Current state of the mod
We know that many of you are waiting for the mod to be released. Unfortunately, this project requires a lot of time and work.
But in the meantime, let’s introduce you to the work that’s been done so far and show you the road map .
Road map :
Troops & Culture :
- Fix troop trees crashing
- Define culture groups which share items,
- Implement culture traits
- Change id names inherited from CEK to new intuitive ones and simultaneously change all references (troops, settlements, clans)
- Generate lord presets with preset generator (requires items done first)
- Assign culture mercenaries.
- As of 1.7, a mercenary troop tree can be directly assigned to cultures which will spawn them in taverns
- Move crusader troops to recruit manager, remove from tree with all together
- Western Hemisphere Troop Trees - Assets/reworks to every troop trees
Core & Feature :
- Assets/reworks to every troop tree
- XMLs
- Fixed the problem with the castle spawning and attempt to make the map bigger without messing everything up again
- Add scratches and marks to Jerusalem knight, shade pole
- Move changes to vanilla content to XSLT (settlements, cultures, weapons, item pieces) - Implement settlement filter for recruit manager
What is done actually :
Here is the full list of Western Cultures/Sub-cultures :
Some troop trees have already be done
English troop trees :
Some features we are working on :
New features developed by our team
city management system :
This will allow a complex management system with inspired by Crusader Kings III :
(there is more to come)
The best for the end !
Cultural group system :
In-depth cultural group system where cultures share traits and have the ability to recruit from each other while unable to recruit from foreign cultures. Modified and extended character creation to contain both cultural group and specific culture selection stages
French sub cultures :
English sub cultures :
Celtic sub cultures :
Looks beautiful !
Under the city management system tab, I see there are specific duchy titles and fiefs. Could you explain more how those features work please?
It seems more in the vain of CK3 which is fantastic.
Lords hold titles which fit in a title hierarchy. The lord's highest title determines his position in the hierarchy. Lords under him (a count under a duke) are his vassals, which fulfill duties to the suzerain but are granted rights. This creates dynamic hierarchies within factions as opposed to every clan being treated the same. Ultimately all lords are direct or indirect vassals of the faction leader which holds the highest title associated with that faction
It's probably a more refined in simplified version crusader kings 3 system from lords to the minor nobility from what it looks
why is the Flander sub-culture in minus ? Will it be "playable" my lord ?
In the current version of the mod, we are trying to do the majors factions without be specific and we didn't got into detail, in futur versions It will possible to have all factions of european area like in 1212 for total war, but with the current modding tools and the work that still need to be done, we have decided to just put minor factions (clans that are part of a major factions)
Flandre have unique units but are parts of Royaume de France
Thanks for you reply and your work !
Jesus f*ckin christ! Looks so awesome, well done!!
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