About the mod:

The Last Kingdom challenges players to control 13 new factions, including the Vikings themselves, the Saxons, Scots, Irish, Welsh and Norman, and to embark on a campaign to dominate the British Isles. With a wealth of new historical heroes, players can lead a range of new units into battle - including Viking Berserkers, Saxon Huscarles and Fyrdmen - while conducting sieges and epic battles.
You can conduct the campaign on a new map focusing on North Europe, in the continent, in the Isle of England or Iceland or starting from the Norwegian peninsula.

Starting date: 865 / Finishing date: 1066
2 turn is one year
(... one year before the viking invasion of Northern England.)

Factions and Cultures:

Viking culture:

  • Kingdom of Denmark
  • Jarldom of Hordaland
  • Jarldom of Vestfold
  • Norman clans (early Norman - mixed Norse settlers, from 911)

Anglo-Saxon culture:

  • Kingdom of Wessex
  • Kingdom of Mercia
  • Kingdom of East Anglia
  • Kingdom of Northumbria

Gaelic culture:

  • Kingdom of Connacht
  • Kingdom of Munster

Celtic culture:

  • Kingdom of Gwynedd
  • Kingdom of Alba

Carolingian culture:

  • East Frankish Empire

Norman (late) culture:

  • Duchy of Normandy (late Norman - Late period, approx. 1000)

Viking rebel / Saxon rebel / Celtic rebel / Irish rebel / Fries Rebel

Main Features :

  • New campaign map
  • 13 new factions and 6 new cultures
  • A lot of new units, equipment, weapons and shields
  • New banners
  • New interface, UI and menus
  • New videos
  • New government system
  • New campaign scripts (Unification of Norway, etc)
  • New buildings and buildings tree
  • New cities organization on the battlefield maps

Links :

English: Twcenter.net
French: Mundusbellicus.fr

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Updated as of 23/07-2017:

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Install in two ways if you have the CD-version:

1. Just extract the downloaded RAR-file using a program like WINRAR (it's free, just search for it on google and download it and install) and after that go inside of the downloaded folder and cut the folder inside of it (with the same name) out from that folder and just place it inside of your \SEGA\Medieval II Total War\mods-folder.

Start the mod by clicking the bat-file with the name "Execute.bat" - NOT the "pagan Normans" or "Baptized Normans"-ones. I don't know if they work with my additions. Use the executive to be safe!

2. The other option, and this is if your game is unstable - install TLK version 3.06 first, and then remove the folder from your mods-folder and place this one in instead. But i think the first option should work fine for most.


Version 3.08 final release of this old upload (23 july 2017)

- all custom settlements added to the mod, and includes a few more than in WotN: The Baltic - also has all the "Barbarian/Viking" buildable buildings implemented unlike WotN where i didn't bother to include more than the viking temples and longhouses.

Credits for 3.08:

- I myself (Mr_Nygren) did all the implementation of the settlements.

- Rhaymo and DBM - for the creation of the custom settlements in use by all factions.

- Rhaymo allows the use of DBM assets in other mods - alas i have permission to use the custom settlements.

- The EoR-mod and Deutschland etc - for the new slavic textures applied to the custom settlements by Rhaymo - the Viking custom settlements have re-textures from EoR.

- I am also an official developer of EoR (East of Rome) and Deutschland himself approved of this - i've gotten Darius permission to use assets from"The Danube Limes" in WotN - and as the custom settlements are Rhaymo's and were free to use for everyone i'd say permission exists for the re-textures also.

Version 3.079 "Pre-release" (3 March 2017)

- I am working on a real update, but wanted this out now in case i mess up. At least then i won't have to re-do everything!

- Silver surfer strat-general for german unit used by rebels fixed.

- Silver surfer crews for ballista, catapult, trebuchet and mangonel used by rebels fixed.

- WotN-animations merged with TLK-animations - which means all WotN animations are now included in TLK:WotN Expansion.

- Frank Archers with working bowstring-animation added to East Frankish Empire.

- Replaced the Frankish units in the "German Rebels"-stacks with actual Flemish, Lombard, German etc units. No more cavalry nor other Frankish units for them.

- Denmark army now starts in Britain next to East Anglia.

- Hordaland now has it's army in Ireland based in Dublin.

- Vestfold now has two armies in Scotland in the territories which they had historically.

- All factions but the Magyars start out with ships - this means the Vikings will settle Iceland at around turn 30.

- Northumbrian captain and general added from WotN.

- Shield-textures for Northumbrian general changed from slavic ones used in WotN to the proper Northumbrian emblems.

- Fixed a bug were the Celtic Hunters didn't hold their bow correctly.

Version 3.07 (20th February 2017)

- New music for all factions/cultures - mainly taken from my WotN-music-mod, from the Unofficial 4.0 patch and from DBM. But i have edited all the songs and only taken what i wanted from DBM and the Unofficial Patch. Most of their songs aren't in use. The Kingdom of Gwynedd got some extra work made on their stuff. Nothing new but the music for Gwynedd, Munster/Connach and Alba - in this release at least.

- New units for the Francs, Denmark, Hordaland and Vestfold - Denmark has gotten a few new units, the Franks got their whole roster from WotN added to their roster, Hordaland got the Norse units of WotN with the Rygjalandi elites - Vestfold got the Norse units from WotN but with Vestfolds elites.

kingdoms 2017 02 20 22 56 47 860

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- New Swedish units as a separate rebel faction in Swedish territories - the rebel faction is controlling all the rebels on the map, but the difference with the Swedish units is that the rebel faction can actually recruit and train Swedish and Norse units from Swedish respectively Norse regions. Rebel faction made rich so it will be able to recruit units.

- New Regional Recruitment system for specific factions - Mercia/Eastanglia/Wessex can recruit Northumbrian basic troops in their specific regional building - while Northumbria can recruit all of their old Saxon-units if Northumbria has this building. Northumbria gets the Northumbrian units from the start of course. And the others can only recruit Northumbrian elites if they hold the Northumbrian homeland and build the right building for it. Yes, the Northumbrian faction have a completely unique roster made by Absinthia for WotN - i have also fixed the Burwaran-unit and given them a mounted unit.

- There is a similiar system for the Viking-factions - if any Viking faction holds the other two factions territories they can recruit all of that factions unique troops - the Norse also has the Unification script as an alternative option. When Hordaland and Vestfold are united they also get all standing armies - but i was not sure about if they could recruit those faction-specific troops. But now they can, and therefore you as a player will have a reason to conquer the other Viking factions before going to Britain. The Swedish rebels have like five unique Swedish Viking-troops - they can all be recruitable if you conquer skara and that other Swedish settlement - and after that build the correct building. But be warned: I gave them huge garrisons to represent them being a faction of their own - Svitjod/Svea and Gautland in a mix - Gautland was conquered by Svitjod soon after anyway. And unfortunately Svitjod wasn't on the map, but Gautland was.

- Balanced all the WotN-units so that they are very well balanced based on the system in TLK - with the Real Combat-mod active. You will not have factions that are overpowered or underpowered - they are as they should be historically. While the strongest units may be the Magyar Horsemen - they are a spawning faction with no territories unlike their enemies the Franks among others - they needed to have the best units as they otherwise would stand no chance against factions with developed economies and many settlements. But they are beatable so they´re not overpowered. Makes sense that mounted troops are superior to dismounted ones - and while the Francs and Normans do have mounted knights - they don't have horse archers.

kingdoms 2017 02 20 23 01 49 465

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- Fixed alot of minor bugs and errors, as well as implemented the whole Unofficial Patch 4.0 manually ontop of my mod by myself - using the tool Total Commander to compare my files with Wino's - as he recommended.

- Added troops to starting positions in the descr_strat, the scripts and the rebel_factions-file - you will have more varied armies from the start - and there are many different kinds of rebels not there previously.

- Added siege engines to the campaign, and ballistas, trebuchets and catapults were already in custom battles for the Normans and the Francs. Now they are in the campaign, and in custom battle - for all factions! But there is a little trick to getting them in the game.

All the factions can build Ballistas if they build a siege-building - but only the cities starting as highly developed cities are able to build Catapults - this means they are restricted to Saxon and Frank-territories - and the only possible way to get a catapult for barbarians and Vikings will be by conquering those highly developed cities. The same rule applies to Trebuchets and Mangonels - the last which i added to the Franks. But in these cases it is even more rare to get across these siege engines - you'll need to conquer one of the big frankish cities! Saxons doesn't have the skill to create Trebuchets and Mangonels in this early era - it's a Frankish Empire-only thing. But everyone who holds one of their key-cities, such as Aachen, Paris or that third one - can create these siege engines.

- Added Swedish accents for Viking factions - 1700 Empire:TW-style - didn't fit the stratmap very well but works - on the battle-map it is much better because they still say the same insults as in Medieval II.

I am sure i did more but this is what i remember currently right off the tip of my head - i have been working on the mod for at least four and a half full weeks (including evenings) like 17h/7- i hope you guys will enjoy it. It feels pretty complete, were it not for a few unit portraits that needs to be fixed - they are currently using placeholders.

I played it for a few hours in hotseat and it worked great - i have played it with auto-resolve in an older version from last summer for over 500 turns. But this is a new version and i haven't played one single long campaign by autoresolving. But i think it should work fine! Remember that i use the CD-version - don't ask me for help with Steam - but it should be compatible with steam also. But i only help if you are using the CD-version.

I made this submod only by myself- but there are some people who deserves both credit and mentioning:

Danova & team - For the base TLK-MOD!

Absinthia - for the WotN-units such as the Franks, the Northumbrians and the new Vikings - also a thank you to Leif Ericsson for the Vigamenn - Absinthia and Horsa were fine with me using the units, as i am also a developer on WotN currenly - and they told me that Leif would probably be more upset than happy if i didn't include his unit (the Vigamenn) also. I guess i was fine with Absinthia giving thumbs up on that one. TLK and WotN were created by different teams around the same time period - and i know about Horsa and Danova having a sharing agreement which we are playing upon in WotN: Grand Campaign.

Thanks to Heathen Storm also if you have done anything on the units.

But mostly, this was all Absinthias work and he should have credit for the bigger part of the rosters.

Thanks to Darius - for allowing me to use parts of East of Rome: Danube Limes in Wrath of the Norsemen - as this is an "expansion" in the middle of the two WotN-releases - with a clear WotN-connection - i assume this was fine as well - because i got permission for the big one. And this is the same thing but set only in Britain and smaller parts of Europe. Thanks for allowing the use.

Then i wanna thank Wino - for his advice on using Total Commander to help me add his changes on-top of my own submod - thanks man! Would have been very hard without that program.

Thanks to crosscheck86 for his "Swedish Accents"-modification - which i added in with permission from him, and which adds Swedish voices to the Norsemen and Danes! There were no Danish nor Norwegian voices to be found. And it suits the Swedish rebels well.

And finally to Rhaymo, the creator of DBM - for using some of the music of his mod. Not that he ownes the music but it was still in use in his mod.

I wanna thank Derek Fiechter, an artist - for letting me use his song "Celtic Music Instrumental - Avalon" in the mod - on condition of mentioning him.

Video of a battle between the Kingdom of Northumbria and the Kingdom of Wessex (sorry for Bandicam messing up):

Installation Instructions for TLK

Installation Instructions for TLK

Feature 40 comments

Here you can find installation instructions for The Last Kingdom mod.

Unit equipment, shields, weapons, banners

Unit equipment, shields, weapons, banners


A little showcase of some of new unit equipments, shields, weapons, banners and so.

Factions, Map, Regions, Buildings

Factions, Map, Regions, Buildings

Feature 3 comments

This is some features of TLK, including a list of faction, a picture of the campaign map and a preview of a few buildings of the mod.

Add file RSS Files
The Last Kingdom:WotN Expansion SUBMOD! V3.08

The Last Kingdom:WotN Expansion SUBMOD! V3.08

Full Version 52 comments

Updated july the 23, i suggest everyone to download this version when you read this - it adds the custom settlements to the mod, as i figured now that...

The Last Kingdom v3.06

The Last Kingdom v3.06

Full Version 23 comments

Latest version of The Last Kingdom mod. It requires Kingdoms expansion v1.05. You can find instructions for installation under "Features" here at Moddb.

Comments  (0 - 10 of 135)

Awesome mod! Are you planning to do an update ?

Reply Good karma Bad karma+1 vote

Yes, an update has been in development since march, and the custom settlements were part of that update released earlier than the rest of it - i still have work to do and don't know when i will finish it.

- Changes includes new units for most factions, small changes in gameplay, small music changes and above all a new Gwynedd roster as the entire roster has been replaced!

- Possible changes are the addition of West Francia and Gautland to the game in both custom battle and campaign.

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I had to uninstall the mod because it was conflicting with my other mods, but when i launch Med 2 and go back into the files a file called Last_kingdom keeps coming back. How do i remove this permanently?

Also none of my kingdoms modules are working. I launch them and is says it has encountered a fatal error and crashes. I believe this mod has installed a virus on my computer.

Reply Good karma Bad karma+1 vote

Lol, you did something wrong my friend.

This mod has no virus and it certainly doesn't affect other mods.

Reply Good karma Bad karma+1 vote

So im using the steam version, i have installed the mod just as it says to, but when I press play in campaign or quick battle the mouse starts to spin as if its loading but it never does. Have I done something wrong?

Edit: I got it to work after reinstalling. I just had to let it sit there for about 2 minutes to load.

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i can't start a custom battle or a campaing. I download the The Last Kingdom:WotN Expansion SUBMOD installed, and dont work

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How did you install it?

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The Magyars just conquered my Capital as Normans, but as I've requonquered it, it crashes every time, i click on the build buildings and stuff button.

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Highest Rated (4 agree) 10/10

This mod is epic! Dark age Europe and the Viking invasions are the most intresting parts of history (I think so anyway) so I'm glad their is a mod set in this time period!

Sep 1 2013 by GordonTheCat


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