Albion - Total War is a mod in development based on the British Isles and France, starting in the 13th century during King Edward I of England's accession to the throne.

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Preview of Albion's Governments, Agents, Titles & Biographies.

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Albion will feature three forms of government buildings, that will allow for other building trees, as well as law conversion bonuses.

The mod replaces Britannia's cultures/religion with historical laws.
Churches remain, however priests have been replaced with three forms of Judges (Sheriff, Magistrate, Justiciar)
Named according to respective cultures, and will be recruitable under a new tree of law buildings.

These include: The Curia, Curia Regis, and Parliament.


Among these new building trees, are new recruit-able agents:


Outlaws replace Witches

The Archbishop replaces the Inquisitor, therefore can persecute Judges, as well as Outlaws, as it was historically.

The preview image shows a Monk, and a Friar. However, in game there will be multiple of these types, for ex; The Black Friars, Benedictine Monks etc..
These are based on different levels of priests but have unique ancillaries like herbal medicine, and monastery beer.
They will be available in a separate "Monastery" building tree.

Hereditary Titles

Included in the mod will be all historical Earldoms/Mormaerdoms, Lordships and their hereditary titles and offices, passed from father to son.
If the line of succession for a given title runs it's course, the Monarch will recieve the ancillaries after 2 turns of vacancy.
Therefore, he will need to be regularly looked after in order to transfer those titles, as they will not be triggered to appear otherwise.

Only titles of "Sheriff" and similar will be able to be acquired, if the title is vacant and a chosen general is in that given settlement.

Each starting general, or historically spawned character will have a historical biography in his traits.

These are Scotland's starting general's and Archbishop of St Andrews:
(Notice, Loyalty is now Allegiance, Piety is now Dedication)


Amazing! Love the use of MTW I portraits!

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I love the wide variety of different agents you're bringing in. It has been a thing of Medieval 2 that I always wanted more of. Quick Q though: if religion has been replaced by law, what's the function you've given to monks and friars? Will they be other law raisers or will they function as public order raisers or inquisitors like the Archbishop?

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ZantorianTW Author

There are actually some agents missing such as "Surgeon" that you can put with your armies for morale etc.. As well as culture variants such as Brehons for Gaelic Ireland and so forth.. The monks will be in the same line as judges (no choice in the way the game is built) but it is their unique ancillaries and traits that will make them have bonuses toward "Public Health" and to reduce unrest (so increase happiness).. But they will have much weaker effect on the law side of things, in comparaison to the Judges. I can even negate their law powers by using hidden counter-traits.. They all share "Dedication" as their main trait instead of piety or management as was used in Britannia.. I found Dedication to be more neutral to multiple agent types. The Archbishop is the sole "Inquisitor" type agent.

Reply Good karma+4 votes

Sounds very well thought out. I really like your idea of having two types of priest-like agents, one for public health/happiness and one more for law conversion, opening up a variety of tactics in that sphere. Also, capitalising on agent's ability to attach themselves to armies is unique and interesting. I'm loving your innovative work for this mod! :)

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good job and good idea !!

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It looks absolutely great! I really love the selection of agents you get to recruit. Not to mention how good looking they are.

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ZantorianTW Author

Spy & Assassin updated*

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I post just to say...

Very, very cool.

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