Charlemagne-Mod General- -New grand campaign using the charlemagne map in 1066 ad. -New campaign balance, features and feel to suit the period. -New battle units and visuals to suit the period. Campaign- -Twentyfive unique playable factions with historical family trees, names, and unique units and missions.. -New building/feudal system, converting the whole way the building system works (with new buildings ofc), to be focused around land grants and charters, the way the medieval economy worked. -New technological system, working with units and "buildings", based on medieval law. -New economical system, baced on contemporary assets such as the doomsday book, buidings unit costs +more, converting the economy into the historical rural economy of the middle ages. -New recruitment system based on region, buildings, religion, population and economy. All these factors make the system more challenging, historical and dynam
Fantastic work!
(buried)
You should at least finish these menues before you wanna show them off. And you totaly overplayed all that latin ****. Just look at these fonds down right corner, they suck.
Shut up. You can't make better mod...
On the first picture, it seems that Harold needs a good double-handed axe in his hands.