This modification-project strives to create a series of modifications focusing on Scandinavia in the Migration Period, a ruthless and unforgiving period when Germanic tribes broke up from their homelands. There have been many theories as to the reasons for this sudden time of unrest. The ancient historians wrote about tribes such as the Visigoths, Ostrogoths, Franks, Burgundians, Langobards, and other such tribes. These tribes were the ones that invaded the Roman Empire, but those were not the only tribes searching for new lands. The Tribes that didn't invade Rome itself, the ones even further north of the borders, were not very interesting for the Roman scribes, and the few written sources are either vague or destroyed. These tribes were also in movement in this period, those are the tribes that I want to depict in this modification. It must be done in the most historically plausible way, while at the same time using the characters of legend to bring the lands of Scandza into life.

Post news Report RSS More work on the map and other areas of the mod

A spur of motivation ran over me, so I proceeded to look into a few areas of the map, and ended up doing a lot more than I intended...

Posted by on

Once again I've spent time on fine tuning the map, looking into very detailed geographical features especially around the fjords of Norway (again), but also ended up completely re-modelling the rivers in northern Sweden and tweaking some other areas - including the addition of some more important sites for settlements than before.

Then I started tweaking some unit balance as well, and continued on to buildings and economy, so everything has moved several steps closer to a release suddenly.

The AI will no longer use the shieldwall formation, since extensive testing has shown that the ability tends to do more harm than good (the regular defend ability being far superior for the purpose of holding a line and reserving stamina).

Recruitment buildings now tend to lower the tax income (archery ranges and stables also reintroduced) while several other buildings (traders, smiths, etc.) will have positive effects; the building tree has seen a little overhaul as well, with new requirements for some etc.

Here are some screenshots of the map (WIP):







Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: