**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
**please stop trying to play the campaign it isn't ready yet**
"Just as there is but one lord in heaven, there ought to be but one ruler on Earth."
-Tamerlane
**NOTICE: The campaign is not yet playable!**
One Ruler On Earth is essentially a spiritual successor to Falcom Total War 3: The Total Conquest, with new factions, units, and a campaign map made from scratch.
The 4GB patch is very highly recommended, as it will prevent the vast majority of crashes by allowing Medieval II to access more of your computer's RAM. It will not interfere with playing the base game or any other mod in singleplayer or multiplayer modes.
Want to track progress, make suggestions, or ask questions? Join the mod's Discord server here.
Factions:
Europe:
01. Kingdom of France
02. Kingdom of England
03. Crown of Castile
04. Kingdom of Portugal
05. The Papal States
06. The Holy Roman Empire
07. Kingdom of Hungary
08. Kingdom of Poland
09. The Rus' Knyazates
Middle East & India:
10. The Roman Empire
11. Sultanate of Rum
12. Sultanate of Egypt
13. Shahdom of Persia (NEW)
14. Sultanate of Hindustan (NEW)
15. Rajahnate of Hoysala (NEW)
Africa:
16. The Maghrebi Caliphate
17. The Mali Empire
18. The Songhai Empire (NEW)
19. Kingdom of Ethiopia (NEW)
East & Southeast Asia:
20. The Chinese Empire
21. The Great Jin Empire
22. Kingdom of Korea (NEW)
23. Shogunate of Japan
24. The Mongol Khanate
25. Kingdom of Dai Viet (NEW)
26. Kingdom of Krung Tai (NEW)
27. Rajahnate of Java (NEW)
Americas:
28. The Mexica Altepemeh
29. League of Mayapan
30. Kingdom of Qusqu
For those who are curious, the cut factions were Denmark, Scotland, Zimbabwe, the Western Chalukyas, the Cholas, the Khmers, Srivijaya, Ryukyu, and the Apache.
Campaign Features:
New map: The map from Falcom has been replaced with an equal area projection, which will help make some regions on the map (i.e. Italy) less cramped. A deep sea region has also been added. Players can also now visit New Zealand, as well as sail under South America. The regions and settlements will be adjusted accordingly.
New setting: The campaign begins in late 1204, in the aftermath of the Fall of Constantinople and just as the clans of Mongolia are being united under Genghis Khan. The end date has also been pushed forward to the 17th century in order to keep the timeframe roughly the same length as vanilla, as well to finish the campaign with what is traditionally seen as the beginning of the early modern era. The campaign map, factions, and starting positions will reflect this period.
New factions: Factions that were no longer existent by 1204, were in already well-populated regions, or were completely isolated from everyone else have been replaced, with the goal of filling out the world map more efficiently while also keeping everyone in relative proximity with one another. Take control of new powerhouses like Persia or Hindustan, or try your luck as a historical underdog like Vietnam or Korea!
Horde factions: The Mongols and Mexica will begin the campaign as hordes, with the initial objectives of unifying Mongolia and settling into the Valley of Mexico respectively.
Playable Papacy: The Papal States will be a fully playable (albeit very easy) faction, with a unique roster and the ability to declare crusades even when under player control—something not possible when playing as them in vanilla.
Technological adoption: The Mexica, Maya, and Quechua will eventually be able to unlock gunpowder and cavalry through enough "contact" with factions from the Old World.
New units: Every single unit roster is being reworked and there will be no vanilla units in the final product. No more factions with only 4 units, and the vanilla factions will finally get the updated looks they deserve!
Standardized unit balancing: Major discrepancies in unit costs, recruitment times, and combat performance between factions have been ironed out. The goal is to make every faction viable in battle, with the difficulty coming in the form of a tricky campaign rather than overly handicapped armies.
New events: The Second Council of Lyon, banning of football in England, Diet of Worms, the Pope's discovery of his love for coffee, and other historical events will have an effect on the campaign.
Chronological armour upgrades: Higher tiers of blacksmith buildings will be unlocked as the campaign progresses, in order to have troops appearances match up with the passage of time. Bronze is available at the start, silver upgrades will become available in the 15th century, and gold in the 16th century.
Battle Map Features:
New ammunition/weapon types:
-Flaming bolts for crossbow infantry
-Explosive grenades for Europe and Asia
-Flaming mortar shots
-Stone shot for ballistae
-Grapeshot for most gunpowder artillery
-Blunderbuss shot for Iberians
-Repeating crossbows for the Chinese and Vietnamese
-Multi-barreled hand guns for the Chinese
Other additions/fixes:
-Hybrid bow/lance cavalry
-Some heavy infantry units can form a shield wall
-Javelinmen and naffatuns made more reliable
-Gunpowder infantry fire by rank more reliably
-Pikemen and halberdiers no longer switch to sidearms
-"Two-handed bug" fixed
-Spearmen greatly buffed, with the goal of making them a reliable go-to defensive unit
-Some melee infantry now have precursor javelins
-Greatly increased unit sizes for American factions
Credits:
Mod Team:
-Metal.Pigeon: Mod leader & unit modeler
-TheVarangian: Campaign mapper
-Voxhales: Campaign mapper & buildings
-BucketHell: Campaign mapper & 2D artist
-stevietheconqueror: 2D artist
-Kim Yo-Juul: Buildings/coding
Contributors:
-EL92: Persian units
-IGdood: Historical advisor
And of course, thanks to falcom4ever for making Falcom Total War 3: The Total Conquest and letting us work on this mod.
Assets:
-Age of Tigers OSP by dariel on TaleWorlds
-American units by Jaguar Paw on TWC
-Asia Empires and Shaoding by againster and friends from DOMOD
-Bellum Crucis and the Complete Sicilian Unit Roster by +Mr.Crow+ and friends on TWC
-BETTER GRASS and BETTER WATER by DAVIDE on TWC
-The Broken Crescent team
-Byzantium Reskin by Arthalion on TWC
-The Complete Byzantine Unit Roster team
-The Crusades: Way to Expiation team
-Enhanced 2D Interface by cedric37 on TWC
-High Quality Sky Textures 1.0 by Hereje on TWC
-The Italian Wars team
-Lord Calidor's Weapon Pack by Lord_Calidor on TWC
-Men-at-Arms Armour Pack by Narf_of_Picklestink on TaleWorlds
-Middle Eastern city strat models by Aura on TWC
-Real Shields 0.33 by nikossaiz on TWC
-Resource works by paleologos on TWC
-The Rusichi: Total War team
-The Sengoku: Total War team
-The Tsardoms: Total War team
-Vietnamese items by as0017 on TaleWorlds
-Western Unit Overhaul by G|I|Sandy on TWC
-Various models by Jukoman on TWC
-Various models by Sumskilz on TWC
Music:
-Civilization V
-Civilization VI
-Kevin MacLeod
-Medieval: Total War
-Medieval II: Total War & Kingdoms
-Rome: Total War
-Shogun: Total War
-Shogun 2: Total War
-Total War: Attila
-Total War: Three Kingdoms
The armies of Hoysala consist mainly of its strong variety of swordsmen and longbowmen, who are more skilled than their light equipment might imply, supported by war elephants. However, they have mediocre cavalry and spearmen. On the campaign side of things, Hoysala can benefit greatly from maritime trade, and can use the wootz steel swordsmiths in nearby Tamil Nadu to upgrade their warriors' weapons.
The units unique to Hoysala will have Kannada names, while those that will be shared with the Hindustanis will either have Sanskrit names or be named after their caste. Some assets are subject to change, and most late-era models are still being worked on.
Melee Infantry
Levied Sudra:
Itigararu ("Spearmen"):
Siddhis:
Sainya ("Army"):
Yodharu ("Warriors):
Khandayat ("Sword-bearers"):
Vanniyaru ("People of fire"):
Rajaputra ("Sons of kings"):
Missile Infantry
Javelinmen:
Levied Hunters:
Dhanurdhara ("Archers"):
Gurikararu ("Marksmen"):
Garudaru:
Shataghni ("Thousand-killing flame"):
Melee Cavalry
Gavundagalu ("Landowners"):
Nayakar ("Lords"):
Raja Asvaka ("Princely horsemen"):
Missile Cavalry
Gosains ("Masters of passion"):
Komarapanth:
---WIP---
Other
Sinhala Rathas (Sri Lankan chariots):
---WIP---
Elephant Longbowmen:
Elephant Rocketeers:
General's Nagavarika ("Royal Elephants"):
Credits
-Age of Tigers
-Broken Crescent
-Europa Barbarorum II
Ethiopia is a brand new faction, representing the Zagwe and Solomonic dynasties. They have excellent infantry and longbowmen, but their units aren't the...
Representing the Khwarezmian and Safavid dynasties, Persia is a heavy cavalry specialist with limited access to war elephants. As one of the most heavily...
Newcomers to the Valley of Mexico, the Mexica are brave, numerous, and field some of the best infantry in the game.
Rulers of the Yucatan, the Maya are the first American faction to be reworked.
**This is a standalone build that doesn't require vanilla Falcom or v1.7!**
This is the other fix for the campaign... I was not able to upload both files at the same time.
**This is a standalone build that doesn't require vanilla Falcom or v1.6!**
**This is a standalone build that doesn't require vanilla Falcom or v1.5!**
**This is a standalone build that doesn't require vanilla Falcom or v1.4.1!**
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
make the brazil faction of the tupinambá or botocudos and aimorés please
Unfortunately, the faction limit has been reached and we are too far into development for any replacements to be made.
However, you can expect to see a variety of AoR and mercenary units that will represent groups that aren't playable, including in South America.
Did you guys plan on making any preparation for Dai Viet faction, from changing its flag (replace the ryukyu flag with Lac Viet Star & Bird symbol at least) & starting point in campaign at Thang Long Ha Noi position along with some other smaller towns or cities around its southern territory?
I'll admit that the 2D art has been treated as a bit of an afterthought, but it is something that will address (not just faction icons, but unit icons too). As for Dai Viet specifically, their faction icon will be a Dong Son drum. All of the new factions and at least a few of the old ones are planned to get new icons.
We havent really touched the current campaign map because we intend to use an entirely new one, which is still being made. But when it's ready, every faction will have a proper starting position and we'll have a better settlement distribution.
Really, really, really, really looking forward to the campaign! Carry on the great work!
Thanks, will do.
Any news?
Hoysala is near completion, now with an authentic southern Indian roster (which is a first for MTW2; both vanilla Falcom and Eras only have northern Indian units). Expect a preview of them soon.
The new campaign map is also progressing well. I'll be sure to share an in-game screenshot once it's ready.
i cant wait for the campaign keep the good work :)
Thanks!