embryodead
Caliph
The Sword of Islam: RFC Medieval Middle East
The Sword of Islam is a RFC modmod that follows the history of the Middle East from Contantinople to Delhi, through the Middle Ages up until 17th century, featuring the Byzantine Empire, Crusades, Turkic and Mongol invasions, Rajput and Mughal kings, and more. The Broken Crescent mod for M2TW was an inspiration for many aspects of this mod, notably the general idea, geographic area and some civs, but the timeline is obviously different.
Requirements:
Download
Latest version is 1.0, released on 25-Nov-2012.
Sword of Islam 1.0 Setup.exe (Windows Installer, 332 MB)
If you cannot run the Windows installer, try downloading the 7zip version and install it manually.
Note: for manual installation, uninstall or delete previous versions of the mod first!
* Chinese version of the mod, translated and maintained by Qiu, is available here.
Development versions can be found on sourceforge. In order to access the SVN repository you'll need a Subversion client such as TortoiseSVN.
Features Overview
Rhye's and Fall
SoI is based on Rhye's and Fall of Civilization in order to simulate the rise and fall of numerous short-lived dynasties of the medieval Middle East and India. Many of its features were improved or re-written, however. Here is a list of the core RFC features included in the mod:
RFC improvements
Advanced Resurrections, Revolts and Seccessions
Provinces
Religions
Holy Wars
Relics
Religious Victory
Mercenaries
Companies
Improved Espionage
Credits
The Sword of Islam is a RFC modmod that follows the history of the Middle East from Contantinople to Delhi, through the Middle Ages up until 17th century, featuring the Byzantine Empire, Crusades, Turkic and Mongol invasions, Rajput and Mughal kings, and more. The Broken Crescent mod for M2TW was an inspiration for many aspects of this mod, notably the general idea, geographic area and some civs, but the timeline is obviously different.
Requirements:
- BTS 3.19
- Game language: English or Chinese*
Download
Latest version is 1.0, released on 25-Nov-2012.
Sword of Islam 1.0 Setup.exe (Windows Installer, 332 MB)
If you cannot run the Windows installer, try downloading the 7zip version and install it manually.
Note: for manual installation, uninstall or delete previous versions of the mod first!
* Chinese version of the mod, translated and maintained by Qiu, is available here.
Development versions can be found on sourceforge. In order to access the SVN repository you'll need a Subversion client such as TortoiseSVN.
Features Overview
- Medieval Middle Eastern setting: new map, 31 civs, UUs, UPs, UHVs, tech tree, units, buildings, wonders, music etc.
- RFC features: Rise and Fall, Stability, Plague, Unique Powers, Historical Victory, historical Barbarian invasions
- RFC improvements: Stability Overlay (CTRL-K), UHV Progress Tracking
- Conditional spawns: some civs will only spawn if certain historical conditions are met e.g. Ottomans will only spawn after 1300 AD if Seljuk Sultanate of Rum is destroyed or unstable.
- Provinces: the map is divided into historical regions; these are used by RFC mechanics, historical events and regional mercenary system (e.g. elephant units can only be hired in and aronud India, Daylamite mercenaries are only available in Iran, Pashtun Warriors in Afghanistan, and so on); hold CTRL to see province borders
- Honorific titles: players can claim contested titles as one of their victory conditions, or just for the added benefits the title provides, e.g. the Commander of the Faithful can call for holy wars against infidels and heretics
- Eight historical religions (e.g. Sunni and Shia Islam) with new mechanics such as persecution (target specific religions you want to get rid of) and religious massacres (i.e. you can murder all disbelievers when you conquer a city)
- Relics: there are twelve holy relics scattered randomly on the map; they can be recovered, captured or traded for special city bonuses & Religious Victory
- Religious Victory: it is possible to win by completeing three Religious Victory goals, unique for each major Religion; goals include spreading of religion, recovering holy relics, building wonders or sending Great People on a Pilgrimage to Mecca...
- Eight trade companies and religious orders replace corporations and spread on their own in a semi-deterministic way
- New historical and random events (religious revolts, heresies, crusades, relics, themed plot and building events)
- Limited number of included modcomps: Better BTS AI, Influence Driven War, SuperSpies
- Speed improvements: the CAR mod, BTS on Speed, reduced pickling, supressed autosaves during autoplay, PAKed art w/atlases - all compensate for large number of civs, ethnic art and Epic speed option, so that the mod is as fast, or faster than regular RFC
Rhye's and Fall
Spoiler :
SoI is based on Rhye's and Fall of Civilization in order to simulate the rise and fall of numerous short-lived dynasties of the medieval Middle East and India. Many of its features were improved or re-written, however. Here is a list of the core RFC features included in the mod:
- Rise and Fall of Civilizations
- Stability
- Plague
- Unique Powers
- Historical Victory
- Historical Barbarian Invasions
RFC improvements
Spoiler :
- Conditional spawns - some civs will only spawn if certain historical conditions are met e.g. Ottomans will only spawn after 1300 AD if Seljuk Sultanate of Rum is destroyed or unstable
- Stability Overlay (CTRL-K), also available through Province Highlight (hold CTRL)
- Victory Progress Tracking (Victory Screen - F9)
Advanced Resurrections, Revolts and Seccessions
Spoiler :
Some civilizations respawn in a different area, with a different state religion, flag and name. For instance, Armenia respawns as Armenian Kingdom in Cilicia (which follows spread of Orthodox Christians to the province), the Afghan Ghorid Sultanate respawns as Delhi Sultante in India, and Rajput states such as Gujarat and Malwa respawn as Muslim Sultanates. Civs are also more likely to be resurrected in their historical time period, but will not be able to come back at all if they are past their absolute "fall" date.
Revolts (ethnic, religious and event-based) and secessions are more frequent, but it is now possible to protect from them with strong military garrison, especially with mercenaries, who were traditionally more loyal than the local populace.
Revolts (ethnic, religious and event-based) and secessions are more frequent, but it is now possible to protect from them with strong military garrison, especially with mercenaries, who were traditionally more loyal than the local populace.
Provinces
Spoiler :
There are no RFC-style stability and war maps in the mod. Instead, the map is divided into historical provinces. These provinces are used for all RFC-related game mechanics (spawning, stability, AI wars, victory conditions) as well as new mechanics (regional recruitment, religions, companies). There is an additional benefit to this system - province names are displayed on the tooltip when you hover over a map tile. This way you don't need to learn any stability maps to know whether a particular city spot is OK to settle/capture for your civilization (lists of Core and Border provinces for each civ are in the Civilopedia).
Religions
Spoiler :
There are five major religions: Hinduism, Catholicism, Orthodox Christianity, Sunni Islam and Shia Islam. Catholics and Orthodox Christians are friendly towards each other (to some extent - their diplomatic bonus is halved), while Sunnis and Shias are hostile (but the penalty is halved).
There are three minor religions. Judaism spreads on its own and apart from formenting unhappiness and instability, it can provide boost to the city's commerce through the Jewish Quarter building. Zoroastrianism and Buddhism can be found in some ancient cities and serve as an obstacle to Muslim rulers aiming at religious unity within their realms. Zoroastrianism is also associated with one Great Wonder - The Shahnameh, and Buddhism with one Stability-boosting building - the Buddhist Monastery, buildable only in Hindu realms.
Non-state religions cause much unhappiness, instability, revolts and loss of piety (similar to RFCE's, but working more like in Medieval: Total War, with a 0-100 range and frequent up and downs). Religions can be removed with Persecutors or by massacring the city's infidel population upon capture, as shown on the screenshot (both actions affect diplomacy).
There are three minor religions. Judaism spreads on its own and apart from formenting unhappiness and instability, it can provide boost to the city's commerce through the Jewish Quarter building. Zoroastrianism and Buddhism can be found in some ancient cities and serve as an obstacle to Muslim rulers aiming at religious unity within their realms. Zoroastrianism is also associated with one Great Wonder - The Shahnameh, and Buddhism with one Stability-boosting building - the Buddhist Monastery, buildable only in Hindu realms.
Non-state religions cause much unhappiness, instability, revolts and loss of piety (similar to RFCE's, but working more like in Medieval: Total War, with a 0-100 range and frequent up and downs). Religions can be removed with Persecutors or by massacring the city's infidel population upon capture, as shown on the screenshot (both actions affect diplomacy).
Holy Wars
Spoiler :
The Commander of the Faithful (the Islamic player controlling Baghdad, either directly, or through vassalage) can periodically call for a holy war. This can be done through Religion Advisor screen (the Red Fist symbol). The holy war can be called against a player who is at war with the Commander and is an infidel (different religion), a heretic (low piety), or a crusader (i.e. he occupies an Islamic holy city).
When a holy war is called, all Muslim players get the option to join the war (if possible). Joining the war increases piety, while refusing to join decreases it. However, if the Commander of the Faithful is much more powerful than the target, his call will most likely be ignored by everyone, and the piety loss will be minimal. If the Commander is weaker than the target, others will be much more likely to help him.
When a holy war is called, all Muslim players get the option to join the war (if possible). Joining the war increases piety, while refusing to join decreases it. However, if the Commander of the Faithful is much more powerful than the target, his call will most likely be ignored by everyone, and the piety loss will be minimal. If the Commander is weaker than the target, others will be much more likely to help him.
Relics
Spoiler :
There are 12 unique relics in the mod, 6 Islamic and 6 Christian ones. At the beginning of the game, relics are placed semi-randomly in various provinces. If the province has no cities, the relic will remain hidden until a city is built there.
Recovered or captured relics become units that can be transported to any city and turned into a reliquary to provide special bonuses. A relic that has been placed in a city can be picked up again by a missionary unit and transported elsewhere. Relic units can also be traded between players in the diplomacy screen. Most importantly, a number of relics are required for some Unique Religious Victory goals.
Recovered or captured relics become units that can be transported to any city and turned into a reliquary to provide special bonuses. A relic that has been placed in a city can be picked up again by a missionary unit and transported elsewhere. Relic units can also be traded between players in the diplomacy screen. Most importantly, a number of relics are required for some Unique Religious Victory goals.
Religious Victory
Spoiler :
A completely new and unique feature of the mod is special Religious Victory devised by Tigranes. Adherents of each major religion can achieve Religious Victory by fulfilling three goals unique for that particular religion. Unique Religious Victories, or URVs, work in the same way as Unique Historical Victories, except that they have no deadline and can be completed by multiple players in joint effort. Switching your state religion will reset the URVs.
Mercenaries
Spoiler :
SoI includes TheLopez's Mercenary modcomp also known from RFC, with some changes:
- Regional recruitment system is used for many units, e.g. you can only hire mercenary War Elephants in India and adjacent provinces, Pashtun Warriors in Afghanistan, Sudanese Mercenaries in Nubia and Egypt etc.
- It is now possible to hire the basic naval units (if the player has a coastal city)
- Mercenaries are named historically, on a per-unit basis, e.g. Camel Archers use Bedouin names while Horse Archers use various Turkic/steppe names etc.
- Contracting units out is disabled (it's unrealistic - mercenaries are not "sold" by rulers)
Companies
Spoiler :
Companies replace corporations in SoI. With the name change comes a change in mechanics - they are not found and spread by the players. Instead, they spread automatically to cities that meet their requirements. The main concerns of companies are the city's geographic location, buildings, religions, resources and trade opportunities.
Once the company settles in a given city, it will start producing some commerce/yields just like a corporation, but without maintenance. Additionally, the city will be able to construct buildings and train units associated with the company.
If the company's vital requirements are not met, or if it finds a more suitable location, it will leave the city - e.g. Hospitallers and Templars will leave cities captured by Muslim players.
Once the company settles in a given city, it will start producing some commerce/yields just like a corporation, but without maintenance. Additionally, the city will be able to construct buildings and train units associated with the company.
If the company's vital requirements are not met, or if it finds a more suitable location, it will leave the city - e.g. Hospitallers and Templars will leave cities captured by Muslim players.
Improved Espionage
Spoiler :
SuperSpies modcomp has been included and expanded further:
- Spies can earn experience like other units
- Spy promotions increase their speed, success rates at spying and counter-spying, preparation, visibility and effects of particular missions
- Spies can cause state-wide Anarchy by executing Assassinate the Heir mission in the target's capital or summer capital
- Spies can assassinate special units such as Great People and Caravans
- Assassins are spies that start with extra promotions; they are better overall, but particularly suited for assassinations
- After completing their mission, spies return to a random nearby city, rather than to the capital
Credits
Spoiler :
- Embryodead – mod design, execution & some 2d/3d art
- Rhye – creator of Rhye's and Fall of Civilization
- Broken Crescent Team – creators of a mod that provided major inspiration for SoI with its medieval Middle Eastern theme
- Qiu - author of the Chinese version of the mod
- The Turk, MessageMan, Jusos2108, AOS9001, Tigranes, 2phunkey4u, AnotherPacifist, Barak, Leoreth, Bluebags, Ajidica, civ_king, spaceman98, corovanrobber, incognet, AdrienIer, thwump, comrade francis, Brew, Cetrix, AdrienIer, dafiden, MrBanana, FrogmasterG, srpt, youtien, Replacement and other testers – playtesting, research & ideas
- ColdFever – Blue Marble terrain
- GeoModder – Cultural City Styles modcomp
- TheLopez – Mercenaries modcomp
- moctezuma – Influence Driver War modcomp
- jdog5000 et al – parts of Unofficial BTS Patch & Better BTS AI modcomps
- The History of the Three Kingdoms Team – the CAR modcomp
- Sephi – BTS on Speed modcomp
- Karadoc - parts of K-Mod
- The_J, SaibotLieh, Baldyr – some Python code
- cybrxkhan – some Leader soundtracks
- Diversica, Dune Wars, RFCEurope, Rise of Mankind, Total Realism / Realism Invictus mod teams – bits and pieces of graphics and/or code I borrowed
- Bakuel – most of the unit art found in the mod
- stolenrays – a number of Great Wonders made specifically for the mod
- ambrox62, Bernie14, Castor_Troy, Chugginator, civ-addicted, Coffie Junkie, cybrxkhan, Danrell, Ekmek, machaerik, melcher kürzer, polycrates, siam, The Capo, veBear, Walter Hawkwood – units, leaderheads, buildings and graphics included in this mod
- wikipedia.org – most of the Civilopedia text