Medieval Kingdoms: Total War is a total conversion of Total War: Attila with brings the game to the high middle ages, set in the starting year of 1212 AD going until 1453 AD. This mod will completely revamp the game with new factions, units and much much more! (Yes this is the same mod team as for the Rome 2 version.)
Test by Zsimmortal
Nice progress, although I'm pretty sure that demesne is a term for landed property and not a building, maybe something like noble manor would be more appropriate.
The minor settlement building name in this mod is not the name of the building itself, but the type of domain the land is, e.g. Noble Demesne, Communal Free City, or Ecclesiastical Domain - each provides its own special effects.
For Noble Demesne branch, it enables the player to build more noble units. Noble units in this mod would be recruitable from the beginning , not needing advanced tech nor building; however, the number recruit-able would be limited. This ensures the armies will have a core of knights since 1212, like it actually was. It also make noble units cheaper, because in reality kings do not pay for knight's salary nor equipment; knights pay for their equipment and expenses using the income from their own domain.
It might counterintuitive for gamers used by elite units = expensive and long time to train, to find nobles to be rather cheap and quick to recruit; but this is closer to reality.
Ah that makes sense. And I totally agree with the decision to make knights a major part of armies from the start.
The system of settlements that you are describing sounds really awesome and historically accurate.