Buff and Shine is the most popular sub mod for Medieval 2's Broken Crescent with new factions, new mechanics, systems and units. But, can you master the Middle East, The Russian Steppe and cross the River Indus? Covering the Third Crusade, The Balkanization of The Seljuk Empire and the rise of the Mongols, there is plenty of challenges to be found. Buff and Shine 2.0 Includes 3 New Factions - Principality of Kyiv, The Atabeg Salghurids and The Bavandid Ispahbahs, bringing the total faction count to 21! Dozens of New Buildings that include wonders, cultural buildings, and a brand new recruitment system that are inspired by federal iqta systems. A host of new RPG and empire management mechanics like Religious tolerance, Civil Wars and supply. 3 New Historical Battles. And Much, much more!

Post news Report RSS Features of Broken Crescent Buff and Shine

What's New in Buff and Shine in short is an overhaul of the Broken Crescent 2.4.2 while trying to retain the feel and flavour of the campaign.

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New Religious Systems

  • Religion is of greater relevance than the vanilla experience. Differing faiths can cause more significant turmoil in each region; however, there is also the option of evoking religious tolerance. Which allows a ruler to construct edicts of religious tolerance that increase trade and collect a poll tax upon religious minorities in the region. Its cost is that it halts religious conversion of the faction's faith in that province, and it is a source of unhappiness for the more zealous of the true faith population. Choosing to oppose tolerance removes the edict of tolerance across the Realm, but it does give a flat increase to the true faith. This choice occurs upon the crowing of each new faction leader.

Mongols

  • The Mongols have been overhauled compared to 2.4.2 Broken Crescent. No longer will they rush you with unlimited free instantly produced units. The Mongols are still a realistic threat, but they are a fun threat. Now they come in waves over a period of around 20 turns. After each new region of conquest, they gain the ability to raise new powerful armies.
  • Their recruitment has been revised in several ways. Their production times have been increased, and their recruitment of elite troops has been. Thus, making them far more balanced when compared to other factions. In compensation, they can now also produce auxiliary AOR troops. Whereas previously they were given unlimited money and instant production.


UI

  • The Menu has been overhauled, allowing full faction selection (all factions except Rebels and Mongols) for the grand campaign without causing a crash.
  • New portraits which add many new culture-specific portraits for some extra flavour.


Buildings

  • A new recruitment system. No longer build Barracks / Stables / Ranges for units; instead, one building is responsible for all faction-specific units whilst levy, and AOR troops now have their own building trees.
  • As an extension of the feudal system, recruiting troops outside of home regions is now possible. However, they arrive at a far slower rate. As a result of this, recruitment is not instantaneous. You must develop your faction's cultural infrastructure after every conquest. It is a middle ground between BC and Vanilla MTW2.

Buildings

  • New buildings, for the economy, infrastructure and warfare.
  • Streamlined the building tree. All buildings now do something. No longer are their useless buildings.
  • Inclusion of new cultural buildings and wonders.


Combat

  • I've overhauled the unit stats. Many units hadn't been adapted from previous builds, making some rosters weaker and far less effective in battles and the campaign. These changes are minimal, but you will dramatically notice their effect for the better.
  • New formations added to the Roster for varied combat encounters.

RPG elements and Traits

  • Added 50+ new traits that add flavour, RPG aspects and cool game-play elements.
  • Reworked the title system to be dynamic and effective. Examples include: conquering enough land as a Hindu faction and pushing the Muslims back past the Indus, and you may be declared a Maharaja, or perhaps as Rome, you lose Constantinople be prepared to be stripped of your title of emperor and face rebellions or even civil war.
  • New ancillaries have been implemented. Enhancing game-play elements and additional RPG flavour.
  • Introduction of a trophy system if you defeat a different culture group decisively, you will receive a trophy from them that gives unique benefits. A crusader shield, for example, will give you extra command and troop morale, whilst a Turkic bow will give you greater skill in ambushes and authority.
  • Generals with a dread rating can raid and pillage enemy territory for financial gain but at the cost of reduced movement and range of sight penalty.


Campaign

  • 3 New Factions to battle against with a priority to fill boring or dull regions whilst still remaining historically inspired.
  • The Salghurids Atabegs based in Fars came to dominate much of the Gulf and southern Iran.
  • The Principality of Kyiv is a mere shadow of the once great Kievan Rus state with the right leadership. Perhaps greatness could be great once more.
  • The Bavanids – a Shiite state surrounded by enemies will you be able to lead them to greatness?
  • Kerman Seljuks have been reworked to fulfil the role of the Seljuks of Iraq, like what they were in BC 2.3.
  • 15+ Optional New events will provide new challenges, including the Trebizond Empire emerging, Dynamic Jihad script and many more.

Historical Battles
Three New Historical Battles
More historically inspired than accurate, they are all fairly well-balanced and work in multiplayer if that is your thing.

  • Battle of Mamistra 1152: Byzantine Empire attempts to thwart the ambitions of independence for Cilician Armenia
  • Battle of Indus 1221: The last stand of the Khwarezmid Empire against the Mongols
  • Battle of Arsuf 1191: the famed battle between Richard and Saladin.

AI

  • A tweaked AI for Broken Crescent so far has resulted in less passive AI when compared to previous builds
  • Diplomacy has been improved, bribing is more likely, and agents are used more effectively by both players and AI alike.
  • Elephants are less likely to stall sieges (at least in India)

Balancing

  • A huge range of tweaks for battles, campaigns and many other things.
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