Greetings! I am happy to announce that Roar of Conquest: The Late Middle Ages "The Reconquista", (phew, what a long title), is now live! This release is in celebration of the mod hitting it's 1-year anniversary on ModDB. This article will be covering all the changes and updates that this version brings to the table from the last version. If you want more information on how this mod overhauls Stainless Steel 6.4, feel free to check out the other articles on the mod page. Now, on to the update!
General Overview
The goal of this update was to focus on the factions on the Iberian Peninsula and make them more interesting to play. Quite a few people, both here and on the Mod's discord here: Roar of Conquest Discord, had commented that these kingdoms felt rather bland and boring to play as, and lacked anything that helped them to feel unique from each other. As such, I have gone over the rosters of each of the factions, made changes, and added three new units to the mod. In my own play testing, I felt that these factions were far more interesting to play as, and I hope you guys do as well!
So, what kind of changes did the Kingdom of Portugal, the Kingdom of Aragon, and the Kingdom of Leon and Castile receive? Well, one of the biggest changes is that each kingdom now has its own faction-unique javelin infantry! I will give the specifics in just a bit, but to give you a general idea of how these units compare to each other:
Missile Damage:
- Almughavars, (Aragon)
- Lusitanian Javelinmen, (Portugal)
- Castilian Infantry, (Castile and Leon)
Melee Attack and Charge:
- Castilian Infantry, (Castile and Leon)
- Almughavars, (Aragon)
- Lusitanian Javelinmen, (Portugal)
Melee Defense and Armor:
- Lusitanian Javelinmen, (Portugal)
- Castilian Infantry, (Castile and Leon)
- Almughavars, (Aragon)
As you can see, each of the Javelin units is unique to each other in one way or another. Also, the Almohad Caliphate has had their roster revamped, in case anyone was worried about them getting the short end of the stick. Now, onto the details!
The Kingdom of Aragon
Aragon did not receive any of the new units in this update, but this was because when I looked at their roster, I found that they already had many unique units already. I simply had to make these units perform in a way that made them more interesting. These changes, plus the changes made to the Feudal Knights for Aragon, make them an appealing, if slightly more challenging, faction to play. For reference, the unit sizes I will be listing here are when the game is put on 'ultra unit size', Secondary Melee Attack represents the secondary weapon cavalry units use after completing a charge, and the acronym AP stands for armor-piercing.
1) Almughavars
- Unit Size: 150
- Missile Attack: 15
- Melee Attack: 6
- Charge: 4
- Defense: 12 (Armor 1, Defense Skill 9, Shield 2)
- Attributes: Free upkeep
- Availability: Campaign start
- Building Requirement: Drill Square, (Castle)
These men have the honor of being one of the deadliest javelin units in the mod. Besides having their unit size and missile damage increased, they also carry more ammunition than any other javelin infantry in the mod, emphasizing their deadliness at range.
2) Alforrats
- Unit Size: 60
- Melee Attack: 7
- Charge: 10
- Secondary Melee Attack: 9
- Defense: 9 (Armor 4, Defense Skill 5, Shield 0)
- Attributes: None
- Availability: Campaign start
- Building Requirement: Stables, (Wooden Castle)
These horsemen have there stat improved in every category, and hold the distinction of being one the hardest-hitting light cavalry units in the mod. Between that and their good morale, these men will cause more damage and fight far longer than most other light cavalrymen. These men can now only be recruited by the Kingdom of Aragon.
3) Basque Archers
- Unit Size: 120
- Missile Attack: 5
- Melee Attack: 4
- Charge: 3
- Defense: 11 (Armor 5, Defense Skill 6, Shield 0)
- Attributes: Place Stakes
- Availability: Campaign start
- Building Requirement: Archery Range, (Fortress)
These archers have been changed from being unremarkable low-tier archers to professional warriors. Their missile damage and range have been buffed dramatically, and their melee stats, morale, and defense stats allow them to act as light infantry in close quarters combat if needed. These men can now only be recruited by the Kingdom of Aragon.
4) Pavise Crossbowmen
- Unit Size: 120
- Missile Attack: 10
- Melee Attack: 2
- Charge: 2
- Defense: 13 (Armor 4, Defense Skill 2, Shield 7)
- Attributes: Place Stakes
- Availability: Campaign start
- Building Requirement: Archery Range, (Fortress)
These men have been removed from Aragon's roster and replaced with the Basque Archers, as I felt it was more interesting for Aragon to have a faction-unique unit as a professional range unit.
5) Feudal Foot Knights
- Unit Size: 120
- Melee Attack: 8
- Charge: 4
- Defense: 20 (Armor 6, Defense Skill 9, Shield 5)
- Attributes: Free upkeep
- Availability: Campaign start
- Building Requirement: Fortress
This unit now remains available for the entire campaign for Aragon instead of disappearing after the Full Plate Event, (year 1380-1400). I felt that Aragon should have access to knightly units for their whole campaign, (which they did not originally), but not get Chivalric Knights to make their campaign a bit more interesting and challenging.
6) Feudual Knights
- Unit Size: 60
- Melee Attack: 7
- Charge: 12
- Secondary Melee Attack: 11
- Defense: 17 (Armor 8, Defense Skill 4, Shield 5)
- Attributes: Free upkeep
- Availability: Campaign start
- Building Requirement: Castle
This unit now remains available for the entire campaign for Aragon instead of disappearing after the Full Plate Event, (year 1380-1400), for the same reason as the Feudal Foot Knights.
Kingdom of Portugal
Portugal received one of the new units from this update, (and arguably the best one). I also made a few changes here and there to the roster, and with these changes and the faction-unique units that Portugal has, they are now possibly the most interesting Christian faction to play as on the Iberian Peninsula!
Note: the Templar's Chapter House that was available in Lisbon has now been changed to a Knights of Montessa Chapter House.
1) Javelinmen
- Unit Size: 120
- Missile Attack: 11
- Melee Attack: 3
- Charge: 2
- Defense: 9 (Armor 0, Defense Skill 7, Shield 2)
- Attributes: Free upkeep
- Availability: Campaign start
- Building Requirement: Garrison Quarters, (Wooden Castle)
These men have been added to Portugal's roster to provide them with a cheap, low-tier javelin unit like Aragon and Leon and Castile.
2) Lusitanian Javelinmen
- Unit Size: 150
- Missile Attack: 13
- Melee Attack: 5
- Charge: 3
- Defense: 14 (Armor 2, Defense Skill 9, Shield 3)
- Attributes: Free upkeep, Place Stakes
- Availability: Campaign start
- Building Requirement: Drill Square, (Castle)
This unit has been massively buffed from militia-tier to professional soldier. With the best defense of all the Christian-unique javelin units, plus the ability to place stakes and good morale, make these men able to defend a position unlike any other javelin infantry. And most importantly, these men can now only be recruited by the Kingdom of Portugal.
3) Conto Crossbowmen
- Unit Size: 120
- Missile Attack: 12
- Melee Attack: 7
- Charge: 4
- Defense: 15 (Armor 8, Defense Skill 7, Shield 0)
- Attributes: Place Stakes
- Availability: Campaign start
- Building Requirement: Archery Range, (Fortress)
A powerful hybrid unit, these men are a deadly addition to the Portuguese roster, able to rain deadly bolts at range or charge into melee as strong medium infantry. A new unit for Roar of Conquest that was not in Stainless Steel 6.4.
NOTE: A big thanks to Hermerico from ModDB who suggested this unit as a new addition to Portugal, as well as provide historical background to the men who inspired this unit!
4) Pavise Crossbowmen
- Unit Size: 120
- Missile Attack: 10
- Melee Attack: 2
- Charge: 2
- Defense: 13 (Armor 4, Defense Skill 2, Shield 7)
- Attributes: Place Stakes
- Availability: Campaign start
- Building Requirement: Archery Range, (Fortress)
These men have been removed from Portugal's roster and replaced with the Conto Crossbowmen.
Kingdom of Leon and Castile
Leon and Castile received the remaining two of the new units for this update. While this may seem strange, after the changes I made to Aragon and Portugal, Leon and Castile seemed rather bland in comparison. These new units help Leon and Castile feel and play a bit different from their other Christian neighbors.
1) Castilian Infantry
- Unit Size: 150
- Missile Attack: 12
- Melee Attack: 7
- Charge: 3
- Defense: 14 (Armor 2, Defense Skill 8, Shield 3)
- Attributes: Free upkeep,
- Availability: Campaign start
- Building Requirement: Drill Square, (Castle)
These men serve as the unique professional javelin infantry for Castile, and are the most aggressive unit of the bunch. They have a taste for melee combat, and will perform well there after throwing their javelins. A new unit for Roar of Conquest that was not in Stainless Steel 6.4.
2) Lusitanian Javelinmen
- Unit Size: 150
- Missile Attack: 13
- Melee Attack: 5
- Charge: 3
- Defense: 14 (Armor 2, Defense Skill 9, Shield 3)
- Attributes: Free upkeep, Place Stakes
- Availability: Campaign start
- Building Requirement: Drill Square, (Castle)
This unit is no longer available to Leon and Castile, as they are now available only to Portugal.
3) Monteros de Espinosa
- Unit Size: 150
- Melee Attack: 10
- Charge: 5
- Defense: 24 (Armor 11, Defense Skill 9, Shield 4)
- Attributes: Free upkeep
- Availability: Campaign start
- Building Requirement: City Hall, (Large City)
A powerful heavy infantry, these men were inspired by the guard of the Leon royalty, which share the same name and are one of the oldest recorded royal guard units in European history. The heir of Leon and Castile now starts with this unit as his bodyguard in the campaign. A new unit for Roar of Conquest that was not in Stainless Steel 6.4.
NOTE: A big thanks to a guest commentator from ModDB who recommended these men as a possible new unit for Leon and Castile.
Almohad Caliphate
While the Caliphate did not get new units in this update, they did receive an overhaul for much of their roster to help them compete against their neighbors. The goal was to make the faction feel more unique and dangerous, which I feel like was accomplished here.
1) Granadine Infantry
- Unit Size: 150
- Missile Attack: 13
- Melee Attack: 6
- Charge: 4
- Defense: 16 (Armor 5, Defense Skill 8, Shield 3)
- Attributes: None
- Availability: Campaign start
- Building Requirement: Drill Square, (Castle)
These men had their unit size increased.
2) Lamtuna Spearmen
- Unit Size: 200
- Melee Attack: 4
- Charge: 4
- Defense: 11 (Armor 1, Defense Skill 5, Shield 5)
- Attributes: None
- Availability: Campaign start
- Building Requirement: Garrison Quarters, (Wooden Castle)
These men have had their melee defense buffed, and now replace Nubian Spearmen in the Almohad roster, as I felt it would be more fitting to keep the faction-unique Lamtuna Spearmen in the roster instead of the Nubian Spearmen. They are superior to Nubian Spearmen in every category, so this change is a buff for the Caliphate. These men can now only be recruited by the Almohad Caliphate.
3) Urban Militia
- Unit Size: 150
- Melee Attack: 5
- Charge: 4
- Defense: 15 (Armor 4, Defense Skill 6, Shield 5)
- Attributes: Free upkeep
- Availability: Campaign start
- Building Requirement: Militia Drill Square, (Large City)
These men have had their charge and morale buffed, helping them to behave more like trained soldiers in battle.
4) Moorish Auxilaries
- Unit Size: 150
- Melee Attack: 4 (AP)
- Charge: 3
- Defense: 13 (Armor 5, Defense Skill 6, Shield 2)
- Attributes: Free upkeep
- Availability: Campaign start
- Building Requirement: Drill Square, (Castle)
These men have had their melee attack and charge buffed, making them more deadly in battle. In addition, they are now recruited through the Castle barracks line instead of the City one.
5) Granadine Lancers
- Unit Size: 80
- Melee Attack: 5
- Charge: 12
- Secondary Melee Attack: 8
- Defense: 14 (Armor 5, Defense Skill 7, Shield 2)
- Attributes: None
- Availability: Campaign start
- Building Requirement: Amir's Stables, (Fortress)
These men have had their defense improved, helping them to survive better on the battlefield.
6) Granadine Crossbow Cavalry
- Unit Size: 80
- Missile Attack: 7
- Melee Attack: 6
- Charge: 5
- Defense: 8 (Armor 4, Defense Skill 4, Shield 0)
- Attributes: Cantabrian Circle, Free upkeep
- Availability: New Era Event, (year 1300)
- Building Requirement: Archery Range, (Fortress)
These men have had their melee attack and defense improved, making them more capable in close quarter combat. These men can now only be recruited by the Almohad Caliphate.
7) Granadine Jinetes
- Unit Size: 80
- Missile Attack: 11
- Melee Attack: 5
- Charge: 6
- Defense: 10 (Armor 4, Defense Skill 3, Shield 3)
- Attributes: Cantabrian Circle, Free upkeep
- Availability: Campaign start
- Building Requirement: Amir's Stables, (Fortress)
These men can now only be recruited by the Almohad Caliphate.
8) Christian Guard Cavalry
- Unit Size: 60
- Melee Attack: 7
- Charge: 14
- Secondary Melee Attack: 11
- Defense: 19 (Armor 8, Defense Skill 9, Shield 2)
- Attributes: Free upkeep
- Availability: Campaign start
- Building Requirement: Castle
These men have had their melee attack, secondary melee attack, and armor increased, making them far more dangerous in battle. They also now operate and are recruited like Knights from Christian factions, meaning they have higher upkeep and are recruited directly from the Castle onward instead of the Stables line in Castles.
9) Christian Guard
- Unit Size: 120
- Melee Attack: 9
- Charge: 4
- Defense: 20 (Armor 7, Defense Skill 11, Shield 2)
- Attributes: Free upkeep
- Availability: Campaign start
- Building Requirement: Fortress
Like their mounted brethren, these men have had their melee attack and armor increased, making them deadlier in melee. Also, they have higher upkeep and are recruited from the Fortress directly instead of the Barracks line in the Fortress.
Deleted Units
As always, in order to make room for new units, other must be deleted. Here are the fallen brothers:
1) Axemen, (mercenary)
2) French Foot Archers, (deleted because it was redundant unit)
3) Breton Light Cavalry, (mercenary)
Other Faction Unit Changes
While this update was primarily focused on the Iberian Peninsula, I made a few other changes here and there for some units. They are as follows:
1) Noble Swordsmen, (Scotland), become more available to recruit, (Castle), after the Full Plate Event, (year 1380-1400) to compensate for more restricted access to Feudal Knights.
2) Noble Pikemen, (Scotland) become more available to recruit, (Fortress), after the Full Plate Event, (year 1380-1400) to compensate for more restricted access to Feudal Knights.
3) Berdiche Militia, (Novgorod and Kiev), now remain available for recruitment for the whole campaign instead of being replaced by Halberd Militia after the New Era Event, (year 1300). It seemed more fitting to keep the Berdiche Militia rather than replacing them with the far more generic Halberd Militia unit.
4) Latvanian Crossbowmen, (Lithuania): these men can now only be recruited by the Grand Duchy of Lithuania.
5) Croat Axemen, (Hungary)
- Unit Size: 120
- Melee Attack: 8 (AP)
- Charge: 5
- Defense: 11 (Armor 4, Defense Skill 7, Shield 0)
- Attributes: None
- Availability: Campaign start
- Building Requirement: Drill Square, (Castle)
These men have had their melee stats, defense stat, and morale buffed, changing them from a militia-tier unit into a professional one. In addition, these men can now only be recruited by the Kingdom of Hungary.
6) Sicilio-Norman Knights, (Sicily)
- Unit Size: 60
- Melee Attack: 9
- Charge: 14
- Secondary Melee Attack: 13
- Defense: 21 (Armor 10, Defense Skill 6, Shield 5)
- Attributes: Free upkeep
- Availability: Campaign start
- Building Requirement: Castle
These deadly knights have had their melee attack, secondary melee attack, charge, and defense stats increased, making them truly terrifying on the battlefield. In addition, they will no longer be replaced by Chivalric Knights after the Full Plate Event, (year 1380-1400). I felt it was more interesting to keep this unique unit available for the whole campaign instead of having them be replaced by the generic Chivalric Knights.
So there you have it, the changelog for Roar of Conquest: The Late Middle Ages "The Reconquista"! This update is hardly the largest I have done, but I feel it brings a lot of good changes to the table. If you like what you have seen and would like to try out the mod for yourself, you can download it here: Moddb.com I plan on updating the faction roster articles for all the changed factions, as well as publishing articles for the factions that do not yet have one, so keep your eyes open for that. Until then, go forth and conquer!
"NOTE: A big thanks to Hermerico from ModDB who suggested this unit as a new addition to Portugal, as well as provide historical background to the men who inspired this unit!"
I cannot believe someone actually took the time to read my post, took it seriously, researched the unit and actually implemented it in a mod.
You just made my day lad, cheers!
Glad to make your day. :)