Exsurge Domine Overview, v1
Factions
Sultanate of Fez + Granada Emirate
A united Muslim nation covering the bottom of the Iberian peninsular and the Westernmost areas of Africa.
Kingdom of Portugal*
Pretty much as given in vanilla, except without the provinces bordering France
Kingdom of Castile*
Central Iberia. Sandwiched between Portugal and Aragon. What one would think of as Spain
Kingdom of Aragon
The Easternmost areas of the Iberian peninsular.
Kingdom of France*/ the Valois dynasty
Own much of what is modern day France, excepting a couple of remaining English strongholds. Also starting expansion towards Italy.
Kingdom of England*
Have Wales, but not Scotland nor Ireland. A couple of remaining provinces in France. Not a very powerful faction. Become a major Protestant faction in 1534.
Kingdom of Scotland*
Good allies with France against the English as strong Catholics.
Holy Roman Empire*
To be decided. Perhaps to be replaced with German states and Habsburg dynasty.
Caliphate of Ifriqiyya
Muslim faction in Northern Africa. To replace the role of the Egyptians.
Kingdom of Naples
The city state and its provinces in Southern Italy
Papal States*
Same as in Vanilla
Venetian Republic*
Pretty much as in Vanilla
Despotate of Morea
A struggling offshoot of the dead Byzantine Empire. Own modern day Greece. In good diplomatic relations with the Turks. Religion as yet unknown, but assumed Orthodox.
Albania
Ruled by the famous Skanderburg. Fighting hard against the Ottoman tide. Final buffer zone before the West.
Kingdom of Hungary*
Self-explanatory for now.
Kingdom of Poland*
As above
Knights of the Sword
The remainder of the Crusading Orders. Combination of the Livonian and Teutonic Knights. Strongly Catholic.
Grand Principality of Moscow
Russia
Grand Principality of Lithuania
Large faction south of Russia
Principality of Moldovia
Accepted Hussite refugee in 1460s. Perhaps combined with Wallacia under the rule of Vlad II Dracul.
Ottoman Empire*
The Turks. Centred at Istanbul
Kalmar Union
Sweeden, Norway, Denmark. Perhaps to be later split during the game by a civil war?
Schmalkaldic League
Alliance of Protestant cities in Germany. Arrive in 1531.
Huguenots
Alliance of French Protestants. Arrive in 1561.
Aztecs*
Native American tribe.
Rebels
Navarre
Genoa
Ireland
Novgorod
Serbia
Bosnia
Main focuses
Military Revolution
The change from small armies of knights to larger, infantry forces, including the notorious pikeman phalanxes. Also the advent of gun technology as a major turning point. The arrival of trace itallienne fortifications. The cost impact of new technology on war. Factions able to continue with old forts and old troop types but severe weaknesses of these must be highlighted, hence factions who upgrade will have a distinct advantage, yet cost must reflect this.
The Reformation
Starting with the heresy of Jan Huss in the 1460s, the beginning of religious turmoil. Events to show the Indulgences crisis, the 95 Thesis and the growing Lutheran threat. Maybe Luther as a Cardinal-esque agent with full piety (hence nearly impossible to assassinate) spreading the new religion. The Schmalkaldic League’s arrival and hence the split of the HRE (making them a very tough faction to play as). The conversion of England to a Protestant faction and the creation of the Huguenot party in France.
This suggests two campaigns. One, for Catholic factions, beginning in 1540s and another beginning in 1560s for those who wish to play Protestants.
A system in which characters may gain a Reformist look on life via attributes gained in life or at birth will keep the Catholic factions on their toes in an attempt to control rampant heresy before outright civil war breaks out.
Dynastic Conflict and the Italian Wars – possible feature
With the case study of the Valois and the Habsburgs, Exsurge Domine will bring to life the struggle between rival families to control and conquer. With the Valois ruling the French kingdom and the Habsburgs with lands in the Netherlands and Austria, each dynasty will find battle in the Italian peninsular for control of this rich land.
The New World
Hopefully the shift of the current map Westwards will allow for more gameplay to take place in the Americas. From first exploration to colonisation, the mod will allow the New World to have more of an impact on the game.
Time Period
The mod will start in 1453 after the fall of Constantinople and will continue until roughly 1650 (to be decided).
Historical Accuracy or Gameplay?
Whilst trying to be as accurate as possible, certain leeway will be taken to ensure that the mod makes an enjoyable game rather than a seminar.
Joining the Mod
To join the mod, please post in this thread, or PM me.
Estimated Release
Unknown. Due to the inability to unpack M2TW at this moment, this will have to be assessed later.
More information to come soon
ARISE, O LORD
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Thank you very much =Omni= for your input on factions and all other aspects. The idea of the Kalmar Union is great! I hope that you will continue to aid this mod as well as you have done this first day.
This mod seems to be rather promising, so please people, if you are interested, give us a hand!
Thank you, Antagonist. You are right in highlighting the importance of the Fall of Constantinople and hence this is where I feel the campaign should start. The current voice over will be replaced by one mentioning the event and an in-game even will mark it out too as an important date.
I also agree with your analysis of the Irish. It is all too easy to overlook them. Perhaps a rebel uprising in the 1590s to cause severe troubles for any faction holding the territory at that point.
Switzerland are indeed a highly important factor, esp. in the Military Revolution. If there are enough faction slots, the Swiss as a faction might be quite nice, but if not, their representation as mercenries will be noted significantly - i.e higher pice for Swiss Pikemen, but better stats...the pick of the litter when it comes to hiring troops.
Again, thank you very much!
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