Broken Crescent is a M2TW total conversion modification centered on the Middle East starting from 1174 and concluding in 1300. Featuring a gorgeous new campaign map spanning from Anatolia to India, Broken Crescent allows you to take control of over 18 brand new factions all complete with over 300 new artistically crafted warriors ready to do you bidding!

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Broken Crescent v2.4 is released!


Broken Crescent v2.4




After years of development, Broken Crescent v2.4 is finally released. It features :

  • 7 brand new factions (now there is 25 in total)
    • Imamat of Yemen
    • The Zengids
    • Uyunids of Al-Bahrein
    • The Eldeguzids
    • Kara-Khitai Khaganate
    • Principality of Vladimir-Suzdal
    • Khanate of Volga–Kama Bulghar
  • More than 80 new units (more than 300 in total)
  • Extended map north and east
  • Improved Strategic map
  • Rewamped economy, religion and recruitment features
  • A lot of new events, traits and ancillaries
  • A lot of new UI and eyescandies

New campaign map:




Some screenshots :








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Broken Crescent v2.4

Broken Crescent v2.4

Full Version 8 comments

This is full new Broken Crescent v2.4. I'm not member of the team, I just thought it might be good to upload a mirror here at ModDB. All credits goes...

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Hello may i ask one question ? How to ,,nerf" Mongols ? With all the respect but they are way to overpowered in this version. I had a situation while playing as Georgia in which they had something about 2000000 troops on campaiign map according to charts. Could someone help me please ? In any other respect this mod is pretty much my perfect TW:M2 mod so I would be thankfull to deal with this one problem.

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IamMarco
IamMarco

when the Mongols capture their first city, use this cheat: "surrender_regions Mongols". And you can continue playing without their overpowered faction

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Um... great mod like the roman faction but I have a problen with 20 millioon mongolian army with more than 200 full army corp. Those this mod work as mongolian invasion like this and one more question about mongolian finance.
Well mongolian has 20 millioon army and they are still making propit and producing more army.

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Guest
Guest

same guy who commented and now mongolian army grow more than 24millioon where I have only about 2millioon and finance is dead. And that's not the problem, real problem is mongolian army is now attacking my computer by creating too much army and I think really need to restrict the mongolian army. Unless the computer will be dead due to the too much army corps.

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jobst
jobst

This is a great mod! Thanks for finally releasing it to moddb!

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Vipsanius
Vipsanius

Great mod! Playing a minor emirate is challenging but I keep coming back. Just learned to pull my cavalry out of sieges and burn through expensive units first.

I'm uncertain of the relative return of the various economic upgrades - roads, markets, vineyards, slave markets. Any guide anywhere?

Thanks

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Guest
Guest

Roads give a very good rate of return, I've seen paved roads boost a settlement from 700 trade income to 1400. They are worth building pretty much whenever there is a neighboring region to connect to. They also slightly improve other regions' export income with that region.

Markets, vineyards, etc. (anything that says "Increase in tradeable goods" in its description) improve trade income by 10% per level, but they do not multiply previous improvements of their own kind. This means that if I had a level 5 market, I would have 50% more trade income. These are nearly worthless unless the province is already producing a lot of trade income, in which case they are a must-have.

You didn't mention sea trade, but as a rule of thumb improving the Sea Trade building line (says "Trade fleets available: x" in the description) is like roads, always worth it. Whenever this opens up a new sea trade route, it pays off big.

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