Description from the author ( IL9MIM)

The mod started as a desire to delve into the innards of Rome Total War - just for fun. Then all these pranks somehow imperceptibly transformed into a full-fledged mod about the Mongol conquests (first on the basis of Rome, then - Medieval).

Old topic - Imtw.ru

New topic (medieval2) - Imtw.ru

At this point, having undergone quite a few changes (on the map, the composition of fractions and smaller things), the mod is as follows.

Factions:

England
France
Spain
Almohads
Holy Roman Empire
Poland
Hungary
Empire of Nicaea
Bulgaria
Latin Empire
Iconian Sultanate
Egypt
Kingdom of Jerusalem
Georgia
Polovtsy
Rus
Bulgaria
Kipchaks
Khorezm
Caliphate of Baghdad
Atabeks of Azerbaijan (Ildegizids)
Ghurids
Delhi Sultanate
Western Liao (Xi Liao)
Mongolia
Xi Xia
Jin Empire
Song Empire
Korea

Campaign and map
The mod includes 4 campaigns on the same map of Eurasia, their beginnings are:
1206 is the year when the Mongols united into a single state under the leadership of Genghis Khan.
1219 - the beginning of the Mongol-Khorezmian war.
1227 - the date of the death of Genghis Khan.
1236 - the year of the beginning of the Great Western Campaign of the Mongols, which covered a good half of Europe and part of Western Asia.
The end date of all campaigns is 1260, the system is implemented 1 year = 12 months.

The map has been worked out historically - the names of cities and regions that actually took place are used to the maximum. Exceptions are territories for which it is difficult or impossible to find historically reliable names.

The borders of the states are also selected taking into account those territories that actually belonged to them on the indicated dates. There were exceptions only when the restriction on the number of regions did not allow to accurately cut the border.

The levels of cities are pulled closer to reality - up to several hundred thousand inhabitants live in them (especially large cities of China and the Muslim East), the level of buildings and the population roughly correspond to what they were in reality. That is, you will not meet a city that was a metropolis of that time, but in the game it is some kind of underdeveloped village with a minimum of buildings.

The parameters of the treasury and money in general have also shifted. The amount of money is much more than in any other mod. But the costs have increased exponentially. Keep this in mind when playing - how much it costs.

Units, graphics, interface

Almost everything in 3 and 2D was taken from other mods on a medieval theme - fortunately, there are almost all models of soldiers, cities, interface elements, etc. Something had to be corrected a little, but in general, the achievements of other mods were used, for which many thanks to them. Units - entirely from the 13th century or close to them.

The names of the units, as well as their lines, were selected virtually from scratch - since many vanilla and modder soldiers are often named either inaccurately or monotonously. The basis for the lines of units was primarily historical descriptions and sources.

The Polovtsians and Kipchaks do not have siege weapons - since in reality they did not know them, and the siege of cities was basically reduced to a simple blockade.

Recruitment system

The hiring system was based on the desire to limit the non-stop "blitzkrieg" of the player. To this end, a number of techniques were used that did not allow moving forward quickly.

Hiring units is divided into "indigenous" and "foreign" lands. At home, the accumulation of units before hiring will be faster and the number of units recruited at the same time will be greater. In the lands of other countries - the accumulation is slower and the recruitment is a maximum of 1 unit at a time.

There is also AOR-hiring. Moreover, for different factions it can be completely different - for example, the Kipchak detachments among the Kipchaks are their "native" detachments, they can hire them anywhere. But for the Mongols, this is a regional unit, outside the Kipchak lands they will not be able to hire them.

Hiring and retraining is quite expensive. But the content is much cheaper than them. At the same time, the accumulation of units is relatively slow (often you will have to wait), and the number of units available for hire at the same time is limited.

Recruitment of units is tied to the % of religion in the region. A little unhistorical (the same Mongols did not pay much attention to religion), but it is impossible to conduct a non-stop blitzkrieg without "digesting" the occupied lands from representatives of another religion.

And further. With a system like this, you now need to keep a close eye on your religion percentage. On the one hand, so that heretics do not start, on the other hand, so that representatives of other faiths do not act outrageously. In this regard, you must use priests - both to keep the required% of religion in your lands, and to "infect" the enemy with your religion. Well, it will take priests and churches to “digest” the captured regions of foreign religions in order to pump up the required percentage of their religion. Also, killers will not interfere with you - in order to endure enemy priests (just on one "fair competition" of your priests with strangers, you will not be able to achieve and keep the required percentage of religion).

Directly religious wars))

On units - there is some exception among the Mongols. They have a very wide AOR of a wide variety of nomads and troops in China, plus a hashar (a free but very weak unit) as a mercenary. That is, they have more opportunities to hire.

Building line

She has undergone major changes. There are no castles in the mod - all settlements are cities without the possibility of their "conversion" into fortresses. In my opinion, this is logical - after all, a city can be both a fortress and a strong economic center at the same time, some countries did not know any castles in their European view at all.

New buildings were added to the old buildings. For example, buildings of artisans, justice, Christian monasteries (separate from temples), etc. appeared, and pastures instead of farms for nomads. Some old buildings have been expanded in the number of levels (instead of 2-3 they can become 3-5).

About the system of pasture farms it is necessary to say separately. For nomads, you can only build pastures, for settled ones, only farms. At the same time, they will give negative population growth bonuses to each other. This was done in memory of the fact that nomads often turned arable land into pastures, thus showing antagonism with the settled population.

In addition, the names of many existing buildings have been replaced with more historical and appropriate ones.

The historical component of mod

One of the main reasons why the mod took so long to come out is an attempt to master the main literature on the topic (and this is practically the whole of Eurasia). The goal was not just to make a mod, but to fit the historical "stuffing" into it as much as possible. So that there are no, for example, idiotic "feudal knights" and other inappropriate crap, but there are historically correct names of the rulers of states, buildings, units, etc. Where there was not enough information, it was necessary to name units or buildings with words that were close in meaning. Also, all units and buildings, for example, are provided with informative descriptions - why they are called that, what was their role and other important points.

The names of the rulers, the composition and size of their armies are historically transmitted (as far as the available sources and studies allow). Modeling the number of troops, of course, is the most difficult thing - China sometimes had armies of 100-150 thousand people in exceptional cases, and for Europe an army of 10-20 thousand was a mega-army that could decide the fate of peoples and countries. And the number of troops is often difficult to determine reliably - far from all states had lists of the number of soldiers, much was determined “by eye”, and chroniclers suffered from exaggeration of enemy power (and they often did not really know their own). But, nevertheless, I tried to simulate at least an approximate balance of forces of different states and peoples.

More than 300 different quotes were collected for project, which reflect the entire palette of the Mongol conquests, tell about the structure of the army and the state of the Mongols, their campaigns, customs and life. Extracts were made from the main available sources of that time from Europe to China.

Scripts

Among the added scripts:

1. One year = 12 moves (months)

2. Script to help the family tree (so that it is not stopped due to the death of all members in the presence of a sufficient number of regions).

3. AI Boost Scripts, When AI plays as Mongols, they get extra stacks.

Your event scrolls

The nomadic culture (Mongols, Polovtsy, Kipchaks) has its own scrolls of events (wedding, birth of children, war, battle, plague, alliance, etc.). I didn’t find anything like this in other mods, I collected different pictures (screenshots from films and illustrations) and made the necessary previews. It turned out a little uneven, but not bad.

Replaced strat models of cities and agents for cultures and factions.

Chinese factions have their own city architecture in battle (borrowed from Ming-mod)

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Main Imperial forum thread - Imtw.ru

Major changes in the latest version:

1. Made all icons for units. Added the missing ones, as well as completely replaced those made in the Chinese style (always pissed me off terribly). Now everyone has icons and plus or minus in one style.

2. The map has been corrected for passages - earlier in some areas it was impossible to build roads (too narrow sections), now everything has been fixed.

3. Mongols and nomadic factions (Kipchaks, Cumans) have their own scrolls of events (battle, declaration of war, wedding, new family member, etc.). As far as I know, they are not in any mod - I had to shovel the available images to make everything. It turned out to be a somewhat mixed hodgepodge (some of the images are from films, some are from hand-drawn pictures), but on the whole it’s quite to itself.

4. Nomads (Polovtsians, Kipchaks, Khitans, Mongols) were made into hordes. So do not rush to destroy them))

5. Replaced part of the units of Bulgaria (models) - the only faction where I used temporary "gags", now I have replaced them with normal ones.
6. Added flags in the battle (not for all factions, this moment will be released separately later).

7. Improved faction balance. First of all, so that the Chinese (Song) would not be too strong and could not stand all the other factions (primarily the Mongols).

8. The Mongols themselves, when playing for them, the AI ​​are satisfied with the strong ones. I did not make them uber-terminators, but now in most cases they remain afloat.

9. other miscellaneous points that are corrected / changed.

10. The most important thing, probably, is that the mod is played stably. Crashes are very, very rare (within the statistical error), after loading the saved game, you can continue to play normally.The description of the mod in the header has been updated, unnecessary and outdated information has been removed, more relevant information has been added.

Have a nice game, if you notice something wrong - signal. I won’t especially redo the mod itself, but the jambs, if found, will need to be fixed.

Download links:

Disk.yandex.ru Yandex.disk

Drive.google.com Google

Installation:

The folder with the mod - unpack it into the mods folder. Launch - from the PaxMongolica.bat batch file inside the mod ..

Credits list:

Bitterhowl
Dinar Mayor
Alchen
Autocrator
Lail Ledatov
Edmond
DenStark
RomanTim
Darius
Sauromatus (aka Chernysh)
Norinke
and others

Mod author is IL9MIM, works in the Imperial forum

Here you are his page

Imtw.ru

Post comment Comments
Guest
Guest - - 690,533 comments

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Sachiko346
Sachiko346 - - 2 comments

Can I ask how to change to english ?

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BagaturKhan
BagaturKhan - - 7,882 comments

Hello friends
As I think, it's very decent and good historical mod about the Medieval period. )))
If some of you want to do the translation - feel free to do it
(For now mod is in russian lang)). It's will be your help to modmaker and to this mod development. Feel free to work on it.
As I know, there are a lot of decent people from the eng-speak community who helped a lot with it to the Imperial projects
BelenusFavius, P8q and MrNygren, for example.
So it's will be the real help. I am trying to help too with translations , when I have time. Thanks for Attention, fellows!

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moneyman2018
moneyman2018 - - 164 comments

Do you guys know when there will be a english translation for this mod? Love the idea and I know there are people love to play mods that have chinese factions in them.

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