The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace.
Fall of Kings is a remade version of Crucible of Kings, focusing on fixing the many issues whilst building on the original mods vision.
Crucible of Kings is one of the only good overhaul mods for TOB, however the modders quickly abandoned their mod and moved on too other projects, this left the COK feeling unbalanced and not enjoyable, largely related to the supply system being broken in the campaign and many complained about it, days turned into weeks, then weeks into months and then eventually years and still the Mod was not updated or fixed, I love Crucible of Kings and so sought to make a version we all could enjoy, whilst fixing and expanding on many of COK’s great additions. It is from this that “Fall of Kings” was born.
Fall of Kings is very much a WIP, it is a edited version of Crucible of Kings made by me, in this version several things have been changed as requested by you all but due to some of my own limitations in knowledge and modding I wasn’t fully able to fix some issues and so I’m not fully satisfied with the Mods current state, since COK has been largely abandoned I took it upon myself to build on the foundations of the original mod. In Fall of Kings much like COK the game has been totally overhauled, Fall of Kings seeks to provide a much more historical, slower, challenging and realistic experience.
Campaign Changes:
Vassals, Claimants & Titles System (COK)
- Governors are now Vassals and gain titles from ruling a province.
- Faction leaders and Heirs also have their own titles.
- These titles are different for each culture type and location.
- When a governor loses his province, he becomes a Claimant for the title. If he regains it, he will regain the title.
- Vassals have increased influence, Claimants have reduced loyalty.
- Vassals can level up over time to become more influential.
Supply System has been tinkered to be more forgiving, I wasn't able to remove/lower some Supply Stance costs (Mainly due to my own limitations) but FOK should allow you to move more then 2 turns without taking attrition. (FOK)
-Battle Changes
- Unit stats and battle system overhauled. Changes are aimed at making things slower and more tactical/realistic. FOK expands on this, lower tier units are now viable when holding a line, just don’t expect them to get a lot of kill’s or hold forever.
Lighter troops play a much more important role, due to their lighter equipment they move faster, recover quicker and don’t tire as fast, these light troops are perfect at flanking or plugging gaps in the line, just don’t expect them to hold against heavily armored infantry or missile support.
Archers play a much more important role on the battlefield, due to the nature of Armour in this period arrows can fell even the best warrior’s, do not ignore them, they fire much faster and with deadly efficiency.
Mounted Generals and Cavalry can now be dismounted to fight on foot, with boosted stats they can now effectively fight dismounted as was common for the time period. However, due to their smaller unit size they have a tendency to get surrounded and should be used with caution.
Dismounted General Units and Huskarls have be buffed across the board, to reflect their training, equipment and status. They are the best of the best and can change the tide of battle. (COK + FOK)
Campaign Changes: (COK + FOK)
- Season effects added for provinces
- Small minor town garrisons added (1 at tier 1 + 1 per level, levy only)
- All factions can now loot cities when taking them
- Increased chances for random invasions, especially in later game.
- Rebalanced war fervor system
- Increased building cost/time and technology time
- Increased AI bonuses to help them out a bit
- The supply and food systems are a bit harder and have more of an impact, as does raiding.
- Increased various negatives from bankruptcy, fame levels, and low food.
- Increased diplomacy negatives from cultural differences.
- Increased AI aggression levels and army budget allocation.
- Various other changes to increase the challenge and slow down the campaign a bit.
Mod Compatibility:
- Make sure to set battle difficulty to Normal or stats will be very off.
- Currently compatible with startpos mods (TPY mods) and mods that don't change any of the specific campaign changes we have right now. So, if you want to try 12TPY it will work with this mod. This may change in the future if we have to edit the startpos.
- Not recommended to use other battle or unit mods with this mod or you will get strange results.
Recommended Mods: (Only choose 1 reskin Mod, Anno Domini or ISAA)
- Anno Domini: 878 Historical Unit Reskin (Highly Recommended)
Steamcommunity.com
- Shields Down While Marching
Steamcommunity.com
- Immersive Shields and Armies
Steamcommunity.com
I am currently away defending the world from Russians, so don’t expect this mod to be updated anytime soon. If I survive there are some things I would like to work on, but I would need help with this.
So If you’re Interested in helping Fall of Kings and are skilled at the Variant Editor, PFM, or 3d modelling please leave a message on the mod page.
Things to work on:
- Adding Precursors to most units (Javelins, Throwing axes etc) very common for this time period.
- Adding new units.
- Fixing the Supply System
Big shout out to the Crucible of Kings Team for their original mod that Fall of Kings is built on.
You can find their awesome mod here: Steamcommunity.com