ArbitraryGuy
Rusty Shackleford?
- Joined
- Jul 11, 2003
- Messages
- 1,076
I'm starting this preview thread so I can get public comment on the map, included civs, possible events, and, especially, on the tech tree for my medieval mod that I have in the works. It will be much more "professional" that EE3, so it's still a long while before completion according to my new standards.
Overview
The scenario/mod will cover the time period from about 1099-1400 AD. Build the power of your kingdom and participate in the crusades - The Reconquista, The Northern Crusades, and in the Holy Land.
Civs
Here's the list of civs included. Speak now if you think someone should be added or taken out. I know some of these didn't exist in 1099 (scenario start), but they were the major powers between 1099 and 1400. Sweden, Portugal, and maybe Scotland might be dropped and replaced with civs like The Baltic Pagans and The Mongols.
Events
I learned python just for this . There are global events and civ-specific random events. Things such as the Mongolian Invasion, the Black Death, the Pope calling for the Crusades, peasant revolts, etc will have events. For example, the Teutonic Order gets the following random event giving them extra troops:
Units
It's hard to simulate medieval warfare. Basic units are as follows: Light Infantry, Heavy Infantry, Pikes, Archers, Crossbows, Knights, and Crusaders (bonus against non-Christian Units -- I have worked this out ) Techs allow an upgrade for the units, e.g. Weaponmaking allows Heavy Infantry II instead of Heavy Infantry I. There will be many UU's. Here are two UU's from the Teutonic Order:
Teutonic Infantry I - III replaces Crusader I - III
Teutonic Knight I - III replaces Knights I - III (extra bonus vs non-Christians)
Map
Here's the map... later I will post it for people to review and comment on it. Note barbarian cities don't show up in this view. This is not the final map, so if things look sparse, don't worry. There's still pleny to work on.
Tech Tree
I'm also taking public comments on the tech tree. Please, let me know what you think. Please note, not all the icons are done yet... that's why a fish is the symbol of chronicling. The image is poor quality, but you get the idea... Click here for Tech Tree Preview
Conclusion
So, let me know what you think. Is there anything that absolutely has to be in a medieval mod?
Overview
The scenario/mod will cover the time period from about 1099-1400 AD. Build the power of your kingdom and participate in the crusades - The Reconquista, The Northern Crusades, and in the Holy Land.
Civs
Here's the list of civs included. Speak now if you think someone should be added or taken out. I know some of these didn't exist in 1099 (scenario start), but they were the major powers between 1099 and 1400. Sweden, Portugal, and maybe Scotland might be dropped and replaced with civs like The Baltic Pagans and The Mongols.
Events
I learned python just for this . There are global events and civ-specific random events. Things such as the Mongolian Invasion, the Black Death, the Pope calling for the Crusades, peasant revolts, etc will have events. For example, the Teutonic Order gets the following random event giving them extra troops:
Units
It's hard to simulate medieval warfare. Basic units are as follows: Light Infantry, Heavy Infantry, Pikes, Archers, Crossbows, Knights, and Crusaders (bonus against non-Christian Units -- I have worked this out ) Techs allow an upgrade for the units, e.g. Weaponmaking allows Heavy Infantry II instead of Heavy Infantry I. There will be many UU's. Here are two UU's from the Teutonic Order:
Teutonic Infantry I - III replaces Crusader I - III
Teutonic Knight I - III replaces Knights I - III (extra bonus vs non-Christians)
Map
Here's the map... later I will post it for people to review and comment on it. Note barbarian cities don't show up in this view. This is not the final map, so if things look sparse, don't worry. There's still pleny to work on.
Tech Tree
I'm also taking public comments on the tech tree. Please, let me know what you think. Please note, not all the icons are done yet... that's why a fish is the symbol of chronicling. The image is poor quality, but you get the idea... Click here for Tech Tree Preview
Conclusion
So, let me know what you think. Is there anything that absolutely has to be in a medieval mod?