Civilization list
Antiochenes, Aragonese, Armenians, Berbers, Bulgarians, Byzantines, Castilians, Cumans, Danish, Egyptians, English, French, Genoese, Georgians, Germans, Hejazis, Hungarians, Iraqis, Jerusalemites, Kievans, Latins, Lithuanians, Mamluks, Mongols, Moors, Norwegians, Novgorodians, Persians, Polish, Portuguese, Scottish, Seljuqs, Serbians, Sicilians, Swedish, Syrians, Teutonics, Venetians
Features
• 38 civilizations – Each with 5-7 civilization bonuses, 2 unique technologies, and 2 unique units. The second unique unit may be shared with a few other civilizations and is available in the 4th stage (age)
• New units – Including Boarding galleys, Generals, Macemen, Naffatuns, and Greek Flamethrowers
• Unit lines changed – Militia line separated in militia infantry line and heavy infantry line, archer line separated in crossbowmen line and bowman line, camel line replaced with lancer line, knight line separated in mounted sergeants and feudal knight line
• Regional names for heavy cavalry and heavy infantry - Ghulams for muslim civs, Knights for catholic civs, Keshiks for mongols
• New buildings – Including Mercenary Camps, Noble Courts, Roads, and Trade Workshops
• 25 new technologies – Including Fire Arrows, Fixtures, and Pilgrimages
• 5 different unit sets - No more european looking knights for middle eastern civs
• New strategies – Capture Mercenary Camps on random maps to hire mercenaries, hire Raider Cavalry to steal your enemy’s villagers and loot their Markets, Town Centers, Trade Workshops
• Crusades/Jihads – Call a Crusade or a Jihad to improve the attack and movement speed of your units and gain access to new units
• Improved late game economy – Research technologies at the Trade Workshop to allow resources to last longer or train sheep; natural resources have more amount
• Dangerous early game – Stronger wild animals and Outlaws will defend their territory
• Enhanced early warfare - Skirmishers and Bowmen available in the first stage (age)
• Changed combat system – Buildings take less damage from non-infantry and non-siege units; ranged units have more range and minimum range
• Naval Overhaul
Added Boarding Galleys, Cogs, Scout Ships to make water maps more interesting
Builder Ships allow you to build water buildings (Sea Walls, Sea Gates, Sea Towers)
All Ships except Demolition Ships weaker vs. land buildings
• No Gunpowder – All gunpowder units (including Petards) removed and changed to scenario editor only units
• New Heroes – Many new heroes from the crusades era
• Packable Town Centers – Cumans, Mongols, and Seljuqs can pack their Town Centers
• Resource Storages increased slightly - More food, gold, stone, wood on the map
• Building a wonder increases the maximum population by 20 until it is destroyed
AI (select "Computer") can train new units and research new technologies. Other included AIs from Forgotten Empires also work but will not train new units and research new technologies.
Hungarians
Unique Units: Szekely Cavalry (anti-siege light cavalry), Woodsman (medium infantry)
Unique Technologies: Royal Banderium (Feudal Knight, Chivalric Knight +2 pierce armor), Saggittis Hungarorum (Cavalry archers +1 range, +1 attack)
Bonuses:
• Cavalry archers +4 attack vs. buildings
• Cuman Auxiliaries cost -15%
• Farms built 50% faster
• Scouts, Scout Cavalry, Light Cavalry cost -15%
• Villagers +12 attack vs. predator animals
• Lumber Camp upgrades free
Team Bonus: Crossbowmen, Bowmen +2 line of sight
Mercenaries: Raider Cavalry, Cuman Auxiliary, Slavic Javelineer, Steppe Rider
Tech Tree
Disabled Infantry: Chivalric Foot Knight, Squires
Disabled Archery: Arbalester
Disabled Cavalry: /
Disabled Siege: Siege Onager, Siege Ram
Disabled Blacksmith: Plate Mail Armor
Disabled Dock: Elite Scout Ship, Heavy Demolition Ship, War Galley
Disabled Economy: Guilds, Stone Shaft Mining
Disabled University: Architecture, Arrowslits, Fire Tower, Fortified Wall, Keep, Siege Engineers
Disabled Castle: /
Disabled Monastery: Atonement, Heresy, Orthodoxy, Redemption
Disabled Noble Court: Jihad
===Strengths===
Strong cavalry and horse archers.
===Weaknesses===
Weak early economy and suboptimal infantry.
Version 1.0 Playabale civilizations: 38 Civilization list: Antiochenes Aragonese Armenians Berbers Bulgarians Byzantines Castilians Cumans Danish Egyptians...
I am not able to build the trebuchets. Whether I build Siege Workshop first or Castle first they simply don't appear after building the Siege Workshop.
Is there any other specific order of buildings or techs or age up is required?
That was a bug that appeared if you build your first siege workshop in the 4th age/stage.
It's fixed with the new patch: Moddb.com.
Thanks a lot ! Its working now !
Please explain to me how to build warships in such nations as Bulgars and Mongols
The mod changes naval warfare so that the first warships are available in the 3rd age/stage.
How do you build trebs? Its seems like every civ have one but i can make it with several. English per example... Im missing some tech?
You have to build a siege workshop first. Then you can train trebuchets at the castle starting in the 4th age.
And how to build mercenary camps?
MCs cannot be built. You have to capture the MCs on the map. For more information you can check the manual in the Support folder.
Oh..thanks for the info !