• 26 playable factions
  • 1236-1600 and 1200-1600 campaigns
  • 1 or 0.5 year per turn
  • Better AI (BAI & CAI)
  • 41 extra regions, 16 (soft) areas of recruitment
  • heraldry provincial titles
  • rebalanced units, 2h bug, pikes etc. fixed
  • retouched UI
  • integrated SSHIP/custom music
  • new scripts (like looting, AI money, AI debt, garrison scripts, capital change cost, king death info, events, more)
  • You can ask about stuff on RTWC Discord

CREDITS
- Pike, for the main mod "Vanilla Kingdoms"
- Gigantus, for Geomod tool Pike has used
- CA, for the game and expansion
- z3n, for his Skynet AI
- Fynn, for his Divide and Conquer AI
- Mesut aka GrandViZ, for his Ultimate AI
- TornNight, for his name verifier tool
- rawghi, for his Heraldry 2.1 mod
- Agart, for his Cities&Castles models
- me, for excerpt from my SSHIP work (music, AI, fonts)

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Video by zachman1201 aka TSL

Short instructions are:
0. Download the mod ->
1. Unpack to your mods folder: steamapps\common\Medieval II Total War\mods
2. Run VK2023_PLAY.bat

3. Destroy Milan

2023 hotfix

2023 hotfix

News 2 comments

1 years per turn, 0.5 year per turn, building, AoR adjustments.

Gold Release

Gold Release

News 3 comments

New campaign, playable Mongols, bug fixes and more.

Add file RSS Files
Vanilla Kingdoms 2023 Full + Hotfix

Vanilla Kingdoms 2023 Full + Hotfix

Full Version 60 comments

All in one package, paste & play (or click Read more).

Vanilla Kingdoms 2023

Vanilla Kingdoms 2023

Full Version 18 comments

Did you know feta cheese is the best cheese?

Vanilla Kingdoms 2022 EMF AI fix

Vanilla Kingdoms 2022 EMF AI fix

Patch 12 comments

What is green and invisible? Lack of grass.

Vanilla Kingdoms 2022 EMF

Vanilla Kingdoms 2022 EMF

Full Version 21 comments

Did you know you are awesome?

[OPTIONAL] Vanilla Kingdoms 2022 EMF 0.5 YPT

[OPTIONAL] Vanilla Kingdoms 2022 EMF 0.5 YPT

Script 4 comments

Did you know microwaving grapes makes plasma?

Vanilla Kingdoms 2022 EMF Patch

Vanilla Kingdoms 2022 EMF Patch

Patch

Did you know New Zealand is part of Zealandia continent, of which 93% is submerged?

Post comment Comments  (40 - 50 of 498)
Guest
Guest - - 696,764 comments

This is probably my favorite mod that keeps the game in the Medieval setting, I absolutely love what you've done with it! Recently I noticed that while playing as the Teutonic Order, My relations with every faction just started to deteriorate for what seems to be no reason at all and I'm not sure if that was a bug or if it was because I'm a catholic faction that allied with an orthodox faction. I think I remember this happening when I tried playing as them a while back too.

Also, have you considered changing the Teutonic knights that the HRE can recruit from chapterhouses into Ritterbruder? Or at least changing their skin to look like them? I believe the Stainless Steel mod does that and I remember thinking that was a really nice touch.

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Guest
Guest - - 696,764 comments

This comment is currently awaiting admin approval, join now to view.

peik
peik - - 22 comments

Hey!
The 2nd discord-link (to "this mod's channel") doesn't work :)

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zachman1201
zachman1201 - - 343 comments

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JLMP Creator
JLMP - - 300 comments

Thank you a ton for this!
Here is a working version of the video: Youtube.com

Reply Good karma+1 vote
Guest
Guest - - 696,764 comments

The English are OP late game compared to the other countries

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JLMP Creator
JLMP - - 300 comments

Found a Frenchman

Reply Good karma+5 votes
MedievalJihadAbuser
MedievalJihadAbuser - - 3 comments

I've found out that after some time, the guild building offers start to not popping at all (it's actually vanilla problem, but got bigger because of 0.5 year turn), and 1340 event triggers WAY earlier since i have grand bombard, hand gunners, and gun ships in mid 13th century

Edit: I also found out that the majority of mongol and timurids unit died when spawning in the map (1200 start). This causes the sudden announcement of the Mongol's and Timur's Khan death anouncement at that exact time

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JLMP Creator
JLMP - - 300 comments

I haven't changed guilds scripts for 0.5 ypt option, so it might be off, yeah. I will look into it.

Gunpowder events are working as intended per this sheet: Moddb.com

Mongol destroyed announcement is also normal, as they continue to invade anyway (as explained in the first turn info popup).

Reply Good karma+1 vote
MedievalJihadAbuser
MedievalJihadAbuser - - 3 comments

I'm not sure whether it is 0.5 year turn or 1200.
but both arquebus & musket suddenly available (wherever possible) without Matchlock event (around 1420-1440) after Timurids invasion event around 1350

Black death appeared only half of the duration of it's intended with 0.5 year mod,
so is the time limit for everything (quest, jihad/crusade registration, and the time it take to reach now world (although it would be frustrating to half the movement per turn when doing that))

in conclusion, some stuff remains because of the half year turn

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