Greetings! Today I will be going over the changes made to the Kingdom of Sicily from Stainless Steel 6.4 to Roar of Conquest. As a faction, Sicily holds a special place in my heart, (I am part Sicilian, after all), so I did give the faction special attention while I was working on the mod. Sicily is in no way overpowered on the campaign map, whether controlled by the AI or the player, but I did fill in some gaps in the roster that I felt had no place being there. Now, the Sicilians truly fill the role of a unique faction that combine the strong militia of other Italian factions and their own flavorful blend of strong soldiers. So without further ado, let's get into the details!
The Kingdom of Sicily
As previously said, Sicily was a decent faction in Stainless Steel, but there were some gaps in their roster that were rather limiting, especially in the early game, that prevented them from being a true power in their own right. Now, with a few tweaks, Sicily is now a real presence in the campaign from early to late, and a true competitor to the other Italian factions. Now, conquista per Dio e gloria!
1) Chivalric Knights can now be recruited for the entire campaign once they are unlocked after the Partial Plate event, (year 1310-1330). Unlike Venice or Genoa, Sicily retains powerful feudal cavalry even into the late campaign.
2) Foot Men at Arms can now be recruited for the entire campaign once they are unlocked after the Partial Plate event, (year 1310-1330). They are also no longer restricted by area of recruitment, or AOE; any castle on the map with the Armory can now recruit them.
3) Halberd Men at Arms are no longer restricted by AOE; any castle on the map with the Armory can now recruit them.
4) Late Pikemen have had their melee increased to 5, their charge increased to 4, and their total defense increased to 15.
5) Men at Arms can now be recruited for the entire campaign once they are unlocked after the Partial Plate event, (year 1310-1330). They are also no longer restricted by AOE; any castle on the map with the Earl's Stables can now recruit them.
6) Muslim Archers are no longer restricted by AOE; any castle with the Practice Range can now recruit them. Unique to Sicily, these archers are deadly both at range and in melee, but have an average defense.
7) Pavise Spear Militia have had their melee attack increased to 2, making them a little more effective in combat.
8) Pike Militia have had their melee attack increased to 4, their charge increased to 3, and their total defense increased to 4.
9) Pikemen have had their melee attack increased to 5, their charge increased to 4, and their total defense increased to 8.
10) Sicilio-Norman Foot Knights can now be recruited for the entire campaign from game start. While their mounted counterparts are phased out by the Chivalric Knights, these fearsome heavy infantry remain and can be key to achieving victory at any point in the campaign.
11) Sword and Buckler Men have had their melee attack increased to 6 and their charge increased to 4, making them that much more effective in combat. They also now only take 2 turns to recruit instead of 4. They become available after the Full Plate event, (year 1380-1400), making Sicily a bit of a late comer in terms of professional melee infantry in the late campaign.
12) Light Men at Arms have now been added to the Sicilian roster, providing them with a desperately needed melee infantry in the early campaign. Since Sicily does not get professional melee infantry at the New Era event, (year 1300), like other factions, this hole in the roster was especially painful, but no longer! They will also sport Sicilian colors and heraldry on the battle map.
13) Broken Lances have been added to the Sicilian roster like Venice and Genoa. It made little sense for Sicily to not have these men available for recruitment like the other Italian factions, so now they are in the roster. They are available from Huge Cities after the Full Plate event, (year 1380-1400). They sport Sicilian colors and heraldry on the battle map.
14) Broken Lance Cavalry have been added to the Sicilian roster for the same reason as the Broken Lances. They also sport Sicilian colors and heraldry on the battle map, and become available at the same time as their infantry counterparts.
So there you have it, the changes made to the Kingdom of Sicily from Stainless Steel 6.4 to Roar of Conquest! With a few additions to the roster and some changes to unit availability, Sicily now stands ready to conquer the world! This article will conclude my series on faction overviews, as Sicily was the only faction remaining that I had not gone over in detail. For those of you who are curious, all other faction descriptions can be found in the list of articles on the mod page here: Roar of Conquest Articles. For those of you who like what you see and would like to play the mod for yourself, you can find the mod download here: Roar of Conquest 2.1 To those who have been following the mod and wondering about the future, rest assured I do have plans for a version 3.0 release, so keep your eyes open! Now, vai avanti e vinci!
This is very interesting. This is all stuff in the current version right?
Yes, all of these changes are in the version available for download currently.
Cool, if I may ask, what are some things you have planned for your 3.0 release?
Bug fixes, removing overlapping scripts, changing the starting regions of some factions, and some minor buffs for certain units.