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.)

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Wonder Addition Test
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pandamayhem
pandamayhem - - 40 comments

That is a really cool idea. Are you going to do it for major religious centers as well?

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kittyraider Author
kittyraider - - 911 comments

Sure. Those are a must.

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The_Turk
The_Turk - - 37 comments

Would have been better if you added Ismailism (instead of portraying them as solely Shi'ite). Then you could add all the Nizari Ismaili castles in Syria, Eastern Iran, and of course Alamut. I presume the map is big enough to accommodate it anyway.

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kittyraider Author
kittyraider - - 911 comments

Big enough, but adding to that specific detail is not significant enough on the grander scale of things. The Nizari Ismaili on its own is just a twig of a branch. There are gameplay-wise limit on how far religions should be ever split to ever smaller subsets.

Specifically, this preview is intended to showcase that adding effects as wonder to each province is possible. Effects can be changed when needed. Ideas are welcome for notable places that might serve as wonders, either for features sake or game mechanics sake.

As for current plans, the Religions we plan to have:
Catholic
Orthodox
Eastern Orthodox
Sunni
Shia
Ibadi
Judaism
Zoroastrianism
Bogomilism
Catharism
Tengriism
Paganism

If we want to add more religions, there should be at least one core region or center of propagation that ensures the survival of the region. Even with this rather broader stroke you can see several problems, e.g. how Judaism don't have any core where it forms the majority; how Toulouse might be protective of its Cathar subject but itself officially Catholic, this is the case for Bogomilism and Zoroastrianism too.

Thing is, Total War isn't a minority-friendly game: Players don't care about minorities, they want to convert every province to their state religion for Public Order sake. For greater religious branches or even trees, the religions in-game usually are rapidly squished. This is not the case in real-life; that'll need genocide or mass forced conversion/relocation with serious inquisition efforts. Small pockets of minorities always live amongst the majority. We're contemplating how should we maintain these small minorities alive when they're not the state religion of the ruling faction. One of the possible route is setting several regions have small, but constant emitter of a specific religion so it won't die but won't overpower a religion strictly imposed by the ruler seriously.

Still, You are absolutely correct in your saying that Nizari Ismaili are just a small subset of Shiite Islam, and Alamut cannot be said to be represent Shiite Islam as a whole.

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Blindmailman
Blindmailman - - 68 comments

Might have worked better in something like Warhammer where you can build wonders that can give you faction wide buffs at the same time converting your province to a different religion.

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kittyraider Author
kittyraider - - 911 comments

We're talking about completely different concepts here. What you're talking about is a building for a yet-to-be-built wonder, and inherited already-built wonder. Yet there are notable things that are not a specific single building inside a settlement - either because its immaterial, or because its spread throughout the land outside the main settlement.

It could be represented as unique settlement line or building in the settlement, but we think its the best for such things to be represented as attached wonder effects to the region. Attila's limited building slots is always a limiting factor - the slots most likely be occupied by functional practical infrastructures instead.

Wonder as buildings too will be in the game (as the top tier of a building branch), but that's for another discussion.

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The_Turk
The_Turk - - 37 comments

You have Zoroastrianism, but not Ismailism? "Shia" doesn't actually mean anything. There are Twlever Shi'ite, Ismailis, Nizari Ismailis, Zayidis etc. Zayidis are not even Shi'ite, in that they don't believe a successor of Ali needs to be Caliph. Ibadism is truely marginal in this timeframe. But how you could have Zoroastrianism, but not some of the other Shi'a branches is bizarre.

I would remove Zoroastrianism, and at least split up Shi'ism into Ismailism and Twlever Shi'ism (at the very least).

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DocHead79
DocHead79 - - 14 comments

give it a rest bud.

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pandamayhem
pandamayhem - - 40 comments

Excellently put, I am really pleased that you guys put so much thought into how you are going about this.

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MOODY2000
MOODY2000 - - 6 comments

You're like creating a new total war game good job guys keep the good work

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Atlasfield
Atlasfield - - 1,119 comments

I have a question about the citys, will you put randomly the buildings? or you will conserve the vanilla citys or will you try to recreate the historical citys in base the medieval documents? I a curious because there are a lot of historical monuments like castles, churches, cathedrals, important bridges should be interesting to represent... even the creation of cathedrals, can appear as an historical note and maybe can affect the gameplay with the owner of that building, etc.

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Description

Test by Zsimmortal. Effects can be attached to regions as Wonders.