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

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Magolwanin
Magolwanin

Fantastic work!

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Dosenmais
Dosenmais

(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.

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CaptainArvegil
CaptainArvegil

Shut up. You can't make better mod...

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ArcheSel
ArcheSel

On the first picture, it seems that Harold needs a good double-handed axe in his hands.

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