This mod was actually born from frustration on my part on the performance of pikes in Stainless Steel 6.4. What started out as a minor tweek to a couple of units in the mod turned into a hobby, one which has now continued for a couple of years as a overhaul for units and factions that I felt under-performed. The goal of my efforts was to create a campaign with larger, more professional armies and to see the rise of factions which before never became powerful empires capable of challenging the player. These changes are for the 1220 campaign for SS 6.4, not the 1100 campaign. I hope those of you who try it out will find my work enjoyable and worth the download. Enough with the word play; onto the action!

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Greetings! Today we travel to the fertile lands of northern Italy in Roar of Conquest to examine the changes it brings to the game. Most of these changes were quality-of-life upgrades that were done for many factions in the game, not just for the Republic of Venice or the Republic of Genoa and Pisa. Nevertheless, the changes made greatly improved the campaign both for the AI and the player, and did help certain units perform better on the battlefield. So without further ado, viva Italia!

Universal Changes, (Affects All Listed Factions):

1) Foot Men at Arms are now recruitable for the entire campaign once they are unlocked. For more information on what this means, refer to the bottom of this article: Moddb.com

foot MAA 1


2) Pikemen have better melee stats, with a 5 attack up from 2 and 4 charge up from 3. Their defense is also now 8 up from 3.

pikemen 2


3) Light Men at Arms are no longer restricted by area of recruitment, or AOE; any castle you can build the appropriate Barracks building will now recruit them anywhere on the map. This means better army composition overall for both you and the AI.

light MAA


4) Spearmen are no no longer restricted by area of recruitment, or AOE; any castle you can build the appropriate Barracks building will now recruit them anywhere on the map. While they will certainly be outclassed later on, this helps both you and the AI field troops a bit better than peasant militia no matter where you expand.

spearmen


5) Broken Lances now take 2 turns to recruit instead of 4. I felt that waiting 4 turns for what you get was too much; they are a good unit, but not that good. It also means that the AI will have more of them in their armies, if they have the right buildings for it. You will notice that quite a few units listed will have this change, and it is all for the same reasons mentioned here.

broken lances


7) Broken Lance Cavalry now take 4 turns to recruit instead of 7.

broken lance cav


8) Arbalesters have improved melee attack, now 6 up from 5.

arbalesters


9) Carroccio Standard now have a full-sized battalion, now 150 men up from 60 on ultra unit size. Now they are actually useful in battle, as before their small size and the AI's lack of proper use of morale-boosting units made them useless before.

carroccio standard


10) Gendarmes now take 4 turns to recruit instead of 7.

gendarmes1


11) Spearmen Sergeants are no longer restricted by area of recruitment, or AOE; any castle you can build the appropriate Barracks building will now recruit them anywhere on the map. Again, a boost to help improve army quality on the campaign map.

spearmen sergeants


12) Men at Arms are no longer restricted by area of recruitment, or AOE; any castle you can build the appropriate Stables building will now recruit them anywhere on the map.

ital MAA


13) Pavise Spear Militia have better melee attack, now 2 up from 1.

pavise spear militia


14) Pike Militia have better melee stats, with 4 attack up from 1 and 3 charge up from 2. They also have better defense, now 4 up from 0. That's right, their defense was actually 0.

pike militia


15) Late Pikemen have increased melee stats, 5 attack up from 2 and 4 charge up from 3. They also have better defense, with a total of 15 up from 10.

late pikemen 1


The Republic of Venice

Most of these changes were to make Venice's faction-unique units perform in a way that fit their description, which in most cases was "professional". They are usually more available now then they once were in Stainless Steel 6.4.

1) Pesante Archers now have better defense, with a total of 12 up from 11. They now only take 2 turns to recruit as well.

pesante archers


2) Fanteria Pesante have better melee attack, now 5 up from 3. They now only take 2 turns to recruit as well.

fanteria pesante


The Republic of Genoa and Pisa

Like Venice, just a few changes to unit stats and availability.

1) Genoese Crossbow Militia have a better melee attack of 3 up from 2. This was done to help differentiate them from the more common Pavise Crossbow Militia other factions can recruit.

genoese crossbow militia


2) Genoese Crossbowmen have an improved melee attack of 4 up from 3. They also have a stronger missile attack, now 11 up from 10. This was done to make them superior to the Pavise Crossbowmen other factions can recruit.

genoese crossbowmen


3) Voulgier now only take 2 turns to recruit, making them more available and more common on the campaign map.

voulgier


So there you have it; the Republics of northern Italy reborn! Like other factions, I have some ideas on changes to make from them, but nothing for the immediate future. If you like what you read and would like to try out Roar of Conquest yourself, here's the download link: Moddb.com

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Roar of Conquest: OUTDATED

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Comments  (0 - 10 of 12)
Guest
Guest

there is a other sainless steel submod called SSHIP maybe you can contact them they have some really awesome ideas but it seems that they slowly abbadon tzheir mod would be great if you work together with them

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Guest
Guest

maybe you can adopt their map changes its really good

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Lord_Vinciullo Creator
Lord_Vinciullo

From what I understand, SSHIP is focused on changing the early campaign (1100), while Roar of Conquest is exclusively a late campaign mod (1220), so we are covering opposite spectrums of Stainless Steel. However, I will keep your suggestion in mind; some co-op would be nice for future changes.

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Guest
Guest

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Guest
Guest

Hi did you do changes to the HRR too
And is it possible that you can recruit the gothic knights and make same actually strong

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Lord_Vinciullo Creator
Lord_Vinciullo

Yes, the HRE did receive changes. As for Gothic Knights, they come into the campaign at a late date, (approximately 1450), but both mounted and dismounted variants are very powerful units. Stainless Steel 6.4 fixed the performance of two-handed units in the game so that they are now good, and those changes remain in Roar of Conquest. I will likely publish a more detailed article in the future about the HRE, if you want to know more.

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Guest
Guest

that would be very nice

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Guest
Guest

but its still vanilla units, you havenĀ“t done nothing with changeing the apperance of the units.

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Lord_Vinciullo Creator
Lord_Vinciullo

I never said I changed the appearance of the units; my mod focuses on changing unit stats and recruitment values in order to make the game more balanced and to have larger, better quality armies for both you and the AI.

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Guest
Guest

Hi!
Have you done any changes for the islamic factions? Tanks in advance

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Lord_Vinciullo Creator
Lord_Vinciullo

Here is more detailed description: Moddb.com

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Lord_Vinciullo Creator
Lord_Vinciullo

Short answer: yes, they did. I am working on an article to give a more detailed description about what has changed.

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