The MTW Pocket Mod v1.0.6b-beta has been released. Please install this version over the previous version. If you have never installed any previous version then you need only install this version.
IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.
Fixed crews appearing on the battlefield without siege equipment.
This release is savegame compatible with v1.0.6
Many changes have been made to this version so there are likely to be a few bugs. These need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released.
Summary
The MTW/VI Pocket Mod is basically a no frills mod for the main 1087 - 1453 Medieval campaign for MTW. It includes many realism and gameplay fixes but is neither a pure historical accuracy mod, nor a realism mod. The aim of the mod is to improve gameplay, realism and historical accuracy while keeping the mod itself as small as possible. It's features are constantly evolving and improving and are most notably:
Homelands for many units to prevent them being trained outside their historical ethnic regions
Various unit stat changes to improve game balance and reduce the number of redundant units
Many units reassigned or restricted to certain factions
New units, only where needed
Renaming of many units to more historically accurate names
New Harem building for the Muslim Factions to replace Taverns and Brothels
Harem woman agent, the equivalent of a Muslim princess
Revised and optimised technology tree with new buildings added and redundant ones removed where necessary
Tweaked farming, trade and mining to give more income to the AI factions and provide a greater challenge
Cheaper ships and ports that are quicker to build
Fully functional Sahara Province
Removed land bridge across the English Channel between Wessex and Flanders, added land bridge between Sweden and Finland
Many more tweaks and enhancements
Member Contribution
Member contribution is welcomed. We are always looking for information as to how to improve the mod. If you see an error or something that needs changing or adding, we would like to know about it. Bear in mind that the Pocket Mod's aim is to be as small as possible to download, and to change as little cosmetically as possible, while improving gameplay, realism and historical accuracy as much as possible.
Complete log of all changes
Units - Foot Missile / Skirmisher
Crossbows:
Eras: All Periods
Trainable by: All Factions
Valour bonus: Milan
Arbalests:
Eras: High/Late Era
Trainable by: Catholic and Orthodox
Valour bonus: Milan
Pavise Crossbows:
Eras: Late Era
Trainable by: Catholic (excluding Danes, Hungarians and Poles)
Valour bonus: Milan
Pavise Arbalests:
Eras: Late Era
Trainable by: Catholic (excluding Danes, Hungarians and Poles)
Valour bonus: Milan
Valour bonus: None
Trainable in: Georgia and Khazar
Trainable by: Byzantines, Golden Horde and Russians/Novgorod.
Dependency Change: HORSE_BREEDER3
Steppe Cavalry:
Valour bonus: Volga Bulgaria
Horse Archers (steppe):
Renamed: "Steppe Horse Archers"
Unit size: 60, scalable
Valour bonus: Volga Bulgaria
Trainable in: Muscovy, Volga Bulgaria, Khazar, Pereyaslavl, Chernigov, Ryazan, Kiev
Trainable by: Turks, Byzantine, Hungarian, Russian, Novgorod, Golden Horde.
Split to two units - see below
Horse Archers (arabic):
Renamed: "Desert Horse Archers"
Unit size: 60, scalable
Valour bonus: None
Trainable in: Morocco, Algeria, Tunisia, Sahara, Cyrenacia, Egypt, Sinai, Arabia, Edessa, Antioch, Tripoli, Palestine, Syria.
Trainable by: ALMOHAD, EGYPTIAN, TURKISH.
Split to two units - see above
Mongol Horse Archers:
Valour Bonus: Khazar
Feudal Knights, Chivalric Knights, Lancers, Gothic Knights and Royal Knights:
FK Renamed: Knights
RK: Valour bonus: None
FK: Valour bonus: Normandy
CK: Valour bonus: Tolouse, Ile de France
L: Valour bonus: Castile
GK: Valour bonus: None
Trainable by: All catholic factions
Unit Size FK/CK/L/GK: Scalable 40 man units
Unit Size RK: Scalable 20 man units
The RK units can be upgraded into the next unit after each era change as before.
More in depth explanation of Royal Knights, Feudal Knights, Chivalric Knights, Lancers and Gothic Knights here:
In a nutshell here are the advantages of RK's and the changes made to the other Knights:
1) As before, a smaller unit size than Feudal Knights, Chivalric Knights and Lancers or bodyguard units like Kataphraktoi, Boyars and Mongol Heavy Cavalry. So you're not paying dearly in support costs every time an heir matures, though you are paying more than you were previously, when the units were 20 man non scalable (up to a maximum of double the cost on huge unit size). This still means lower support costs. Kataphraktoi, Boyars and Mongol Heavy Cavalry will also be modded to 20 man scalable units to reduce their support costs. Sipahis of the Porte and Ghulam Bodyguards will be modded as scalable to increase their units sizes in line with the others. This balances out the bodyguard units for all factions considerably more than they were before.
2) They are a larger unit size than the old bodyguard units, so they're better equipped to fight and protect your heirs and king, they're actually usable on the larger unit sizes unlike the others that were only usable on the smallest.
3) Unlike Feudal Knights, Chivalric Knights, Lancers and Gothic Knights. Royal Knights become obsolete with every era change, but unlike the former, they can simply be upgraded by retraining the unit after the era change has occurred.
4) The Royal Knights unit size is not full size, as with Kataphraktoi so you're not paying dearly in support costs every time an heir matures, though you are paying more than you were previously, when the units were 20 man non scalable (up to a maximum of double the cost on huge unit size). (To be looked at in more detail)
5) The Feudal Knights and Chivalric Knights can now be built earlier than usual because the tech levels for Royal Courts have been dropped 1 level. Previously the player would often find her/himself in the next era before she/he'd teched up to Feudal Knights.
6) The Lancers are only available to the Spanish and Aragonese.
7) The Gothic Knights are only available to the Italians and HRE.
Royal Knights:
See Feudal Knights.
Chivalric Knights:
See Feudal Knights.
Lancers:
See Feudal Knights.
Gothic Knights
Stat Change: +2 charge (6), +2 melee (6), run speed 16, charge speed 18
See Feudal Knights.
Bedouin Camels:
Valour bonus: Arabia
Dismount type: Arab Infantry.
Viking Raider Cavalry:
Renamed: "Norse Raider Cavalry"
Eras: Early
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway
Eras: High and Late
Trainable by: Catholics
Dependencies: ARMOURER, HORSE_BREEDER2, TOWN_WATCH3
Stat changes: As Feudal Knights, cheaper, not elite, 1 point less armour, 1 point less defense, normal discipline type (not impetuous).
Dismount type: Chivalric Sergeants
Teutonic Sergeants
Trainable by: HRE
Trainable in: Prussia, Palestine and Lesser Armenia
Dependency change: "{CHAPTER_HOUSE, ARMOURER2, HORSE_BREEDER3}"
Order Knights
Trainable in:
Hospitallers: Palestine, Rhodes, Cyrus, Malta.
Templars: Syria, Palestine.
Knights of Santiago: Leon, Castile.
Teutonic Knights: Prussia, Palestine, Lesser Armenia
Valour bonus: Arabia
Stat Change: +2 point of defense, -1 point melee
Unit size: 100
Ruler advantage: Egyptian (they can train them more cheaply)
Dependency Change: TOWN_WATCH
Trainable in: Egypt, Sinai, Arabia, Antioch, Syria, Tripoli, Palestine, Edessa
Abyssinian Guards:
Trainable in: Egypt, Arabia
Ghazi Infantry
Trainable by: Turks, Egyptians
Saracen Infantry
Renamed: "Anatolian Infantry"
Eras: High/Late
Trainable by: Turks
Trainable in: Asia minor
Viking Carls:
Unit Removed.
Vikings:
Renamed: "Drangar"
Valour bonus: No change
Eras: Early/High
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway
Viking Thralls:
Renamed: "Carls"
Eras: Early/High
Stat Change: These are now the same as vanilla spearmen except they have 7 charge and are unformed. They are also cheaper to support than Vanilla Spears.
Discipline type: UNCONTROLLED
Dependency change: SPEARMAKER
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway
Viking Landsmenn:
Renamed: "Tegnar"
Valour bonus: Denmark
Eras: Early
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway
Viking Huscarles:
Renamed: "Huscarles"
Eras: Early
Trainable by: Danes
Dependency change: ROYAL_COURT, SWORDSMITH2, ARMOURER2
Unit size: 20, scalable
Trainable in: Denmark, Sweden, Norway
Slav Warriors:
Valour bonus: Serbia
Armoured Spearmen:
Trainable by: All orthodox factions that don't have access to Feudal/Chivalric Sergeants (Byzantine, Russians/Novgorod) and some catholics that do, which are unchanged.
Renamed "Zirhli Nefer Janissary"
Valour bonus: None
Eras: Late
Pikemen
Valour bonus: Flanders. (Tyrolia bonus for Pikemen removed).
Stat changes: +2 defense
Dependency change: TOWN_WATCH4, SPEARMAKER3
Woodsmen
Valour bonus: Finland (Lithuania removed)
Spearmen (Square Shield)
Now also trainable by the Moorish and Egyptian factions (mainly as a garrison unit to replace muslim peasants)
Peasants/Muslim Peasants
Unit removed. (revolts/crusades/jihads only)
Feudal Men at Arms
Renamed: "Men At Arms"
Era: Early
Feudal Sergeants
Renamed: "Sergeants"
Era: Early
(Urban) Militia Sergeants*
Renamed: "Militia Guards"
Era: All Periods
Urban Militia*
Era: All Periods
Trainable by: Catholic/Orthodox/Moorish
*Note: Infantry Militia units may be renamed and adjusted in the next release.
Units - Agents
Inquisitor/Grand Inquisitor:
Valour bonus: Removed, Castile (to get rid of the 'super inquisitors' problem)
Assassins:
Valour bonus: Removed, Syria. (such an exploit that it gets boring after a while)
Imams:
Valour bonus: Arabia
Harem Women**
Era: All Periods
Trainable by: Muslim
Dependency: HAREM4
Jihad
Takes 4 years to build
Dependency change: Grand mosque (not ribat)
Crusade
Takes 6 years to build
Cost: 1200 florins
**new units
Shipping
-Import Tax at 50%
-Trade goods values at 50%
-No valour bonuses for all ships (portugal, wessex, Venice, Tunisia, Aragon, Denmark etc) because the AI can't exploit them.
-Gungalley modded deep sea for Byzantines, Italians, Papacy, Sicilians, who currently lack this type of ship.
-All things sea based cheaper and quicker to build:
Port: Cost 400 florins, 2 years
Shipyards: Cost 200, 400, 600, 800 florins, time to build 2, 4, 6, 8 years
Coastal vessels: Cost half price, 1 years to build
Deep sea vessels: Cost half price, 2 or 3 years to build
Farming
All farming upgrades now cost 50% less.
Taverns, Brothels and Harems
The Taverns and Brothels now work as they do in the VI campaign with the exception of the Harem which is effectively a muslim version of the tavern and brothel combined. The first Tavern/Brothel/Harem buildings now depend on the Fort, the upgrades depend on the Keep, Castle and Citadel. The Tavern and Brothel tech trees are now independent of each other. It is no longer necessary to first build the Tavern in order to build the Brothel.
Inns
The Inns will be unavailable, as the AI cannot make use of mercenary units at all. Existing Inns are removed from the startpos files (the early/high/late starting position files).
Military Academy
This structure will now depend only on the fortress. This will positively affect the Turks, allowing Janissary units to be produced in multiple provinces that have teched up to a military academy. Homeland restrictions will apply.
Town Watches*
Upgrades will be unavailable for those that don't need them (Byzantine, Egyptians and Turks). The Turks and Egyptians cannot upgrade to the final militia building anyway to make use of the +1 valour bonus (for Urban Militia), though it is unlikely that anyone would want to even if they could. Only the first building delivers a provincial happiness bonus so that is irrelevant also. The dependencies have changed in that the last two Town Watch buildings now depend on the Castle and Citadel instead of the Citadel and Fortress.
Royal Palace
Now depends on the Keep instead of the Fort. Takes 4 years to complete.
Royal Courts
Will be unavailable to the Othodox factions whom of which make no use of them. Will no longer depend on the Royal Palace.
Iron Mine
Uses the Iron resource found in many provinces for mining. Iron has been added to some extra provinces.
Metalsmith+
Dependency Change: IRON_MINE
The last Metalsmith upgrade depends on the Iron Mine Complex
Forester+
Uses the forest resource found in many provinces to provide income. Forest has been added to many provinces.
Era Starting Positions
Some units and buildings removed from the starting position files, most notably Peasants and Inns. Sicilian Barque ships corrected to Dromons. Round Shield Spearmen and Spearmen mix up corrected.
Georgia and Armenia removed from Byzantine control for all eras. Provinces now rebel.
Byzantine Units removed from Lesser Armenia and Georgia - all eras
Non Byzantine Units placed in Lesser Armenia and Georgia - all eras
Spoiler Alert, click show to read:
Early
Georgia
1 unit of Alan Mercenary Cavalry
2 units of Spearmen
1 unit of Archers
Lesser Armenia
1 unit of Armenian Heavy Cavalry
1 unit of Urban Militia
1 unit of Archers
1 unit of Armoured Spearmen
High
Georgia
2 units of Alan Mercenary Cavalry
1 unit of Armoured Spearmen
2 units of Archers
Lesser Armenia
2 units of Armenian Heavy Cavalry
1 unit of Horse Archers
2 units of Archers
1 unit of Armoured Spearmen
Late
Georgia
2 units of Alan Mercenary Cavalry
1 unit of Khwarazmian Cavalry
1 unit of Horse Archers
Lesser Armenia
2 units of Armenian Heavy Cavalry
2 units of Horse Archers
2 units of Crossbowmen
1 unit of Armoured Spearmen
Holy Land Syria and Arabia: "ID_ANTIOCH, ID_TRIPOLI, ID_JERUSALEM, ID_EDESSA, ID_SYRIA, ID_ARABIA"
Extra Provinces
Sahara
Notes:
Era restrictions for some other units may enhance historical accuracy and gameplay.
Almost all units are subject to homelands.
The trade import tax percentage is now 50% for all eras.
Required:
Contributers!
More input, more ideas for homelands, especially for catholic factions.
Any required name/stat changes for units
Comments
Trade goods values, trading percentages, homelands and some other details still to be finalised. Landridge to Ireland to be decided upon.
The town watch will be removed as a prerequisite for the spearmaker and bowyer if required.
Last edited by caravel; 11-19-2008 at 00:16.
“The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France
"The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis
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