M2TW Mods

Mods for Medieval II:  Total War (Kingdoms expansion):

 

My Tutorials:

Complex Interactive Events

My Mods:

Rule Britannia

Download Sites:

TWC Hosted Mod Page

Strategy Informer

Rule Britannia is a major overhaul of the Kingdoms “Britannia” campaign, designed with the intention of making a larger, more complete game out of the scenario. Feedback is GREATLY appreciated, please drop by the RB Hosted Mod thread HERE and let us know what you think. Numerous additions and changes have been introduced, including:

THRONE ROOM EVENTS: RB incorporates over three-hundred interactive events (mainly keyed to high-end buildings, especially educational buildings and guilds) of which an individual faction will experience about a hundred. These will affect your characters, settlements, and income, as well as your construction and recruitment options. Many have multiple versions that are presented identically to the player so there may be several possible outcomes to either accepting or declining an event.

These events run the gambit from holding special councils, symposiums, tournaments, feasts, pilgrimages, hiring privateers, patronizing artists, bringing impressive individuals into the king’s entourage, dealing with famine and religious unrest, purchasing rare items of value such as weapons, armor, mounts, and manuals, ending quarrels between your generals, making trade agreements with off-map factions, and many–many others.

PRESTIGE RANKING: A prestige point system ranks the player’s relative progress throughout the game based upon conquest, construction, and wise administration. A cash bonus is granted by the council of nobles as each rank is gained. The Faction Leader will progressive through 6 prestige levels, based on these points. It will affect his traits, what types of mercenaries he may recruit, and several interactive events. Both player and AI factions are affected by prestige level.

FACTIONS: There are 7 playable factions: England, Scotland, Ireland, Wales, Norway, Denmark, and the Baron’s Alliance. France and the Papal States (here called simply “The Church”) are both present throughout the campaign and will constantly get up in your business as France and the Catholic Church were wont to do. The “Cease Hostilities” mission from the pope is still in the game but the tolerances have been greatly loosened so you are not constantly being told to stop fighting. Only a large imbalance between two combatants’ relations with the church will typically bring papal intervention.

REGIONS: 38 new playable regions have been added to the game.

*Trade Theater: Northern France is now an accessible territory. The region cannot be conquered but provides a location where merchants can trade in items from the continent not available in the British Isles. Each faction starts with a pair of merchant in France.

SETTLEMENTS: All settlements in the game are now cities. Castle buildings have been integrated into the city settlement building trees. Both castle and city barracks are available as separate trees. The old city barracks tree provides local order and free upkeep units while the old castle barracks produces heavier main battle units, none of which are free upkeep units.

FORTS: Forts are now called “Castles” in the game. They are of the permanent stone variety, each supporting 10 free upkeep units.

BUILDINGS: 42 new building trees have been added to the game and some existing trees have new levels. Several of the existing trees that were unavailable to any of the factions in the old “Britannia” scenario can now be constructed with the aid of certain events (mostly through the Masons’ Guild). Jousting facilities now allow games (called Tournaments) to be held in settlements that have them and markets of Fairground or above allow the holding of–you guessed it–Fairs.

*Guilds: The old guild system has been scrapped. The new guilds are built by the player when and where they please (with certain restrictions) and multiple guilds can be built in a single city. Each guild has a single level. All the old (and relevant) guilds are represented plus 2 new ones: The Mercenary Guild and the Bowyers’ Guild.

*Wonders: Seven historically important sites have been added to the game. Controlling them grants material benefits as well as bringing great prestige to your faction.

UNITS: 25 new units have been added. Each faction now has a unique general’s bodyguard based on that faction’s best heavy cavalry unit. Bodyguard units are recruit-able from town halls in settlements that also have stables. In addition, many units are now available as mercenaries that previously were not.

*Foreign Auxiliaries: The old culture-based system for recruiting rival faction mercenary types has been replaced with an auxiliary system. Captured home regions of rival factions now allow for the recruiting of certain native troops there throughout the game, i.e. the availability of such units does not vanish in a few turns because of assimilation any longer. Availability of these units depends on city size and the prestige level of the faction leader. The Mercenary Guild also allows the recruitment of all such units, at various levels, though the prestige requirements are higher and availability is lower than in a native region.

*Assimilated Troops: Certain factions may begin to recruit a few of certain other factions’ unique units once they have eliminated and absorbed that faction, either through conquest or Dynastic Succession (special Throne Room events triggered by weak new leaders taking over nearly vanquished factions)

*Exotic Units: Certain Mercenary Guild events allow factions to recruit exotic mercenary units not otherwise available.

AGENTS: With the original religion system re-instituted, priests are once more available in the game. Each faction begins play with a single cardinal in their capital region.

*Agent Training: Triggers have been added that allow agents to gradually increase in skill if they are kept in cities with related high-end buildings.

RELIGION: The Britannia system of replacing religion with culture has been scrapped and religion re-introduced. This is because certain factions will have the opportunity to change their religion when certain requirements have been met. Ireland may, once retaking its entire homeland, convert to paganism (at the risk of provoking a crusade), and Wales may opt to convert to Celtic Christianity. Catholic factions will at some point be asked by the pope to grant asylum to Jewish refugees expelled from the European mainland which will introduce Judaism to the game.

ANCILLARIES: Many ancillaries have been introduced into the game. These include regional and court titles, as well as several unique to each faction. Some may be offered for purchase by merchants through Throne Room events. Many previously non-transferable items may now be transferred freely.

CHARACTER TRAITS: The character trait system is based upon the “Broads, Bastards & Bloodlines” mod with numerous additions and modifications . Many new triggers have been added to old traits as well, relating to Throne Room events.

MISSIONS: Several new missions have been added to the game. Pope missions are once again available.

TURN SYSTEM: Rule Britannia utilizes a seasonal turn system. There are 4 Turns each year (3 summer and 1 winter) and characters age 1 year every 4 Turns.

EDUCATION: An education system has been introduced that tracks a character’s achievement in two areas: Academic and Military; there are 4 levels of each. Characters spend the first four turns after coming of age receiving their basic education. Their results depend on their natural inclination toward scholarly and military pursuits and the quality of buildings in the settlement where they are studying. Various events throughout the game can also affect a character’s education level after this initial study period. Culture also has an effect on starting traits.

ARMY SUPPLY: The army supply system from BBB is utilized though the triggers have been altered slightly since turns are now 3 months long instead of a year.

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