European Middle Ages Mod Resurrection

Don't get the main mod mixed up with those civs provided for scenario makers.

As a for instance, say I wish to duplicate the Norman Conquest of England... I really can't use the English as one of my civs.

OK -- scenario vs mod... Got it. :crazyeye:

In that case, the more the merrier, of course.
 
Normans are included as a seperate civ from France as they weren't French, but a nobility transplanted from Danish raiders, Rollo the Viking. They went on to many conquests divorced from the French crown such as Sicily and Naples, and England. They adopted French culture and language, however, the Norman knight, with his distinctive head gear, was different from the French, and the far reaching overseas ventures of the civ are more reminiscent of their Viking forebearers than the French.

Normans as a separate CIV are OK for the basic mod of course. The above statement is a bit misleading though. Early norman nobility was indeed purely Viking. Otherwise, most of the population in Normandy was essentially French (Gallo-Roman & Frankish), since this was land given by the King of France to these Vikings in exchange for peace (the end of raids up the Seine River) and some measure of protection against other viking raids. Over the centuries, the population was mixed French and Norse. The Duchy of Normandy never really "divorced" from being a vassal of France. Things got tricky though when the Angevins herited Normandy and became England's royal Plantagenet dynasty. Despite the 100 Years Wars Normandy remained a French Duchy. Sicily-Naples originally was not linked to the crown of France. It became so through later marriages.
 
To Craig
As you said earlier, I will fix the naval unit errors you included, including making medieval galleys not able to travel on the ocean, changing Dromon to Lateen Galley, and working on Carracks, Galleons, and Caravels. I will also look into the naval experience problem when I start reworking the building system.

I will also fix the halberdier’s siege ability, the camels in non-desert squares, the cost of naval and land units, work on making the exploration victory logical and playable, the compass tech tree problem, and get the resource system in a better condition.

To Broken Hawk
I don’t think that the Teutonic Knights need to be separated from the crusaders as a civilization. The main purpose of these many civilizations is for Unique Units, and the Teutonic Knights and other orders of the time really were similar enough.

To Ambreville
Almost all of your comments are disregarding the fact that I will not be changing the civilizations of the main scenario and therefore make no sense.

To Shumy7
The download link is on the first page, immediately under the picture of the main scenario map.
 
To Broken Hawk
I don’t think that the Teutonic Knights need to be separated from the crusaders as a civilization. The main purpose of these many civilizations is for Unique Units, and the Teutonic Knights and other orders of the time really were similar enough.

Oh well, I tried. I'm a big fan of the Northern Crusades. :)
 
Almost all of your comments are disregarding the fact that I will not be changing the civilizations of the main scenario and therefore make no sense.

Your statement does not seem to make much sense either. I was under the understanding we were talking about the CIVs in the mod. So now, which scenario are you referring to and what are the CIVs in that scenario?
 
The main scenario is the map that comes with the mod. There are 16-18 civs on that map. These are also the civilizations that will be accessable in a random game using the mod. The XML file governing civilizations allows up to 18 civs to comprise the main body of a mod, and be accessable via random map generation. These mod civs will play out on any mod generated map. The map that comes with the mod incorporates these (at the moment 16) civs within it.

Additionally, the XML file also allows any number of civs to be appended to it. While these will not occur in generated random maps, they can be added to scenarios and will incorporate the mod features.

To be clear, then, there are 16 civs, at the moment, that will occur on randomly generated maps... these are listed on the first page, I believe (checked, they aren't). A map that invokes these civs is included with the mod. Additionally, there will be other civs included that will use mod features, but will not be on randomly generated maps, and are not included on the scenario map included with the mod.

In light of your misunderstanding of the above (correct me if I'm wrong), then your criticism of some of the civs included in the mod does not make sense. This is not to imply that some of your comments are not without merit, just that they are not being done in the proper context, so don't make sense as valid criticisms. They do make perfect sense if you think every civ Head Serf listed in his post a page back will be in the main scenario, but that is not the case.

Have you played the map that comes with the mod? Or a random map? That makes it readily apparent which civs have made the cut to the main map. And hints as to the basis upon which they've been selected. If you have comments about those civs, and wish some to be added, or to be changed or deleted, they are welcome. Other people have done likewise (the addition of Lithuania and Armenia are cases in point). You seem to have some knowledge of history, and your input will be valued, but you have to give it with full knowledge of the facts at hand, and the mechanics of the mod. This mod hasn't been so far developed that there is a clear and ready FAQ about it, so I can see some of the misunderstanding of how it works. I hope the information I've given is helpful.
 
Craig Sutter / Head Serf

Yup, definitely one star...

You did not seem to pay much attention to what I wrote and why. It wasn't criticism about the CIVs in play, more like questions. At this point, this is turning into a useless discussion, something which I am not interested in pursuing. Have a nice day.
 
Here are some of my thoughts on leaders for the civilizations. For now, I think I'll just include one leader, maybe two, for each civilization.

1. England
2. Saxony
3. Welsh
4. Normans
-William the Conquerer
5. Scottish
6. Ireland
7. France (Franks)
-Charlemagne
8. Germany (German Kingdoms)
-Frederick Barbossa
-Otto I
9. Goths
-Theodoric
10. Crusaders (Teutonic Knights, Templars, Hospitallers)
11. Spain
-El Cid
12. Portugal
13. Italian States (General Italian Kingdoms)
14. Venice
15. Papal States
-Pope Urban II
16. Vikings (Scandinavian Kingdoms)
17. Lithuania
18. Poland
-Jan Sobeiski III
19. Russia (Kievan Rus)
20. Hungary
21. Byzantines (East Roman Empire)
-Basil II
-Justinian I
22. Roman Empire
23. Slavs
24. Armenia
25. Arabia
-Abu Bakr
-Saladin
26. Egypt
27. Turks
-Alp Arslan
-Mehmed
28. Moors (Berbers)
29. Persia
-Chroeses II
30. Tatars
31. Mongols
-Genghis Khan
32. Bulgars
33. Khazars

Please add to the list. By the way, I may have the number wrong after some of the names, so please correct me if it is incorrect.
 
Here are some suggestions... Mine are bolded. I cheated a bit, as most of them are from my scenario...

1. England
-Henry V
2. Saxons
-Alfred the Great
-Harold Godwinson
-Wittekind

3. Welsh
-Elisedd ap Gwylog
4. Normans
-William the Conquerer
5. Scottish
-Kenneth Mac Alpine
6. Ireland
-Brian Boru
-Turlough Mor O'Connor

7. France (Franks)
-Charlemagne
-Clovis
-Pepin

8. Germany (German Kingdoms)
-Frederick Barbossa
-Otto I
9. Goths
-Theodoric
10. Crusaders (Teutonic Knights, Templars, Hospitallers)
11. Spain
-El Cid
12. Portugal
-Henry the Navigator
13. Italian States (General Italian Kingdoms)
14. Venice
15. Papal States
-Pope Urban II
16. Vikings (Scandinavian Kingdoms)
-Canute
-Olaf
Birger Magnusson
Haakon Sigurdsson
17. Lithuania
18. Poland
-Jan Sobeiski III
19. Russia (Kievan Rus)
20. Hungary
21. Byzantines (East Roman Empire)
-Basil II
-Justinian I
22. Roman Empire
-Syagrius
23. Slavs
24. Armenia
25. Arabia
-Abu Bakr
-Saladin
26. Egypt
27. Turks
-Alp Arslan
-Mehmed
28. Moors (Berbers)
29. Persia
-Chroeses II
30. Tatars
31. Mongols
-Genghis Khan
32. Bulgars
33. Khazars
 
Bulgars - Khan Kubrat

Khazars - Kozar

(from Wikipedia)

Crusaders - Richard I the Lionheart

Lithuania - Mindaugas

Armenia - Tiridates III
 
Alright Tiridates (Drtad:) ) III won't work because he was around before the middle ages. A better Armenian leader would be either the current one, Ashot I, Ashot II Yerkat, or Gagik I. How about a Byzantine leader from Crusade times? Emperor Alexios I Komnenos, famous for the Battles of Levounion and Nicaea, and the starter of the Komnenoi Restoration. And for Crusaders, how about Baldwin I of Bologne, or Guy of Lusignan, and Richard can be an English leader?
 
Then maybe Richard could have no traits of an administrator, but the traits of a crusader. Pious and Conqueror perhaps?

EDIT: and by the way, the Khazar leader should be Khagan Bek Ziebel, who led the Khazars into defeating the Persians during the Byzantine-Persian Wars. This should be the choice mainly because he already has a 3D animated head in Esnaz's Khazaria mod.
 
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