Medieval kingdoms 1212 campaign
Q: Can the campaign map be modified to add new regions? And why are some regions not in the right place?Ī: As there are no official campaign map modding tools aside from Terry (which mostly does cosmetic changes), campaign map editing is next to impossible until methods of doing so are discovered. Once these tasks are done, the focus will shift to battle maps and campaign map settlement models. Q: Why are there no medieval buildings yet?Ī: Our efforts so far have been focused on designing the campaign and fleshing out unit rosters. To disable its use just move it somewhere else or delete it.
#MEDIEVAL KINGDOMS 1212 CAMPAIGN MOD#
pack file from the Google Drive link in the workshop description and place it in your Total War Attila/data folder and it will automatically load in when you launch the game (does not appear in the mod manager). Lastly, there is a UI sound replacement mod, but due to the nature of its implementation it cannot be uploaded to the workshop. If you so choose, you can also use the optional music mod, located here.
![medieval kingdoms 1212 campaign medieval kingdoms 1212 campaign](https://i.imgur.com/dA3ddAL.jpg)
All of these are listed as required items in the base pack's workshop page. Technology trees (currently only partially implemented): Once complete these will unlock T2 and T3 units for play in the campaign.Ī: No DLCs are required, but to properly play the campaign you will require Model packs 1-6, and the Script pack. Republic Mechanics: Political and trade mechanics are planned for the Italian merchant republics. Post-5th Crusade Crusades: The Crusades mechanic will eventually be expanded upon to include new events and crusades after the 5th crusade. as they utilize custom ship models, but show promising signs so far. Mercenaries: A few factional mercenaries are implemented but the rest will be implemented in the near future. Holy Roman Empire System: Will be released in the near future. Invasions, great plagues, famines, and climate change can all ravage the land. World Events: The world itself will not stand idle as you progress through the campaign. War Weariness: Returning from Age of Charlemagne but modified to suit the needs of MK1212, War Weariness encourages shorter and fewer wars. However, those who placate the pope may receive certain boons. The Pope: Catholic factions may find themselves with a thorn in their side in the form of His Holiness himself. Story Events: Various factions have scripted story events, offering unique challenges for certain factions.
![medieval kingdoms 1212 campaign medieval kingdoms 1212 campaign](https://i.ytimg.com/vi/K3lEa2eOizA/hqdefault.jpg)
All non-mercenary units require population of their respective classes to recruit.įrontend Overhaul: The frontend has been overhauled with changes such as a Grand Campaign start date selector (currently only 1212 AD is available), a modified faction selection screen, and increased room for factions in custom battles. Population: Cities now have population, which directly affects their squalor levels and economy. Optional UI sound effect replacement mod.Īnnex Vassals: Diplomatically annex vassals who have been subjugated for 10 or more turns.īuffer States: Release vassal buffer states from conquered territories where your direct control may be tenuous.Ĭrusades (Currently only the 5th Crusade): Travel far from your homeland to retake the Holy Land, in service of God or perhaps in search of glory and power.ĭecisions: Enact decisions that can affect your ruler or your realm.ĭynamic Faction Ranks: Any faction in the campaign can grow from a county to an empire. Over 4,000 beautifully modeled and period-accurate units (Note that only Tier 1 units are available until the remaining technologies are implemented). Single region provinces, where every region on the map has 6 slots. We would like to invite any interested players to join our Discord channel to participate in community discussion and provide feedback on the mod. The campaign release is also accompanied by a great deal of new content in the form of new factions and units, as well as revamped rosters for preexisting factions. It currently includes 57 playable factions and various scripted mechanics, such as population and a pope system.
![medieval kingdoms 1212 campaign medieval kingdoms 1212 campaign](https://i.ytimg.com/vi/LEGr94hSJkU/maxresdefault.jpg)
The campaign as it stands is obviously in an incomplete state, missing technologies, naval units, and mercenaries, though we have plans to add much content in the near future.
![medieval kingdoms 1212 campaign medieval kingdoms 1212 campaign](https://i2.kknews.cc/SIG=1hmrj75/ctp-vzntr/3q3864841209497q90r2p9p7o140q141.jpg)
It's been over 5 years in the making across 2 games, but the Medieval Kingdoms 1212 campaign is finally available to all! Our Open Alpha phase starts today, and can be found in the Steam Workshop link attached.