This mod, from the creator of Warhammer: Total War and A Game of Colleges: Total War, brings CS Lewis' fantasy masterpiece to life in the total war engine. With a host of giants, marsh-wiggles, dwarfs and centaurs to command, factions and philosophies clash across Aslan's chosen realm and beyond.

Features include 14 fully playable factions with unique unit rosters, a high detail campaign map stretching across the Narnian world, and a range of specialist units including centaurs, fauns, talking animals, giants, and other fantasy units from the books!

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It's here! Jubal and team are proud to present the 1.0 (and final) release of Narnia Total War, for Rome Total War 1.5. This version includes all canon factions, full campaign mode with trade, ancillaries, and special localised reward buildings, and a wide range of units with over 40 added since the 0.8 beta.

This release has taken over a month longer than planned when we released the 1.0 preview - and the mod has improved immeasurably since then. The result is a piece of work that is more stable, looks better, and has masses of additional units, ancillaries, and features: we hope you enjoy the results. This is now one of the largest and most complete fantasy mods ever released on the Rome TW engine, with everything from giants to badgers, dwarfs to centaurs, and mailed knights to mysterious woodland spirits available in your armies!

This may, and I know I've said this before, be the last mod I release (though I do have a standalone adventure game in the works). It's been a huge extra haul of work and many late nights to produce this for you guys, and I'd particularly like to dedicate this to everyone who's given encouragement and help along the long road of getting this mod done. If you play it, please do leave a comment here or on the webforums to let me know: needless to say nobody's paying me to do this, so feedback is what really makes doing this worthwhile.

If you have bugs or issues or want help adding extra features yourself, I will always be happy to provide support, but please ask me questions like that via the webforums not on ModDB, especially if you want a reliable and decent-speed answer.

dryads

Feature List

  • All factions have full unique unit rosters with over 40 new units since v0.8
    • New units include dryads, naiads, fauns, talking mice, Telmarine inner circle knights and the first swords, Ogres, White Wolves, and even the mysterious earth-men of Bism!
  • Over forty mod-specific traits & ancillaries give the campaign mode special Narnian features
    • Narnia TW ancillaries include Trufflehunter the Badger, the Bulgy Bear, a Child of Ramandu, Dufflepuds, Werewolves, Telmarine Scheming Ministers and Calormene Priests of Tash!
  • Marauders, Harfang, Dwarfs, Narnians, Archenlanders, Terebinthians, Lone Islanders, Calormenes, Telmarine Narnians, Old Telmarines, and the new factions of Koraly, Munesh, Surval and Erina are all available to play
  • Deep lore for both old & new factions gives a feel close to the books whilst adding whole new cultures to explore
  • New loading screens
  • New buildings available with full UI, including sorcerous groves, monster pens, and the dancing glades of Narnia
  • Fine detailed campaign map covering the entire Narnian world, with carefully balanced campaign features.
  • Range of rebel factions and opponents in campaign, including unique local rebel units in some areas
  • Plot quest features allow you to uncover items and re-enact plot points from the books
  • Overhauled interface giving a full Narnian theme and feel
  • New faction icons, banners, and game background

Arches

New Lands & Book Features to Explore

Building this mod and our version of CS Lewis' world has been a labour of love - in this release announcement we just wanted to highlight a few particular extra things you'll find in the 1.0 release that we wanted to tell you about!

First, the addition of three plot quests to the campaign. These use local-targeted buildings to provide you with bonus ancillaries and units as a reward for following the path of three of the books - tasks based on Prince Caspian and Voyage of the Dawn Treader reward the Narnians (or in the latter case the Terebinthians) with bonus ancillaries to power up their heroes, whereas the Wasteland Marauders can try to tunnel down to Bism and unleash the power of the earthmen from The Silver Chair. Full details of how to complete these bonus tasks can be found on our forum.

Second, we've provided a wide range of faction background and detail, including new ancillaries and traits for both minor and major factions. Badgers, Maenads, Dwarfs, Mermaids, Loyal Squires, and more can all turn up in your characters' retinues. Beyond that, we've done a lot of work to neaten and improve the look and descriptions of buildings, including ensuring that all new buildings have their own unique user interface cards and look. Even minor factions like Terebinthia and Archenland have benefited from this high detail approach (Terebinthia alone has one unique trait and multiple special ancillaries), with special and edited temples available for every single faction in the game. Some local areas have special units and expanded detail as well, including the Telmarine-dominated isle of Cair Galma and the desert city of Teshishbaan.

Third, we've provided a huge amount for the bonus factions too! We had to add these extra factions to balance the campaign map properly, and we've made sure those (Koraly, Munesh, Surval and Erina) have all the care and detail you'd expect from a mod of this calibre - they're far more than mere placeholders. Koraly gives you access to tough, rugged Telmarine-related spearmen on the wild coastline of the Starlit Sea, across the mountains west of Archenland; south of them, the camel-riding city dwellers of Munesh have a deeply religious but widely polytheistic attitude to life, and live in harmony with their river valley and other creatures - including mighty cyclopes - that live nearby. South of Calormen, across the Straits of Erina, lies the Erinese confederation, who seek to bring their scattered peoples together and forge an empire. Finally, in the deep southwest of the map lies the Umbuso of Surval, whose Inkosi (Kings) have ambitions that lie well beyond the jungle and the help of the wizard-like Sangomas and water-spirit Tokoloshe to aid them in that struggle. We hope you enjoy these additions to the mod, and that they fit well with the Narnian world you know and love.

Tereb loc

DOWNLOAD & INSTALL

Install instructions are included in a readme with the mod, or use the generic guide found here. For all comments, hints, queries, etc, you can find our forum here.

I hope you enjoy Narnia Total War! Download it at the link below:


Narnia Total War 1.0 Release!



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Jubal and team are proud to present the 1.0 (and final) release of Narnia Total War, for Rome Total War 1.5. This version includes all canon factions...

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Comments  (0 - 10 of 55)
arturo242242
arturo242242

When will the submod of the new models be released?

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dkbluewizard
dkbluewizard

Koraly, Munesh, Surval and Erina, I haven't seen any army lists or pictures for these, can anyone provide a link?

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Jubal_Barca Creator
Jubal_Barca

Hm, that's a fair point. Thematically Koraly is quite medieval-Roman mixed, heavy inf and archers, chainmail, etc, Munesh are pikes and camelry based with a slightly Punic-Greek theme, Erina is a foot infantry faction with a somewhat middle-eastern look, and Surval is very sub-saharan African themed with zebra cavalry, elephants, etc,

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BagaturKhan
BagaturKhan

as i saw, lord KurdishNomad is already working with this mod. ;)
its great, because this mod really needs a new content

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glassesman
glassesman

would be cool if he reskined all units,the units in this mod look very raw compared to other mods like end of days,blue lotus or fourth age

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KurdishNomad
KurdishNomad

Hey, currently I put this on halt because I am working on the last airbender mod. Maybe some time in the future I can continue this but in all honesty I will probably cut back in scale as big full conversion mods with 10+ factions aren't doable for a solo modder.

EDIT: I won't continue this any further, I have other things to attend to.

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Mr_Nygren
Mr_Nygren

If that's the case I'll add the factions that you finished - Kingdom of Narnia (The Lion, The Witch and the Wardrobe), Kingdom of Narnia (Prince Caspian) and Telmarine Narnia (Prince Caspian), to the campaign and re-add the fan-made factions in those areas of the map.

So the Kingdom of Narnia would have the army from the Prince Caspian movie at the start of the campaign, and then later they'd get the more armored units of the first movie in the late-game. Telmarine Narnia would also look like in the movie.

- Everyone else will be the same.

So KurdishNomad has already finished these units and factions. But he didn't add them to the campaign yet. We also did remove the fan-made factions that could as well be re-added if no more cool movie-based factions will be added.

At least I'll add what's been done to the recruitment and update the mod.

Edit: But I still think at least the army of the White Witch should be finished - that way the movie-armies are all represented.

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Jubal_Barca Creator
Jubal_Barca

Yeah, I've not been able to engage with this stuff much but if you ever want some input from me just drop by the forum sometime, I'm much more active on there than I am on ModDB these days.

Reply Good karma+2 votes
Mr_Nygren
Mr_Nygren

I'll do that as I plan to make the version with the new models playable. Unfortunately KurdishNomad won't finish any more models but we have new models for the Kingdom of Narnia based on both movies and new models for the Telmarines.

I just need to make a music submod, add all the units to the recruitment and then restore your four fan-made factions to how they were previously as we removed them from the map back when we planed to replace every faction.

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glassesman
glassesman

avatar mod is great kurdishnomad,good work,i look forward to the future were you will make the units from this mod look cool too,until then good luck in your current work and may you get some good rest soon

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Mr_Nygren
Mr_Nygren

Yes, the mod was pretty much already finished - just needed better units.

I'm sure KurdishNomad won't work in vain.

The only reason I never played this is because of the vanilla models. Replace them with movie-styled models and this mod will be one of my must-plays.

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