Greetings!

The aim of this mod is only one - to make Stainless Steel 6.4 perfect for replaying and going into mid-late game (when the game usually got boring).

During the course of achieving that goal, I also removed the Mongols and Timurids (as they were rather annoying, doing the same thing everytime - capturing 2-3 nations and then dying out, completely killing the competative part of the game). On their places Ive put two historically important nations - The Second Bulgarian Empire (on the Balkans, Orthodox state) and Volga Bulgaria (between Russia and Cumans, muslim state). For the first I've used various units from other nations as well as merc ones, trying to represent the units and tactics, which the Bulgarian Kingdom used at those periods. They focus on Heavy infantry and Light Cavalry mostly, as well as good gunpowder units later. For Volga Bulgaria (or the Kazan Khanate as it was known later) I used most of the Timurids units (as they used similar tactics) and I added some more as well (like arquebusiers and such, which historical sources claim they used while defending against the Russians).

What else does this mod do? Well it just makes the game as you always wanted it to be - completely unpredictable (diplomatically) everytime you replay it, challeging and with amazing mid and late game. Lets have a look:

*** ADDED NEW UNITS TO EVERY NATION FROM MERC AND OTHER POOLS (especially to those, who had far less than other nations - something which felt unfair). These units may be found in various buildings, such as Churches, Docks, Caravansarays and so on and in various time-periods of the game. I tried to keep some sort of historical accuracy with the roosters, while giving every nation the same chances as the others. For example you may recruit English Longbowmen from your Docklands (with very slow spawn rate and high price) with some Eastern nations like Hungary. Think of it as mercenaries, who joined your growing empire. Kwaermazians may recruit Bedouin Cavs from their caravansarays in deserts, Rocket Launchers and Elephants in High-Late game and so on. I added a lot of stuff, will try to make a list of it soon. Find out yourself!

*** OLDER UNITS WILL STILL APPEAR IN YOUR RECRUITMENT SCREEN! For example if you want to recruit handgunners versus muskets or highland rabble against late game cavalry, its all possible now. AI does it too and its amazing. Gives the game even more variety.

*** COMPLETELY REBALANCED SETTLEMENT MECHANICS - after dozens of test runs with different nations, methods and so on, I tried to achieve perfection in the settlement mechanics to make the game perfect for long games as well. Settlements start with really low populations, but reaching 500-600k in huge cities like Constantinople is now possible (before one could get to 40-50k hardly, which was far from real matters.). Of course I reduced the taxation to fit the new mechanics, tweaked Public Order (its not affected by distance to capital and so on anymore). If you focus on building farms early game, keeping low taxes and having governors in your cities, your pop will grow with great speed, as new people will love to live in that place. Respectively, if you give high taxation, have no governers and keep gettin besieged and so on, the pop will decrease rapidly (the effects of this are much more profound now, making you playstyle really important). Public Order is much less of a concern early game (you can reach +300 % or so if you keep low taxes and governors), but as time goes by people will desire more and more for their entertainment and in mid-late game you will be in trouble, if you do not have Buildings to entertain or enforce law. Increasing and decreasing taxes has now bigger impact on the settlement income and since King's purses are gone, if you keep low taxation all the time you will eventually be really behind in armies from everyone else. Choices matter.

*** CHANGED ALL WONDERS STATS, SOME BUILDINGS ADDED AND TWEAKED - the goal of this was simple - to make the wonders actually worth capturing. Now all of them give some sort of GLOBAL benefit for your nation, so capturing and holding cities with them for as much as you can brings great profit for your nation. I changed the income, bonuses and added some other buildings as well, where needed.

*** REMOVED ALL KING's PURSE BONUSES, DIFFICULTY BONUSES and so on - meaning every nation will now get as much gold as it produces. (Exception is the Crusader States only, due to their harsh position. But they got a lot of donations in those days from Europe, so seems fair.) Of course I added, changed starting buildings and so on for the nations, that would suffer from this a lot and after many tries made the game perfect economically. Everything will start slowly, nations will build their markets, create trade relations and eventually gather armies to start fighting each other.

*** TWEAKED THE STATS OF MANY UNITS - For example all General Bodyguard types now have different stats (before they were almost identical). Russians will have better charge, Western European ones - Armor, Eastern Ones - good close combat and so on. Added Range to ALL archers and ranged units (due to their slow shooting animations they usually ended up shooting once or twice and then getting destroyed by cavs and so on, now its really decent and AI makes great use of ranged units as well.) Changed stats of Militias as well, since they were the same for all nations. Now lets say eastern ones will have a tad bit of more morale (due to their religious manners lets say), Balkan ones will be slightly better in something else and so on. Overall, the game feels much more diverse in all aspects now.

*** EACH NATION WILL NOW HAVE ITS OWN PLAYSTYLE. Before they used identical ones. Now the cumans for example will focus on Population Growth, Farming, Spamming Horse Archers and Cavalry, while the Brits will try establishing Naval Domination and so on.

*** VARIOUS CHANGES ON THE GLOBAL MAP - Around 10 castles in really bad positions will be Cities now (since the AI never changes castles into cities when it dont need them and eventually loses a lot of benefits economically). Trade resources give around 30 % more income, meaning having merchants on important places is now much more beneficial. Rebels will be a bit more challenging as they will now try to develop their cities as well and spam as much units as possible. Map colors for many nations are changed , borders - removed (except for the Holy Roman Empire states and Papal states, since they are States.). Overall, map looks really neat now. (You can check with the **nofog command)

*** CHANGED SPEED OF OCCURING EVENTS - meaning every 30-35 turns or so, new units will show up somewhere around the map. This aims for perfect gameplay experience (and not historical one!), since before it took ages to reach some units and most of the countries usually die by then (At least on the main SS 6.4 Game). Right now it still keeps historical accuracy in a way, but its much more gameplay oriented, making replaying the game over and over a game a much more desired action. Oh yea, completely removed PLAGUE as well, as it was annoying.

*** DIPLOMACY CHANGED (ALWAYS PLAY THIS ON VH/VH with GRACUL AI selected from the SS launcher). - everyone may ally with everyone now, no more biased bullshit. You cant exploit the AI into ceasefire and then atacking it again after 2 turns over and over again as well (which made the game really easy for me before). Now its unpredictable and a complete massacre everytime you play. Enjoy!

*** INCREASED MAXIIMUM AGE OF CHARACTERS - now folks will die at much older ages (this may not be historically accurate). Makes keeping generals and characters overall much more important, as they will gain many traits, benefiting either your cities, armies and so on. Before they just died too fast and I never really cared what happens with them, lol.

*** CITY AND CASTLE TOWERS HAVE BETTER SHOOTING ANGLES AND DAMAGE OUTPUT - the gatehouse towers (balista too), as well as the other towers on walls will now have increased shooting angles, as well as slightly faster shooting ratio and a bit more damage, so they are not as useless as before. Combined with the slight buffs to archers and ranged units range (and damage on some), makes capturing cities a bit harder and challenging.

*** MANY MORE SMALL TWEAKS AND CHANGES, which you will discover in the course of the game of course.


PROBLEMS WITH THE MOD: Currently, there are no crashes, different than the ones in the base SS 6.4 Mod. Meaning the game is in excellent state. It does lack couple of things, which are: Unique Flags for the two new nations (for campaign map and for battles). Now they use the ones of existing nations, but its not much of a deal and hopefully someone will help me get those done soon. When selecting Bulgarians in the Campaign section it will show the map of Mongols or Timurids, which I dont know how to fix as well and am hoping for some help. Other than that, if you find some problems, missing text or anything, just write here and Ill fix it immediately.


Overall, playing Stainless Steel 6.4 feels amazing now and every hardcore fan will surely appreciate all the work, as "Rise of Bulgaria" re-balance mod makes the game as you always wanted it to be.

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Rise of Bulgaria 1.06 (Patch only) - TEUTONS ADDED

Rise of Bulgaria 1.06 (Patch only) - TEUTONS ADDED

Patch

This patch adds the Teutonic Order to the starting nations with their territories from 1300. The Bulgarians, Kazani and Teutons are now all fighting for...

Rise of Bulgaria 1.05 (Patch only)

Rise of Bulgaria 1.05 (Patch only)

Patch

A small, but very important patch fixing the last aspects of gameplay and economy balance.

Rise of Bulgaria 1 04 (Patch only)

Rise of Bulgaria 1 04 (Patch only)

Patch 1 comment

Version 1.04 for Rise of Bulgaria submod. Read DESCRIPTION for full info.

Rise of Bulgaria 1 03 (Patch only)

Rise of Bulgaria 1 03 (Patch only)

Patch

APPLY AFTER 1.02, Read description or ReadMe file for full info.

Rise of Bulgaria 1 02 (Patch only)

Rise of Bulgaria 1 02 (Patch only)

Patch 1 comment

Latest patch for RoB submod. READ THE DESCRIPTION HERE FOR FULL INFO.

Rise of Bulgaria 1.01

Rise of Bulgaria 1.01

Full Version

The current version of "Rise of Bulgaria" re-balancing mod for SS 6.4. Greatly improved gameplay for the base SS 6.4 version.

Comments  (0 - 10 of 21)
Blargoon
Blargoon

Love the new buildings,
hands down best mod gameplay-wise for Stainless Steel and Medieval in general!
Keep working and adding new stuff as you do, please.
I tried another submod, then came back to this one quickly as you've changed everything to perfect, from population and cities to strength balance of the nations and such. Mid-Late game is amazing too.

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metalroach
metalroach

Hello and thank you for the great mod! Should we expect new update anytime soon?

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Khan_Omurtag Creator
Khan_Omurtag

Hello, it is out.
Rate the mod if you like it, please.
Good luck!

Reply Good karma+2 votes
vicentegalvao666
vicentegalvao666

Great mod, I wasn't expecting such a fun campaing. What made me download it was your descripiton of the arches, the retweak of settlements and faster technology spread. Now arches can actually put siege towers on fire and the cities defenses are not worthless.

If I mighty give a sugestion, can you put the Byzantine unit "Archontopoulai" in Theologians guild? They are too crappy for a elite barracks unit. You could put them in the second tier of the Theologians guild, since they are basically orfans pressed in to militia cavalary. They are also religious fanatics. Also, maybe you could give the Romans back the "bath" building, just for historical flavor. You could debuff the public health bonus from other buildings to balance things.

I was playing vanilla 6.4, but this makes the game so much more fun. Also, if you could make allies keep their alliances if relations are good, that would be alsome. I also find that the Turks and Crusader states are weaker.

Can't think of anything else, but I would say that Skopej should reamain as a castle, since its a border region and protects Thessaloniki. Keep working on this, dude, please!

Edit: Can you make the Siphonatores able to burn siege towers? I just discovered that they can't. xD

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Khan_Omurtag Creator
Khan_Omurtag

Thanks for the kind words, glad ur enjoyin it bro.
Ill put the Archontopoulai in the Theo guild for next patch, ill add some more units to various nations in the future as well, since I focused on the ones that have too few first.
Check the new patch, it makes the game even better, altho Byzantium starts with far less territories now (representin the 1300s). Ill try fixin all the nations territories and family trees in the near future as well (for 1300 year), although im still focusing mainly on the gameplay aspects, trying to make the game perfect for replaying and random outcomes (as it should be). If you want the allies to keep alliances, use the Savage AI settings (not Gracul) from the Launcher, then they will be loyal, even if you are far-weaker in army strength(which is when the AI in Gracul atacks you).
If you have more suggestions or questions, will be happy to hear.

Reply Good karma+2 votes
vicentegalvao666
vicentegalvao666

Thanks for the quick reply! I've started a second Byz campaing, and the starting position is much more interesting. Just two minor "erros": The garrison of Corinth is outside the city, there is a general (Theodosius, I think) bugged in Nicea and no starting diplomat.

On a more aesthetical level, I aways thought that having Corinth and Athens was a bit redundant since they are too close to each other. Maybe erasing Corinth and instead putting Mystras, wich would be in the south of the Peloponesse, close to the current (in game) port of Corinth. On a more general note, I aways mod the files to make the scoutatoi able to do shield wall like the scoutatoi swordsman. I mean, that's the whole point a spearmen.

Thanks for the your great work and feel free to completly ignore stupidy suggestions. xD I'll keep "playtesting" your stuff.

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Khan_Omurtag Creator
Khan_Omurtag

Hey, fixed the General Theodosius issue (sent him into smyrna), had similar problem with Aragon so fixed it as well.
The garrison in Corinth starts in the city (at least on my game), so I dont know why it starts outside on yours bro.
Ill add the shieldwall, the Theologic guild addition and the byzantium siphonates being able to burn towers in the following patch (along with the 2 minor fixes of these issues you mentioned and some other stuff), if you encounter any missing textures for the newly added units in battle (soldiers looking invisible, altho fighting etc), tell me so I can fix those as well.
Overall Im almost finished with improving the gameplay and balance aspects, crusaders do really well after the last patch, game feels great in all aspects.

Reply Good karma+2 votes
Khan_Omurtag Creator
Khan_Omurtag

The new patch is out, check it out

Reply Good karma+1 vote
RikiqPowerPro
RikiqPowerPro

Alright i fixed my game. Played the mod for some time and i saw you have a lot of things to do such as unit cards and models and so on. I wont ask about the flags because you already told us that you are working on the bulgarian ones. Will you add Turnovo in the future version? And by the way in 1290 the bulgarian tsar is Georgi Terter 1 not Svetoslav. I cant wait for the next version. Wish you all the best.

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Khan_Omurtag Creator
Khan_Omurtag

Hi and ty for the comment. I was away for a while so now I can fix some of the stuff you mentioned. Can you tell me which units lack models and cards (that youve encountered), so I can fix them and post a hotfix about it.

Reply Good karma+1 vote
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