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.)
Work in Progress.
good progress
If you have idea for tech, go
What are the current ones that are shown and their effects?
Military:
Castle Architecture, Crusading Spirit, Scutage, Tail-Mounted Rudder
Civil:
Divinely-Ordained Rule, Mendicant Order, City Charters, Gothic Architecture, Windmill, Scholasticism, Craftsmen Guilds, Wheelbarrow, Revived Roman Legal Tradition, Treadmill-Powered Cranes, Mechanical Bellows
(Ideas)
Military
Dry Compass = More movement ranges for boats
Counterweight Trebuchet = Allows recruitment of trebuchets
Civic
Mouse Trap = Reduces squalor by 1 (?)
Wine Press = Allows the building of wine press
Blast Furnace = Allows the building of Iron Production(?)
Horizontal Loom = Allows the building of better Cloth production (?)
Civil:(in no particular order)
Plague Measures, Paper Mills, Universities, Legalism, Crop Rotation, Civil Service, Scholasticism, Guilds, Theology, Machinery, Serfdom, Manorialism, Feudalism, Monastical Schools, Meritocracy, Astronomy, Reformation, Urbanisation
Legacy of Rome could be an end game civil tech, essentially signalling the start of the Renaissance and the beginning of the end for Feudalism.
Military:(in no particular order)
Chivalric Orders, Supply Trains, Military Tradition, Stud Breeding, Bombards, Early Gunpowder, Religious Warfare, Professional Soldiery, Logistics, Standardisation, Army Drills, Battlefield Surgeons, Town Militias, Compulsory Levy, Infantry Specialisation, Domestic Retinue, Firearms, De Re Militari, Indirect Warfare, Yeomanry, Chevaunche, Carvel Planking,
Age of Discovery / Lessons of Hus / Endemic Warfare could be end game military technologies, introducing the Early Modern style of warfare, and the increasing dominance of infantry over cavalry.
Hope this help! Feel free to drop me a message if you want me to expand, explain or write descriptions for the technologies.
Thank you for the suggestions. We already have these in mind which shall be for the next tiers: Dry Compass, Blast Furnace, Quarantines, Chevauchee, Carvel Planking, Gunpowder, Professional Soldiery, Discovery Expeditions.
Paper Mills is a good suggestion. However, we would like for advances that occurred within the timespan of the mod, i.e. 13th-15th century. We prefer to not use things that are too generic or already developed in that time, unless we ran out of good options. For instance things like Feudalism, Manoralism (these already existed for centuries, which defined the Middle Ages) Chivalric Orders, Counterweight Trebuchet (for Western Europe and Muslim; Mongols hasn't got those in the start)
Ghilman. Nor those that are rather vaguely game-ey like "Advanced-..." or "Better-...". Still, we have to admit that "Crusading Spirit", "Stone Castle Architecture" are bit going this way.
crop rotation, tainted glasses, gothic architecture