Hello, My name is Tommy (Viscos) and im a game modder sience a fjew years back (normaly shootemup games tho). I Love the Colonization game of Civ 4 (well civ 4 to tho) and i got an idea to make a Holy war mod, were you as a christain army is to capture the holylands from the evil infidels.
Note: Infidels is just a word to give effect and to reflect the thoughts of this era.
Here is the set!
In the year 1095 Pope Urban II called upon all christain soldiers to join a war on the turks whit the promise that all earlyer sins would be forgotten by god.
This is were you come in.
You start whit a fleet of crusaders outside of the coast of outremer, you land and start advancing on a town of your choise, once captured you will be granted indipendence from your king and you will form the Kingdom of Jerusalem, The target in this scenario will be to capture and kill off all enemys, (who will be ALOT stronger then you from the start, but whit a passive mode) Once you have a town or two you will need to start collecting stuff to sell to your former homeland (thus giving you the chance of building up a stronger army) you will also be able to create your own items all togheter however you will still need to recruit men from you home to join the crusade.
Time Era: 1095 to 1291
Things to be done:
Units:
Templar Knights: Done
Hospitaller Knights: Done
Jerusalem Knights: Done
Crusader Longbows: Done
Crusader Spearmen: Done
Jerusalem Spearmen: Done
Jerusalem Longbows: Done
Muslim Knights (Mamuluks): TBA
Muslim Archers: TBA
Muslim Spearmen: TBA
Maybee:
Beduine Riders (like pirates/Rebels): TBA
Buildings:
Muskets - Remove (replace)
Bowmaker - Add (Wood + Iron) [Produces Bows]
Swordsmith - Add (Iron + Coal) [Produces Swords]
Armormaker - Add (Iron + Wood + Coal) [Produces both Sheilds and Armors]
Stone mine - Add (Tools) [Produces Stone]
Stone Fort - Add (Tools + Stone + Wood) [Enables Knights]
Diffrent Yields that ive planned to use in my mod (when i find a good tutorial)
Swords
Spears
Bows
Armor
Stone
Yields that i would remove or change
Muskets - Remove
Cannons - Remove (or change to catapults)
Rum - Change (whines or beer)
Suger - Remove
Tobacco - Remove
Coats - Remove or change to Armor
Cigars - Remove
Trade goods - Remove?
Costs that i would add for the diffrent recruitments
[1 unit does not repricent 1 man, but an army therefor the prices]
1 knight = 1 Nobleman + 100 Armors + 100 Horses + 100 swords + 100 sheilds
1 Templar Knight = 1 Priest (Or munk) + 100 Armors + 100 Horses + 100 swords + 100 sheilds
1 Archer = 1 Townsman (any townsman) + 100 Bows
1 Spearman = 1 Townsman (any townsman) + 100 Spears
Pictures:
Jersualem Knights:
Hospitaller Knights:
Templar Knights:
Crusader Archer:
Note: Infidels is just a word to give effect and to reflect the thoughts of this era.
Here is the set!
In the year 1095 Pope Urban II called upon all christain soldiers to join a war on the turks whit the promise that all earlyer sins would be forgotten by god.
This is were you come in.
You start whit a fleet of crusaders outside of the coast of outremer, you land and start advancing on a town of your choise, once captured you will be granted indipendence from your king and you will form the Kingdom of Jerusalem, The target in this scenario will be to capture and kill off all enemys, (who will be ALOT stronger then you from the start, but whit a passive mode) Once you have a town or two you will need to start collecting stuff to sell to your former homeland (thus giving you the chance of building up a stronger army) you will also be able to create your own items all togheter however you will still need to recruit men from you home to join the crusade.
Time Era: 1095 to 1291
Things to be done:
Units:
Templar Knights: Done
Hospitaller Knights: Done
Jerusalem Knights: Done
Crusader Longbows: Done
Crusader Spearmen: Done
Jerusalem Spearmen: Done
Jerusalem Longbows: Done
Muslim Knights (Mamuluks): TBA
Muslim Archers: TBA
Muslim Spearmen: TBA
Maybee:
Beduine Riders (like pirates/Rebels): TBA
Buildings:
Muskets - Remove (replace)
Bowmaker - Add (Wood + Iron) [Produces Bows]
Swordsmith - Add (Iron + Coal) [Produces Swords]
Armormaker - Add (Iron + Wood + Coal) [Produces both Sheilds and Armors]
Stone mine - Add (Tools) [Produces Stone]
Stone Fort - Add (Tools + Stone + Wood) [Enables Knights]
Diffrent Yields that ive planned to use in my mod (when i find a good tutorial)
Swords
Spears
Bows
Armor
Stone
Yields that i would remove or change
Muskets - Remove
Cannons - Remove (or change to catapults)
Rum - Change (whines or beer)
Suger - Remove
Tobacco - Remove
Coats - Remove or change to Armor
Cigars - Remove
Trade goods - Remove?
Costs that i would add for the diffrent recruitments
[1 unit does not repricent 1 man, but an army therefor the prices]
1 knight = 1 Nobleman + 100 Armors + 100 Horses + 100 swords + 100 sheilds
1 Templar Knight = 1 Priest (Or munk) + 100 Armors + 100 Horses + 100 swords + 100 sheilds
1 Archer = 1 Townsman (any townsman) + 100 Bows
1 Spearman = 1 Townsman (any townsman) + 100 Spears
Pictures:
Jersualem Knights:
Hospitaller Knights:

Templar Knights:

Crusader Archer:
