmen, javelinmen.
The short spear spearmen will be modelled with normal formation. All spearmen with medium or long spears will be modelled using the phalanx formation. Balancing will be like this: if a spear unit engages swordsmen for a short time, the spearmen will inflict more casualties due to maintaining formation. Very low morale swordsmen can even be routed by them. Medium and high morale swordsmen (pretty much all non-militia) will soon break the formation of the spearmen and then the spearmen will be chanceless and quickly routed/killed. If sword meets spear the swords win in the long term, but spearmen can be more effective kill/death ratio-wise for holding a line a short period of time. Spearmen will have anti-cavalry bonus.
Halberdiers will appear very late. They will require high technology level and be modelled with normal formation. They'll perform well versus both spears and swords but be slightly weaker than swords during prolonged combat. They will be heavily armored and therefore very, very slow. As I said, halberdiers will be so high-tech and have so many training turns that they'll be rare on the battlefields.
Pikemen will only appear as rebels/brigands in Switzerland. They'll be based on R:TW pikemen with low attack and defense but effectiveness vs cavalry due to their very long spears.
Swordsmen will appear as the main battlefield unit. They'll have good defense but lower attack and charge stats, especially when they're heavily armored. Lighter swordsmen will be opposite but still not as good attackers as axemen.
Axemen will be quite rare but be low-tech and thus appear early, however 2 turns training for most of them and very low defense (thus very easily killed in action) will limit the amount of them that'll appear on the battlefields. Axemen will have minus bonus against cavalry.
Light cavalry will be of two types. 1. The militia/untrained cheap cavalry will just be like a weaker form of heavy cavalry. The central Europeans never implemented much high-quality light cavalry in this period, and most "light" cavalry in those armies were almost to be considered "failed attempts" at making a heavy cavalry force. 2. The professional light cavalry of the muslim factions and magyars (Hungarians) will have an anti-cavalry bonus and be very effective vs slower cavalry. This light cavalry is light by choice and specialists at fighting that way.
Medium/heavy cavalry is the cavalry intended for killing infantry. The Byzantines will have the fearsome cathapracts almost from start, but most others will have to wait long until they get hold of such beasts. They will instead stick with a medium cavalry with less armor but in return stronger charge due to lighter weight and slightly higher speed.
Cavalry archers will be rare (due to training time of 2 turns, low defense stats and restriction to only the muslims, khazars and magyars), but important key troops for those who can recruit them. Some will also be available as mercenaries, but hard for the European factions to get hold of until they reach far enough south/east/southeast.
Camels will have "frightens cavalry" attribute and also an anti-cavalry fighting bonus and a desert combat bonus. However they are slow and will therefore not perform well against faster light cavalry that can isolate and surround them.
Archers will appear early, from start. Archer quality will improve with building upgrades. The Welsh will have their famous longbowmen almost from start and they'll also appear as mercenaries there. Crossbowmen will appear later and also as mercenaries, near Genoa (genoese crossbowmen). Pavise crossbowmen will appear very late, and require 2 or 3 training turns. Their slow speed makes them less suited for skirmishing and are safest kept behind the line unlike archers which are faster. Some archers will be faster than the average archers too, for example bulgarian brigands which will appear as mercenaries in the area north of Constantinople.
Javelinmen will be cheap and some will use spear and javelin in combination. Most nations won't use the javelinmen much though, as they are partly outdated - at least as missile troops - compared to archers with their longer distance. Bulgars and magyars will have some javelinmen of better quality.
Sieges and assaults:
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Cities will have these levels of defenses: wooden pallisade (1 turn siege, 200 florins), wooden wall (2 turns siege, 600 florins), large wooden wall (1200 florins, 4 turns siege, possible to move on top of the wall, can use towers and saps to destroy it), stone wall (4000 florins, 6 turns siege), epic stone walls (8000 florins, 10 turns siege, Constantinople-like walls).
Forts will, if possible, exist in different shapes. Fortified camp (1 siege turns), Wooden fort (2 siege turns), Stone fort (5 siege turns), Citadel (10 siege turns). Forts will be much cheaper than city walls to build, perhaps costs should be 50 florins, 200 florins, 600 florins and 1200 florins, respectively. (If this isn't possible, the standard R:TW fort will be used, with 3 turns siege time.)
This will force the player to try and defend approaches to cities rather than cities, making it easier to lose - and take - the smaller and less important cities. Later, the player will however feel forced to fortify his most important cities.
Strategy:
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- 0 turns build time for militia and untrained, very weak units.
- 1 turn build time for most regular units.
- 2-3 turns build time for elite units or others that historically required much training.
- This will prevent armies from consisting purely of elite units.
- Pope: Pope will hand out orders/suggestions/missions to the major catholic factions (HRE, France, Lombard league). The pope is not very powerful at this time so he can't reach the other catholics well. If you play a major catholic faction and become too powerful, the pope will excommunicate you and after that there's no way back - the other major catholic factions will become your enemies.
- Vikings will start with easily available good units. Catholic and other factions will get better units later, but in some cases be in pretty difficult positions from start. Vikings and fatimids will have double movement points for most of their ships.
- Byzantines, Abbassids and Khazars and others who historically relied on mercenaries will need mercenaries much here too, by restricting traditional recruitment in different ways. Their economy will allow them to hire many mercenaries.
- City levels: village, town, large town, city, large city. All factions will be able to construct all city levels, although vikings and others will have very slow growth compared to others, and therefore will probably not build many large cities.
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