The goal of this mod is to give the player the possibility to build up a trade empire, with buildable manufactures in the city's, buyable land in the villages, your own caravans and so on. Cause you need consumers, a population system has been implemented, with 3 classes of people (Worker, Merchant and Rich), with different demands. Every city and village produces it's own goods, based on location and culture. The political system has been changed, npcs now have a character that influences theyr behavior. They try to kill each other not only on battlefields. There are also changes to the campaign and battlefield AI, completly new troops, hundreds of new items, scenes and much more.

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A quick overview of the changes made to the mod. Starting at Version 0.42.

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Version 0.xx

Version 0.72

  • massive changes to the troops and trooptrees, new units, like the Vaegir Light Cavalery or the Sarranid Veteran Axeman
  • some new mercs
  • Lords random character is now influenced by theyr culture, swadians and sarranid tend to be more religious for example
  • Crusaders Way to Expiation - OSP Pack included
  • Ottoman Civilian Clothes included
  • new transport quests for the major
  • native quests now for guard captain and spy master
  • buy and build dialogs nearly fixed
  • trade screen now with heading for every row
  • player inventory storage is limited again
  • buildings now have a buy- and buildprice and maintenaince cost
  • reworked tax system
  • calculation of citizen happines reworked and shown in towns menu
  • ability to vote for city council members in your citys
  • ability to kill city council members with shady persons in the taverns
  • Bugfixes: Errors in market presentations, missing textures in arena
  • renamed vaegir lords
  • renamed nord and swadian troops
  • city council members can be asked for information about theyr character
  • city council members can be converted to the belief of the player

Version 0.71

  • changes to town menu, now with infos about population and recalculatet relation
  • small changes to troops
  • rhodok lords have new titels
  • kill counter for companions and lords in combat summary screen
  • community buildings (city hall, city baracks, hospital...) can now be upgraded via dialog with the city council
  • city guards can now be recruited
  • Tournament Play Enhancements by Windyplains implemented
  • many changes to animals and animal products
  • iron smeltes now need iron ore and coal to produce iron
  • charcoal kilns now produce coal from wood
  • sugar beats can now be refined into sugar in a sugar refinerie
  • changes to the initial seed of goods and prices

Version 0.7

  • minor changes to the nord trooptree and the cult of the westwind, new merctypes
  • fixed a bug in the horsetramplig script, now horses fear camels, and other smaller bugfixes
  • added "Ye Olde Tavern Strumpets" and other ressources
  • "Game of Thrones"-Featureset NPCs try to kill each other or make presents, citycouncil members get killed and replaced, lord get hurt, can backfire on the person who started it
  • Sarranids got a new weapon, the grenade
  • a total count of 120 companions is now recrutable (~40% female), wih the spezialists from the more companion mod and some regular ones (lvl1-5)
  • your maximum army size now grows with every fief you hold
  • ordo calradia troops now sometimes use special battlecrys (bad quality just for testing)
  • added 6 new partyskills that affect the party during fights (more melee damalge and so on)
  • 3 new minor faction (based on the 3 religions)
  • "Book of Law" - 16 laws that can change your kingdom
  • added cooking party skill, reduces food consumption 5% per skillevel
  • different speeds for sea traders and pirates, sailing skill affects player speed as ship
  • new names for lords from the nord. swadian and rhodok kingdom
  • renamed citys of swadian and nord kingdom
  • hunting enabled for goat, donkey and camel herds
  • enabled buying and selling for the new buildings, added in 0.5, in vilages and towns


Version 0.6

  • new trooptypes and changes to the trooptrees
  • religious npcs now get religious troops sometimes
  • added kingsguard troops to kings, based on the size of the kingdom
  • more diverse civilian npc in towns
  • named npc partys and npcs in towns
  • all npcs and player have a character and religion that influences theyr behavior and opinion of player
  • updated the kontor price setting presentations so automated trading in villages and town is possible again
  • new interiors for banks and churches
  • added hunting for deers, wolfes and boars


Version 0.5

  • completly rewritten code to support 65 tradegoods (24 in native), on 4 markets, new distribution of good on map
  • no longer savegame compatible
  • added new items from Floris - Basic
  • added More new Companion-Mod companions
  • added first testin version of the city-council featureset, which allows more interaction with a city


Version 0.42

  • changed colors of faction
  • presentation player caravan manage changed, now allows for automatic transports from villages to other villages and towns
  • added dialog for trade caravans
  • updated OSP SeaTrade code
  • Budget presentation changed, updated rent income and other changes
  • presentations keinPlan_player_city_trade and kontor_trade changed spice price slot from 750 to 250
  • replaced all "itm_" requests in the code of dialogs and menus to use new inventory system
  • menu_village now has 2 new options to repair looted villages
  • merged diplomacy tresury and bank account, changed diplomacy dialogs
  • bank_menu and sub-menus have been changed
  • simple trigger interest on deposits changed
  • moved city report from kontor menu to city
  • added new options to center_manage menu
  • made changes to pre_join menu
  • made changes to cattle heard menu
  • added prisoners to workforce calculation in triggers
  • also added garrisons to food consumption trigger (they count as poor people)
  • NPCs building up trigger changed
  • added new constants and slots for city improvement feature
  • genesis simple trigger updated
  • food conversion simple trigger updated
  • changed timer from simple trigger item prices from 2 to 12 hours
  • script initiate_economic_information has been updated
  • select_most_profitable_town and most_profitable_coastal_town updated
  • script do party_center_trade, game_event_simulate_battle and village_set_stage updated
  • guild master and village eldar dialogs investment_choose_enterprise and eldar_investment_confirm updated
  • updated diplomacy code to version 4.3
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