KnelRivendare
Warlord
- Joined
- Jan 13, 2012
- Messages
- 271
Medieval Domination Scenario for G&K- Introduction.
no release date yet.
About the Scenario
The Scenario is heavily influenced by "Medieval Total War 2."
It will feature a Huge World map with an upscaled but still reasonable yet realistic looking Europe and Japan.
Im using a full world map as i couldnt ever play on a map thats restricted to just a specific part of the World.
Dont worry the World in ~1080 A.D. is anything but empty.
Start year around 1080 A.D. with adjusted Gamespeed (6 Months will pass each turn.) but its not limited to just the Medieval Era.
Preset Religions (and hopefully prespread Religions) thanks to Craig_Sutters Lua snippets
A lot of Medieval Factions
The Holy Roman Empire -
Kingdom of France -
Kingdom of Poland -
Leon Castille - description
Seljuk Turks - description
Byzantine Empire - description
Moor Caliphate- description
Kingdom of England- description
Fatimide Caliphate- description
Kingdom of Hungary- description
Kievan Rus'- description
and many more.
Civ's wont be represented by Leaders which rule for thousands of years, but by ruling Dynasties-
and when opening the diplo screen you wont face a leader but an ambassador or Diplomat, simply for immersion.
A dozen of new City-States to represent the smaller Duchies/Kingdoms and American/Australian Natives etc.
New Units with models from Danrell and bernie14
2-4 Unique-Units inspired by MTW2 for all Civs
Units will be discerned between "Professional", "Militia" and maybe "Feudal"
Professional Soldiers will be stronger and better trained but are more expensive and require Special-Buildings in the City.
Special Promotion - Professional Soldiers fight best when used in well organized formations and led by a good General, +5% Strenght when adjacent to another Military Unit, +5% Strenght if stacked with a General.
Militia Units will be weaker but very cheap and dont require Special-Buildings in a City to be built.
Special Promotion - Untrained Militia Units are likely to withdraw from Combat.
Feudal Units cant be "trained" can only be bought via Gold and maybe Faith, limited to a fixed amount per player.
Special Promotion - the authority of a noble can capture defeated Enemies.
(not sure about this concept yet)
here some previews-
Mounted Militia - Mounted Milita are the lesser armed cavalry that ride in support of the knights. Used throughout the Medieval Era to protect merchants, provincial towns and roads, Militia Cavalry are armoured in light mail and equipped with a spear. Though poorly trained, these men are good at chasing down archers and other light troops. source wiki.totalwar (They are generally weak but get a bonus when attacking wounded units, Knights lose their "can move after attacking" promotion and thus you need the Mounted Militia to pursue fleeing enemies)
Halberd Militia - The Halberd Militia is a staple of the Medieval army, and the arms of militia mirror those of professional soldiers. Pike armed militia with a modest amount of training can hold a defensive position very well, though they need good support. Initially lacking armour and thus vulnerable. source wiki.totalwar (pretty much a little bit changed version of the Vanilla Pikeman)
Armoured Swordsmen - Armoured Swordsmen represent the Professional Soldier, equipped with excellent armour and swords, they can punish most other infantry. These units along with archers form the backbone of many armies.
They are the new Heavy defensive melee units with increased protection against ranged attacks, opposing the Longswordsman, the Longswordsman is changed to be a "Linebreaker" with a big advantage when attacking and maybe even a small bonus against mounted units because twohand swords can be used like lances, but they are extremely vulnerable to ranged attacks due to the fact they arent carrying shields.
Hand Gunners - Called "hand guns" to distinguish them from cannons, these are the earliest form of personal firearm. Consisting of a rudimentary metal tube mounted on a wooden pole and awkwardly ignited, this basic design left little room for aiming. These weapons caused more panic than actual damage to enemy troops who were shaken by the noise and smoke made when firing. Given their short range, their firers need to be well armoured and able to look after themselves in close combat. source wiki.totalwar
(not exactly efficient but enemies near this Unit get a combat malus to represent the turmoil those noisy weapons cause.)
Gotischer Ritter (Gothic Knight)
very strong Cavalry Unit replacing the Knight for the Holy Roman Empire.
Pedia- The distinctive looking Gothic Knights are the Holy Roman Empire's elite warriors. Their armour is in the distinctive fluted gothic style produced by the finest German armourers, and include the popular visored sallet helmet. Riding an armoured warhorse and wielding a lance and mace, Gothic knights have little to fear on the battlefield. Well practiced in heavy cavalry tactics, these knights make a fearsome addition to any Imperial army.
-source totalwar.wikia
Zweihänder
very strong Melee-Unit replacing the Longswordsman for the Holy Roman Empire.
Pedia- Literally meaning two hander's, in German, in reference to the grip needed to wield their massive swords. Zweihanders are very heavily armoured foot troops who can cut a bloody swathe through nearly all infantry they will encounter. This unit is deployed by the Holy Roman Empire and often forms the vanguard when assaulting enemy battlelines. -source totalwar.wikia
Crusaders- no concept yet
Preplaced Towns and Castles
They represent the smaller keeps and cities as i couldnt just add thousands of cities, but i also couldnt left out some historical important sites so they are added as preplaced not buildable and very valuable improvements.
At the moment they are just named "Castle and "Town" but indeed i want to name and place them all correctly, though this will take a lot of time and research.
Towns with the pre G&K art of Trading Posts with drastically reduced "spaghetti streets" and maybe recolored.
They will yield a huge amount of Gold, Culture and Production.
Castles with the "City" Castle art
They will yield a small amount of Culture and Faith and are very effective defense structures.
New Buildings and UB's for all Civs
a large tree of various defensive buildings (Motte and Bailey-CityWalls-HugeStoneWalls-BallistaTowers-CityCitadel-CannonTowers)
or maybe two differents trees to decide wheather the city is a "City" or a "Castle" as in MTW2- havent decided yet.
and other Buildings inspired by MTW2
GameRule Changes
-"Diplomatic Marriage" for probably all factions.
-Spies for Medieval Era.
-Papal State - no concept yet.
-Crusades/Djihad - no concept yet.
-Cities cant use range attacks. (City strenght will be hugely dependant on defensive Buildings.)
____________________________________________________________________________________________
im not sure about adding new techs yet but i consider it.
im not sure about adding special winning conditions yet since overall i dont really care for "winning" the Game, i just want to play.
____________________________________________________________________________________________
i will announce more in this thread as im developing
I already feel the urge to say thanks to
bernie14, danrell and all Civ- Unit makers on the forum.
DonQuiche - for the Ingame Editor - makes testing so easy.
Craig_Sutter - the Lua code for preset Religions, what would a G&K Medieval- Scenario be without preset Religions?
Gedemon, whoward69- for tutorials/examples, always being helpfull just knowing everything and for mere presence on the forum.
hulfgar, Nutty- examples and overall inspiration.
Firaxis
the Total War Franchise - inspiration.
the CivFanatics Community
no release date yet.
About the Scenario
The Scenario is heavily influenced by "Medieval Total War 2."
It will feature a Huge World map with an upscaled but still reasonable yet realistic looking Europe and Japan.
Im using a full world map as i couldnt ever play on a map thats restricted to just a specific part of the World.
Dont worry the World in ~1080 A.D. is anything but empty.
Start year around 1080 A.D. with adjusted Gamespeed (6 Months will pass each turn.) but its not limited to just the Medieval Era.
Preset Religions (and hopefully prespread Religions) thanks to Craig_Sutters Lua snippets
A lot of Medieval Factions
The Holy Roman Empire -
Spoiler :
description
The Holy Roman Empire is something of a misnomer, as the true heirs to the Roman Empire are the Byzantines and they are closer to a collection of duchies and fiefdoms than a truly cohesive empire. A great rift in opinion exists between the Kaiser and the Pope over whether the Empire controls the Church or vice versa. The Empire is in a position where the strategic opportunities are widely varied. France is a separate country to the west, Italy is a collection of duchies and the countries to the east are more threatening than places to threaten. The location in the centre of Europe makes the Holy Roman Empire a faction that can be played in many different ways.
source medieval2.heavengames
review
you start out without a formal Capital, its up to you to decide which City will become the center of the Reich, fight your way to become a real Empire by annexing/conquering all the German Kingdoms/duchies- which you have already strong ties to.
But beware, lying in the center of Europe the other powers may not like if you expand too much and too fast and if you dont watch out you will end up in an all out war against all European Powers.
The Holy Roman Empire is something of a misnomer, as the true heirs to the Roman Empire are the Byzantines and they are closer to a collection of duchies and fiefdoms than a truly cohesive empire. A great rift in opinion exists between the Kaiser and the Pope over whether the Empire controls the Church or vice versa. The Empire is in a position where the strategic opportunities are widely varied. France is a separate country to the west, Italy is a collection of duchies and the countries to the east are more threatening than places to threaten. The location in the centre of Europe makes the Holy Roman Empire a faction that can be played in many different ways.
source medieval2.heavengames
review
you start out without a formal Capital, its up to you to decide which City will become the center of the Reich, fight your way to become a real Empire by annexing/conquering all the German Kingdoms/duchies- which you have already strong ties to.
But beware, lying in the center of Europe the other powers may not like if you expand too much and too fast and if you dont watch out you will end up in an all out war against all European Powers.
Kingdom of France -
Spoiler :
description
France is a shining example of feudalism in its rawest, and arguably, most delicate form. The French lords eagerly embrace the system that splits the country up into smaller provinces, duchies and fiefdoms, actively building up their forces to ensure their own security and power. About the only thing the French lack at this point is a sense of unity...
The Ile de France may be where the monarchy resides, but the royal family rarely leave Paris. This is not because of a great love for the city, but rather because the surrounding lands are under the shadow of bastions owned by "Robber Barons" that serve their own interests. Frankly, the way things are now, the King isn't truly safe to wander a kingdom that is supposedly his.
The Normans are clearly serving their own best interests, having recently taken England for themselves, it's hard to believe that they will be content to stop there. Other provinces such as Aquitaine, Burgundy, Brittany and Flanders aren't quite so dangerously ambitious... exercising a little authority over these lands looks like an essential move for the French if they're to have any hope of creating a power base that can stave off the might of the Holy Roman Empire to the east. Even less pressing concerns like Spanish and Milanese expansions will soon become a royal headache for the monarchy if France does not establish solid fronts to the south.
source wiki.totalwar
France is a shining example of feudalism in its rawest, and arguably, most delicate form. The French lords eagerly embrace the system that splits the country up into smaller provinces, duchies and fiefdoms, actively building up their forces to ensure their own security and power. About the only thing the French lack at this point is a sense of unity...
The Ile de France may be where the monarchy resides, but the royal family rarely leave Paris. This is not because of a great love for the city, but rather because the surrounding lands are under the shadow of bastions owned by "Robber Barons" that serve their own interests. Frankly, the way things are now, the King isn't truly safe to wander a kingdom that is supposedly his.
The Normans are clearly serving their own best interests, having recently taken England for themselves, it's hard to believe that they will be content to stop there. Other provinces such as Aquitaine, Burgundy, Brittany and Flanders aren't quite so dangerously ambitious... exercising a little authority over these lands looks like an essential move for the French if they're to have any hope of creating a power base that can stave off the might of the Holy Roman Empire to the east. Even less pressing concerns like Spanish and Milanese expansions will soon become a royal headache for the monarchy if France does not establish solid fronts to the south.
source wiki.totalwar
Kingdom of Poland -
Spoiler :
description
The Kingdom of Poland is still a relative infant, but an infant that already appears to boast a considerable grip on the lands around the capital of Krakow. The Polish people can attribute their rapid rise out of obscurity to the Drang nach Osten (Drive towards the East) of the Holy Roman Empire, which saw the Kaiser searching for allies to help crush the Polabian Slavs. After converting to Christianity, Boleslaw the Brave saw it as his right and duty to conquer neighbouring lands, including thrusts as far east as Kiev, and even forays into Imperial lands during disputes between the Kaiser and the Pope.
That last act of betrayal is a sign of recent times in Poland, with internal power struggles stalling the continued expansion of Polish borders. Fortunately for the Poles, the last King to rule with any true sense of stability, Kazimierz I, paved the way for granting fiefdoms to his warriors, establishing a tradition of feudalistic knighthood required to be a power in Europe today.
Only now is order truly being restored with Wladyslaw Herman taking the throne with his brother being forced into exile. Siding with the Pope in his recent clashes with the Kaiser has helped establish Poland as a legitimate Catholic power, ensuring the Reich can no longer expand eastward with the blessing of Christendom.
However, the lack of an immediate Imperial threat does not ensure that the Poles have an easy option to expand either. The Hungarian King László is simply too formidable and familiar with Polish ways to make moving southward a viable option, making securing the lands of the Baltic Sea the most appealing choice... Despite the fact it involves beating the Danes, the Russians and the Reich to the draw. If Poland is to maintain its new status as a genuine power, Wladyslaw must choose his next battle and enemy very carefully.
source wiki.totalwar
The Kingdom of Poland is still a relative infant, but an infant that already appears to boast a considerable grip on the lands around the capital of Krakow. The Polish people can attribute their rapid rise out of obscurity to the Drang nach Osten (Drive towards the East) of the Holy Roman Empire, which saw the Kaiser searching for allies to help crush the Polabian Slavs. After converting to Christianity, Boleslaw the Brave saw it as his right and duty to conquer neighbouring lands, including thrusts as far east as Kiev, and even forays into Imperial lands during disputes between the Kaiser and the Pope.
That last act of betrayal is a sign of recent times in Poland, with internal power struggles stalling the continued expansion of Polish borders. Fortunately for the Poles, the last King to rule with any true sense of stability, Kazimierz I, paved the way for granting fiefdoms to his warriors, establishing a tradition of feudalistic knighthood required to be a power in Europe today.
Only now is order truly being restored with Wladyslaw Herman taking the throne with his brother being forced into exile. Siding with the Pope in his recent clashes with the Kaiser has helped establish Poland as a legitimate Catholic power, ensuring the Reich can no longer expand eastward with the blessing of Christendom.
However, the lack of an immediate Imperial threat does not ensure that the Poles have an easy option to expand either. The Hungarian King László is simply too formidable and familiar with Polish ways to make moving southward a viable option, making securing the lands of the Baltic Sea the most appealing choice... Despite the fact it involves beating the Danes, the Russians and the Reich to the draw. If Poland is to maintain its new status as a genuine power, Wladyslaw must choose his next battle and enemy very carefully.
source wiki.totalwar
Leon Castille - description
Seljuk Turks - description
Byzantine Empire - description
Moor Caliphate- description
Kingdom of England- description
Fatimide Caliphate- description
Kingdom of Hungary- description
Kievan Rus'- description
and many more.
Civ's wont be represented by Leaders which rule for thousands of years, but by ruling Dynasties-
and when opening the diplo screen you wont face a leader but an ambassador or Diplomat, simply for immersion.
A dozen of new City-States to represent the smaller Duchies/Kingdoms and American/Australian Natives etc.
New Units with models from Danrell and bernie14
2-4 Unique-Units inspired by MTW2 for all Civs
Units will be discerned between "Professional", "Militia" and maybe "Feudal"
Professional Soldiers will be stronger and better trained but are more expensive and require Special-Buildings in the City.
Special Promotion - Professional Soldiers fight best when used in well organized formations and led by a good General, +5% Strenght when adjacent to another Military Unit, +5% Strenght if stacked with a General.
Militia Units will be weaker but very cheap and dont require Special-Buildings in a City to be built.
Special Promotion - Untrained Militia Units are likely to withdraw from Combat.
Feudal Units cant be "trained" can only be bought via Gold and maybe Faith, limited to a fixed amount per player.
Special Promotion - the authority of a noble can capture defeated Enemies.
(not sure about this concept yet)
here some previews-
Spoiler :
Mounted Militia - Mounted Milita are the lesser armed cavalry that ride in support of the knights. Used throughout the Medieval Era to protect merchants, provincial towns and roads, Militia Cavalry are armoured in light mail and equipped with a spear. Though poorly trained, these men are good at chasing down archers and other light troops. source wiki.totalwar (They are generally weak but get a bonus when attacking wounded units, Knights lose their "can move after attacking" promotion and thus you need the Mounted Militia to pursue fleeing enemies)
Halberd Militia - The Halberd Militia is a staple of the Medieval army, and the arms of militia mirror those of professional soldiers. Pike armed militia with a modest amount of training can hold a defensive position very well, though they need good support. Initially lacking armour and thus vulnerable. source wiki.totalwar (pretty much a little bit changed version of the Vanilla Pikeman)
Armoured Swordsmen - Armoured Swordsmen represent the Professional Soldier, equipped with excellent armour and swords, they can punish most other infantry. These units along with archers form the backbone of many armies.
They are the new Heavy defensive melee units with increased protection against ranged attacks, opposing the Longswordsman, the Longswordsman is changed to be a "Linebreaker" with a big advantage when attacking and maybe even a small bonus against mounted units because twohand swords can be used like lances, but they are extremely vulnerable to ranged attacks due to the fact they arent carrying shields.
Hand Gunners - Called "hand guns" to distinguish them from cannons, these are the earliest form of personal firearm. Consisting of a rudimentary metal tube mounted on a wooden pole and awkwardly ignited, this basic design left little room for aiming. These weapons caused more panic than actual damage to enemy troops who were shaken by the noise and smoke made when firing. Given their short range, their firers need to be well armoured and able to look after themselves in close combat. source wiki.totalwar
(not exactly efficient but enemies near this Unit get a combat malus to represent the turmoil those noisy weapons cause.)
Gotischer Ritter (Gothic Knight)

very strong Cavalry Unit replacing the Knight for the Holy Roman Empire.
Pedia- The distinctive looking Gothic Knights are the Holy Roman Empire's elite warriors. Their armour is in the distinctive fluted gothic style produced by the finest German armourers, and include the popular visored sallet helmet. Riding an armoured warhorse and wielding a lance and mace, Gothic knights have little to fear on the battlefield. Well practiced in heavy cavalry tactics, these knights make a fearsome addition to any Imperial army.
-source totalwar.wikia
Zweihänder

very strong Melee-Unit replacing the Longswordsman for the Holy Roman Empire.
Pedia- Literally meaning two hander's, in German, in reference to the grip needed to wield their massive swords. Zweihanders are very heavily armoured foot troops who can cut a bloody swathe through nearly all infantry they will encounter. This unit is deployed by the Holy Roman Empire and often forms the vanguard when assaulting enemy battlelines. -source totalwar.wikia
Crusaders- no concept yet
Preplaced Towns and Castles
They represent the smaller keeps and cities as i couldnt just add thousands of cities, but i also couldnt left out some historical important sites so they are added as preplaced not buildable and very valuable improvements.
At the moment they are just named "Castle and "Town" but indeed i want to name and place them all correctly, though this will take a lot of time and research.
Towns with the pre G&K art of Trading Posts with drastically reduced "spaghetti streets" and maybe recolored.
They will yield a huge amount of Gold, Culture and Production.
Spoiler :

They will yield a small amount of Culture and Faith and are very effective defense structures.
Spoiler :
(dont mind the wrong dates)

New Buildings and UB's for all Civs
a large tree of various defensive buildings (Motte and Bailey-CityWalls-HugeStoneWalls-BallistaTowers-CityCitadel-CannonTowers)
or maybe two differents trees to decide wheather the city is a "City" or a "Castle" as in MTW2- havent decided yet.
and other Buildings inspired by MTW2
GameRule Changes
-"Diplomatic Marriage" for probably all factions.
-Spies for Medieval Era.
-Papal State - no concept yet.
-Crusades/Djihad - no concept yet.
-Cities cant use range attacks. (City strenght will be hugely dependant on defensive Buildings.)
____________________________________________________________________________________________
im not sure about adding new techs yet but i consider it.
im not sure about adding special winning conditions yet since overall i dont really care for "winning" the Game, i just want to play.
____________________________________________________________________________________________
i will announce more in this thread as im developing
I already feel the urge to say thanks to
bernie14, danrell and all Civ- Unit makers on the forum.
DonQuiche - for the Ingame Editor - makes testing so easy.
Craig_Sutter - the Lua code for preset Religions, what would a G&K Medieval- Scenario be without preset Religions?
Gedemon, whoward69- for tutorials/examples, always being helpfull just knowing everything and for mere presence on the forum.
hulfgar, Nutty- examples and overall inspiration.
Firaxis
the Total War Franchise - inspiration.
the CivFanatics Community