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Showing posts with label medieval 2 total war. Show all posts
Showing posts with label medieval 2 total war. Show all posts

Monday, April 05, 2021

Review of Vanilla Beyond mod for Medieval 2 Total War

sweet baby by Neticola from flickr (CC-ND)

Vanilla Beyond is my favorite kind of mod, one that tries to improve the base game without turning it into a kitchen sink of every cool feature modders possible.

The mod changes world map - extending the map a bit to the East, squeezing the Atlantic (probably to avoid game engine limitations on max campaign size), adding a bunch of extra factions (some from Kingdoms campaigns).

The new map is definitely a great improvement.

The mod changes how New World and Mongols are implemented. New World colonization is open from day one, and you'll see Norwegians, Portuguese and so on colonize right away, which feels a bit off, but the way it works in vanilla where they might as well not be in the game is also a bit off. Maybe it would be best to actually remove them from the game completely instead?

Mongols start on-map, and instead of a lot of free doom stack they get a bit of gold, troops, and king's purse every time they conquer new settlement, with the idea of creating a huge snowball. I didn't play long enough to see if it works properly or not. They seem to have long range missiles (including horse archers), which feels a bit bs in terms of both gameplay and historical accuracy, but game gives long range missiles and effective against armor effect quite generously to everyone.

These seem like sensible changes.

I played a quick game as Armenia on normal, as that faction wasn't available in any previous campaign. I got from 1 to 8 regions by turn 13, defeating Emirate of Damascus and getting some rebel lands.

AI was extremely passive, and nobody declared any wars against anyone else. In vanilla there's a 10 turn timer for AI, maybe it's much longer here? It felt like I can do a lot before AI wakes up. I guess I could have been more aggressive, in Empire I usually get 3 declaration of war on me turn one, and I got used to that a bit.

The biggest change in the came is in recruitment buildings. Basic city/castle tier has no recruitment slots at all - that means city or castle cannot recruit any units at all just by existing. That's an especially huge nerf to castles (which in vanilla can already recruit Mailed Knights or equivalent even at low level). You need to build a bunch of recruitment buildings to do any recruiting, so early game you'll be mostly relying on mercenaries and your starting army.

The related change is that higher tier buildings can only recruit higher tier units, and cannot recruit anything low tier. This is annoying for garrison logic, and sometimes you just don't have any units at all in the pool to recruit because of this. I suspect after a while (like 20-50 turns), it all starts working properly, but very early game is extremely awkward due to these changes.

There's a bit less difference between cities and castles - castles get some trade buildings, some low tier units overlap between both instead of having completely separate chains, and some castle garrison is upkeep free.

There's also a bunch of unique buildings in various settlements, which make sense I guess.

Merchant income got deservedly increased, as it was just way too low in vanilla.

Overall the mod has very awkward early game, so I don't think it's suitable for quick campaigns, but it could work better for something longer.

Saturday, August 10, 2019

Kingdoms Grand Campaign Mod - Medieval 2 Total War mod highlight

18/8.2014 - kitten royalty by julochka from flickr (CC-NC)

Medieval 2, released back in 2006, was the peak of Total War series. One of the great things about it is abundance of mods, and this post is about one such mod.

Kingdoms Grand Campaign Mod

The idea behind Kingdoms Grand Campaign Mod is taking content from minicampaigns from Kingdoms expansion pack, and integrating them into one big campaign.

Campaign map is adjusted somewhat, and in addition to vanilla factions, you get:
  • Antioch from Crusades campaign
  • Ireland from Britannia campaign
  • Jerusalem from Crusades campaign
  • Kiev from Teutonic campaign
  • Lithuania from Teutonic campaign
  • Mongols from Teutonic campaign (they're in vanilla as unplayable horde)
  • Norway from Britannia and Teutonic campaign
  • Wales from Britannia campaign
For reasons I don't understand, Portugal is no longer a playable faction.

Kingdoms Features

The mod brings in extra units from Kingdoms campaign, like Mangonel, which is the only pre-gunpowder artillery unit worth using in battles.

Forts are now permanent stone buildings, and cost a lot more money.

Hanseatic League and potential Lithuania conversion events from Teutonic campaign are in the game.

Merchants are actually worth something.

Game balance

Medieval 2 is very easy for experienced player, so the mod does a few things to make it more difficult.

There are a lot fewer rebel settlements, and they tend to have a lot bigger garrison, so you can't just grab enormous areas of land without any opposition during your first few turns.

Time scale is set to 2 turns per year. All buildings build a lot more slowly.

Units provided by buildings are a lot different - high tier building no longer allow recruitment of low tier units, possibly to help AI or to clean up the UI.

Castles are massively nerfed because base castle buildings no longer provide any recruitment options, and you actually need to build stables and barracks (which also build really slowly). On the other hand, a lot of castle units get free upkeep as long as they're castle garrison.

Pope is as bitchy as ever, and due to a lot fewer rebels, he's going to be excommunicating people left and right a lot more than in vanilla. I never liked that part of the game, and I wished they toned it down.

AI gets a lot of free money on hard and very hard. On any difficulty levels, if it goes into severe enough debt, it gets a lot of money to get it out of debt.

And then there's garrison script.

Garrison script

Unlike later Total War games, Medieval 2 settlements have no automatic garrison, and AI often leaves them with minimal defences. That allows player to really easily destroy all factions.

As AI isn't really fixable, to counter that, a lot of mods add garrison script which spawn a lot of troops when garrison is besieged. I'm not convinced this is a great idea - I hated it when I didn't know where garrisons are going to happen and how big.

Once I generated a list of which faction would spawn what kind of units where, it was actually decent. So here's the script. Once it triggers for a settlement there's 10 turn timer before it can trigger again. Only AI gets free troops. Some factions have script for settlements that don't belong to them at start of campaign.

Antioch:
  • Antioch (14) - 1 Knights Hospitaller, 2 Antioch Militia, 3 Armenians of Celicia, 3 Dismounted Knights of Antioch, 5 Hospitaller Sergeant
  • Krak_de_Chevaliers (12) - 2 Dismounted Knights of Antioch, 2 Knights Hospitaller, 3 Armenians of Celicia, 5 Hospitaller Sergeant
Aztecs:
  • Huaxtepec (14) - 1 Coyote Priests, 2 Aztec Archers, 2 Jaguar Warriors, 3 Arrow Warriors, 6 Cuahchiqueh
  • Tenochtitlan (14) - 1 Coyote Priests, 2 Aztec Archers, 2 Jaguar Warriors, 3 Arrow Warriors, 6 Cuahchiqueh
  • Tixtla (14) - 1 Coyote Priests, 2 Aztec Archers, 2 Jaguar Warriors, 3 Arrow Warriors, 6 Cuahchiqueh
  • Tollan (14) - 1 Coyote Priests, 2 Aztec Archers, 2 Jaguar Warriors, 3 Arrow Warriors, 6 Cuahchiqueh
Byzantium:
  • Constantinople (16) - 1 Greek Firethrower, 2 SE Town Militia, 4 Byzantine Guard Archers, 4 Varangian Guard, 5 Byzantine Infantry
  • Corinth (11) - 1 Byzantine Lancers, 3 Byzantine Spearmen, 3 Trebizond Archers, 4 Dismounted Byzantine Lancers
  • Smyrna (11) - 1 Byzantine Lancers, 3 Byzantine Spearmen, 3 Trebizond Archers, 4 Dismounted Byzantine Lancers
  • Thessalonica (10) - 1 Byzantine Lancers, 2 Pronoia Infantry, 3 Trebizond Archers, 4 Byzantine Infantry
  • Trebizond (11) - 1 Byzantine Lancers, 3 Byzantine Spearmen, 3 Trebizond Archers, 4 Dismounted Byzantine Lancers
Denmark:
  • Arhus (14) - 1 Feudal Knights, 2 Town Militia, 3 Norse Archers, 3 Sami Axemen, 5 Norse Swordsmen
  • Hamburg (11) - 1 Huscarls, 2 Sami Axemen, 3 Norse Archers, 5 Dismounted Huscarls
  • Lund (11) - 1 Huscarls, 2 Sami Axemen, 3 Norse Archers, 5 Dismounted Huscarls
Egypt:
  • Alexandria (11) - 1 Mamluks, 2 Hashishim, 3 Desert Archers, 5 Saracen Militia
  • Cairo (15) - 1 Mamluks, 2 al Ashair, 3 Tabardariyya, 4 Desert Archers, 5 Saracen Militia
  • Jerusalem (12) - 1 Mamluks, 3 Desert Archers, 3 Hashishim, 5 Saracen Militia
England:
  • Caen (11) - 1 Feudal Knights, 2 Armored Swordsmen, 3 Longbowmen, 5 Armored Sergeants
  • Dublin (11) - 1 Mailed Knights, 2 Armored Sergeants, 3 Archer Militia, 5 Spear Militia
  • Gloucester (11) - 1 Mailed Knights, 2 Armored Sergeants, 3 Longbowmen, 5 Spear Militia
  • London (14) - 1 Feudal Knights, 2 Town Militia, 3 Armored Swordsmen, 3 Longbowmen, 5 Spear Militia
  • Nottingham (11) - 1 Feudal Knights, 2 Armored Swordsmen, 3 Longbowmen, 5 Armored Sergeants
  • York (11) - 1 Mailed Knights, 2 Armored Sergeants, 3 Longbowmen, 5 Spear Militia
France:
  • Angers (11) - 1 Feudal Knights, 2 Dismounted Feudal Knights, 3 Peasant Crossbowmen, 5 Armored Sergeants
  • Caen (11) - 1 Feudal Knights, 2 Dismounted Feudal Knights, 3 Peasant Crossbowmen, 5 Armored Sergeants
  • Marseille (10) - 1 Feudal Knights, 2 Dismounted Feudal Knights, 3 Crossbowmen, 4 Spear Militia
  • Paris (14) - 1 Feudal Knights, 2 Town Militia, 3 Dismounted Feudal Knights, 3 Scots Guard, 5 Spear Militia
  • Toulouse (11) - 1 Feudal Knights, 2 Dismounted Feudal Knights, 3 Peasant Crossbowmen, 5 Armored Sergeants
HRE:
  • Bologna (11) - 1 Feudal Knights, 2 Dismounted Feudal Knights, 3 Crossbow Militia, 5 Spear Militia
  • Frankfurt (14) - 1 Teutonic Knights, 2 Town Militia, 3 Crossbow Militia, 3 Dismounted Feudal Knights, 5 Spear Militia
  • Hamburg (11) - 1 Feudal Knights, 2 Dismounted Feudal Knights, 3 Peasant Crossbowmen, 5 Armored Sergeants
  • Innsbruck (11) - 1 Feudal Knights, 2 Dismounted Feudal Knights, 3 Peasant Crossbowmen, 5 Armored Sergeants
Hungary:
  • Bran (11) - 1 Feudal Knights, 2 Dismounted Feudal Knights, 3 Bosnian Archers, 5 Pavise Spearmen
  • Budapest (14) - 1 Feudal Knights, 2 EE Town Militia, 3 Bosnian Archers, 3 Dismounted Feudal Knights, 5 EE Spear Militia
Ireland:
  • Cork (14) - 1 Ridire, 2 Ceitherne, 3 Galloglaich, 3 Saighdeoir, 5 Ostmen
  • Donegal (11) - 1 Ridire, 2 Galloglaich, 3 Saighdeoir, 5 Cliathairi
  • Galway (11) - 1 Ridire, 2 Galloglaich, 3 Saighdeoir, 5 Cliathairi
Jerusalem:
  • Acre (11) - 1 Knights Templar, 2 Dismounted Knights Of Jerusalem, 3 Maronites of Lebanon, 5 Templar Sergeant
  • Jerusalem (14) - 1 Knights Templar, 2 Pisan and Geonese sailors, 3 Dismounted Knights Of Jerusalem, 3 Maronites of Lebanon, 5 Templar Sergeant
Kievan Rus:
  • Kiev (11) - 1 EE Cavalry Militia, 2 Berdiche Axemen, 3 Dismounted Dvor, 5 EE Spear Militia
  • Moscow (11) - 1 EE Cavalry Militia, 2 Dismounted Boyar Sons, 3 Dismounted Dvor, 5 EE Spear Militia
  • Novgorod (11) - 1 EE Cavalry Militia, 2 Dismounted Boyar Sons, 3 Dismounted Dvor, 5 EE Spear Militia
  • Smolensk (11) - 1 EE Cavalry Militia, 2 Dismounted Boyar Sons, 3 Dismounted Dvor, 5 EE Spear Militia
Lithuania:
  • Minsk (11) - 1 Szlachta, 2 Samogitian Axemen, 3 Baltic Archers, 5 Dismounted Szlachta
  • Riga (12) - 1 Dievas Guard, 3 Baltic Archers, 3 Samogitian Axemen, 5 EE Spear Militia
  • Vilnius (14) - 1 Dievas Guard, 2 EE Town Militia, 3 Baltic Archers, 3 Samogitian Axemen, 5 EE Spear Militia
Milan:
  • Bologna (11) - 1 Feudal Knights, 2 Dismounted Feudal Knights, 3 Genoese Crossbow Militia, 5 Italian Spear Militia
  • Genoa (11) - 1 Feudal Knights, 2 Dismounted Feudal Knights, 3 Genoese Crossbow Militia, 5 Italian Spear Militia
  • Milan (14) - 1 Feudal Knights, 2 Italian Militia, 3 Dismounted Feudal Knights, 3 Genoese Crossbow Militia, 5 Italian Spear Militia
  • Rome (14) - 1 Feudal Knights, 2 Italian Militia, 3 Dismounted Feudal Knights, 3 Genoese Crossbow Militia, 5 Italian Spear Militia
Mongols:
  • Bulgar (13) - 1 Khan's Guard, 1 Naffatun, 3 Dismounted Heavy Archers, 3 Dismounted Heavy Lancers, 5 ME Halberd Militia
  • Constantinople (12) - 1 Khan's Guard, 1 Naffatun, 2 Dismounted Heavy Lancers, 3 Dismounted Heavy Archers, 5 ME Spear Militia
  • Kiev (12) - 1 Khan's Guard, 1 Naffatun, 2 Dismounted Heavy Lancers, 3 Dismounted Heavy Archers, 5 ME Spear Militia
  • Moscow (12) - 1 Khan's Guard, 1 Naffatun, 2 Dismounted Heavy Lancers, 3 Dismounted Heavy Archers, 5 ME Spear Militia
  • Novgorod (12) - 1 Khan's Guard, 1 Naffatun, 2 Dismounted Heavy Lancers, 3 Dismounted Heavy Archers, 5 ME Spear Militia
  • Sarkel (12) - 1 Naffatun, 2 Mongol Heavy Archers, 2 Mongol Heavy Lancers, 3 Dismounted Heavy Archers, 4 Dismounted Heavy Lancers
  • Smolensk (12) - 1 Naffatun, 2 Mongol Heavy Archers, 2 Mongol Heavy Lancers, 3 Dismounted Heavy Archers, 4 Dismounted Heavy Lancers
  • Trebizond (12) - 1 Naffatun, 2 Mongol Heavy Archers, 2 Mongol Heavy Lancers, 3 Dismounted Heavy Archers, 4 Dismounted Heavy Lancers
  • Viatka (12) - 1 Naffatun, 2 Mongol Heavy Archers, 2 Mongol Heavy Lancers, 3 Dismounted Heavy Archers, 4 Dismounted Heavy Lancers
  • Vilnius (12) - 1 Khan's Guard, 1 Naffatun, 2 Dismounted Heavy Lancers, 3 Dismounted Heavy Archers, 5 ME Spear Militia
  • Yerevan (11) - 1 Khan's Guard, 1 Naffatun, 2 Dismounted Heavy Lancers, 3 Dismounted Heavy Archers, 4 ME Spear Militia
Moors:
  • Algiers (11) - 1 Arab Cavalry, 2 Dismounted Arab Cavalry, 3 Desert Archers, 5 Lamtuna Spearmen
  • Cordoba (14) - 1 Arab Cavalry, 2 ME Town Militia, 3 Desert Archers, 3 Hashishim, 5 ME Spear Militia
  • Granada (11) - 1 Arab Cavalry, 2 Dismounted Arab Cavalry, 3 Desert Archers, 5 Lamtuna Spearmen
  • Lisbon (11) - 1 Arab Cavalry, 2 Dismounted Arab Cavalry, 3 Desert Archers, 5 Lamtuna Spearmen
  • Marrakesh (11) - 1 Arab Cavalry, 2 ME Town Militia, 3 Desert Archers, 5 ME Spear Militia
  • Valencia (11) - 1 Arab Cavalry, 2 Dismounted Arab Cavalry, 3 Desert Archers, 5 Lamtuna Spearmen
Norway:
  • Agder (11) - 1 Huscarls, 2 Dismounted Feudal Knights, 3 Norse Archers, 5 Spear Militia
  • Oslo (14) - 1 Huscarls, 2 Town Militia, 3 Dismounted Feudal Knights, 3 Norse Archers, 5 Norse Swordsmen
  • Wick (11) - 1 Huscarls, 2 Dismounted Feudal Knights, 3 Norse Archers, 5 Norse Swordsmen
Novgorod:
  • Novgorod (11) - 1 EE Cavalry Militia, 2 Dismounted Boyar Sons, 3 Dismounted Dvor, 5 EE Spear Militia
Papal States:
  • Rome (17) - 2 Italian Militia, 3 Dismounted Feudal Knights, 4 Italian Spear Militia, 4 Papal Guard, 4 Pavise Crossbow Militia
Poland:
  • Danzig (11) - 1 Polish Knights, 2 Dismounted Polish Knights, 3 Lithuanian Archers, 5 EE Spear Militia
  • Krakow (14) - 1 Polish Knights, 2 EE Town Militia, 3 Dismounted Polish Knights, 3 Lithuanian Archers, 5 EE Spear Militia
  • Poznan (11) - 1 Polish Knights, 2 Dismounted Polish Knights, 3 Lithuanian Archers, 5 EE Spear Militia
Portugal:
  • Lisbon (14) - 1 Feudal Knights, 2 Town Militia, 3 Crossbow Militia, 3 Dismounted Feudal Knights, 5 Swordsmen Militia
  • Oporto (10) - 2 Dismounted Feudal Knights, 3 Crossbow Militia, 5 Swordsmen Militia
Scotland:
  • Edinburgh (14) - 1 Feudal Knights, 2 Town Militia, 3 Dismounted Feudal Knights, 3 Highland Archers, 5 Spear Militia
  • Wick (11) - 1 Feudal Knights, 2 Dismounted Feudal Knights, 3 Highland Archers, 5 Spear Militia
Sicily:
  • Naples (14) - 1 Norman Knights, 2 Italian Militia, 3 Dismounted Norman Knights, 3 Sicilian Muslim Archers, 5 Italian Spear Militia
  • Palermo (11) - 1 Norman Knights, 2 Dismounted Norman Knights, 3 Sicilian Muslim Archers, 5 Armored Sergeants
  • Rome (14) - 1 Norman Knights, 2 Italian Militia, 3 Dismounted Norman Knights, 3 Sicilian Muslim Archers, 5 Italian Spear Militia
Spain:
  • Leon (14) - 1 Knights of Santiago, 2 Town Militia, 3 Crossbow Militia, 3 Dismounted Feudal Knights, 5 Swordsmen Militia
  • Lisbon (14) - 1 Feudal Knights, 2 Town Militia, 3 Crossbow Militia, 3 Dismounted Feudal Knights, 5 Swordsmen Militia
  • Toledo (11) - 1 Knights of Santiago, 2 Dismounted Feudal Knights, 3 Peasant Crossbowmen, 5 Swordsmen Militia
  • Valencia (11) - 1 Feudal Knights, 2 Dismounted Feudal Knights, 3 Peasant Crossbowmen, 5 Swordsmen Militia
Teutonic Order:
  • Danzig (12) - 1 Christ Knights, 3 Order Spearmen, 3 Prussian Archers, 5 Sword Brethren
  • Konigsberg (12) - 1 Christ Knights, 3 Order Spearmen, 3 Prussian Archers, 5 Sword Brethren
  • Marienburg (14) - 1 Christ Knights, 2 Dismounted Ritterbruder, 2 Order Militia, 3 Prussian Archers, 6 Order Spearmen
  • Riga (12) - 1 Christ Knights, 3 Order Spearmen, 3 Prussian Archers, 5 Sword Brethren
Turks:
  • Adana (11) - 1 Turkish Horse Archers, 2 Hashishim, 3 Turkish Archers, 5 Dismounted Hasham
  • Antioch (13) - 2 Kurdish Auxiliaries, 3 Hashishim, 3 Janissary Archers, 5 Saracen Militia
  • Baghdad (15) - 2 Kurdish Auxiliaries, 2 ME Town Militia, 3 Janissary Archers, 3 Janissary Heavy Inf, 5 Saracen Militia
  • Constantinople (12) - 2 Hashishim, 2 Kurdish Auxiliaries, 3 Janissary Archers, 5 Saracen Militia
  • Iconium (11) - 1 Turkish Horse Archers, 2 Hashishim, 3 Turkish Archers, 5 Dismounted Hasham
  • Yerevan (11) - 2 Hashishim, 2 Kurdish Auxiliaries, 3 Turkish Archers, 4 Saracen Militia
Venice:
  • Bologna (11) - 1 Feudal Knights, 2 Venetian Heavy Infantry, 3 Venetian Archers, 5 Italian Spear Militia
  • Ragusa (12) - 2 Italian Militia, 2 Venetian Heavy Infantry, 3 Venetian Archers, 5 Italian Spear Militia
  • Rome (13) - 2 Italian Militia, 3 Venetian Archers, 3 Venetian Heavy Infantry, 5 Italian Spear Militia
  • Venice (13) - 2 Italian Militia, 3 Venetian Archers, 3 Venetian Heavy Infantry, 5 Italian Spear Militia
Wales:
  • Caernarvon (15) - 2 Welsh Militiamen, 2 Welsh Skirmishers, 3 Rhyfelwyr, 3 Saethwyr, 5 Meirionnydd Spearmen
  • Cardiff (12) - 2 Gwent Raiders, 2 Welsh Skirmishers, 3 Saethwyr, 5 Spear Militia

Free Upkeep Units


These are only free if settlement has right building to recruit them. Some are also free in forts, I think these are castle units. Generally all militia units (including cavalry militia) and castle infantry are upkeep free while garrisoned. Castle cavalry, siege units, and boats are not free.
  • Ahdath - turks
  • Al Haqa Infantry - egypt
  • Alamanoi - byzantium, slave
  • Almughavars - spain, portugal
  • Antioch Militia - antioch
  • Archer Militia - england, slave
  • Armored Sergeants - england, france, hre, milan, venice, papal_states, sicily, slave
  • Aventuros - portugal
  • Aztec Spearmen - aztecs, slave
  • Aztec Warriors - aztecs, slave
  • Baltic Archers - lithuania
  • Bill Militia - england
  • Burgher Pikemen - teutonic_order, slave
  • Byzantine Spearmen - byzantium, slave
  • Ceitherne - ireland, slave
  • Cliathairi - ireland
  • Croat Axemen - hungary, slave
  • Crossbow Militia - france, hre, denmark, spain, portugal, teutonic_order, norway, slave
  • Deisi Javelinmen - ireland
  • Dismounted Byzantine Lancers - byzantium
  • Dismounted Christian Guard - moors
  • Dismounted Conquistadores - spain, portugal
  • Dismounted Druchima - russia, novgorod
  • Dismounted Feudal Knights - england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, hungary, norway
  • Dismounted Ghulams - egypt, slave
  • Dismounted Halbbruder - teutonic_order
  • Dismounted Hasham - turks
  • Dismounted Heavy Lancers - mongols, timurids
  • Dismounted Knights Of Jerusalem - jerusalem
  • Dismounted Knights of Antioch - antioch
  • Dismounted Light Lancers - mongols
  • Dismounted Norman Knights - sicily
  • Dismounted Polish Knights - poland
  • Dismounted Polish Nobles - poland
  • Dismounted Szlachta - lithuania
  • Dismounted Tartar Lancers - russia, lithuania
  • EE Archer Militia - russia, novgorod, slave
  • EE Cavalry Militia - russia, novgorod
  • EE Crossbow Militia - poland, russia, novgorod, lithuania, slave
  • EE Spear Militia - poland, russia, novgorod, hungary, lithuania, slave
  • EE Spearmen - poland, russia, novgorod
  • EE Town Militia - poland, hungary, lithuania
  • Estonian Rebels - lithuania, slave
  • Followers of Perkunas - lithuania
  • Frankish Axemen - jerusalem, slave
  • Frankish Swordsmen - antioch, slave
  • Galloglaich - ireland, slave
  • Genoese Crossbow Militia - milan
  • Gotland Footmen - denmark, norway
  • Greek Militia Cavalry - byzantium
  • Gwent Raiders - wales, slave
  • Halberd Militia - hre, papal_states, sicily, poland, hungary, slave
  • Heavy Bill Militia - england
  • Heavy Billmen - england
  • Heavy Pike Militia - scotland
  • Helwyr - wales
  • Highlanders - scotland, slave
  • Hospitaller Sergeant - antioch
  • Italian Cavalry Militia - milan, venice, papal_states, sicily
  • Italian Militia - milan, venice, papal_states, sicily, slave
  • Italian Spear Militia - milan, venice, papal_states, sicily, slave
  • Jaguar Warriors - aztecs, slave
  • Kurdish Javelinmen - egypt
  • L Cavalry Militia - lithuania
  • Landschneckt Pikemen - slave, hre, milan
  • Levy Spearmen - england, slave
  • ME Archer Militia - egypt
  • ME Crossbow Militia - moors
  • ME Halberd Militia - egypt, turks, mongols, timurids
  • ME Levy Spearmen - mongols, slave
  • ME Peasant Archers - egypt, turks, mongols, timurids, slave
  • ME Spear Militia - moors, egypt, turks, mongols, timurids, slave
  • ME Town Militia - moors, turks, mongols, timurids, slave
  • Meirionnydd Spearmen - wales
  • Merchant Cavalry Militia - england, scotland, france, hre, denmark, spain, portugal, poland, hungary, ireland, norway, teutonic_order, wales
  • Mongol Foot Archers - mongols
  • Mongol Infantry - mongols
  • Morgannwg Spearmen - wales, slave
  • Native Archers - slave
  • Native Warriors - slave
  • New World Cuirassers - england, france
  • Noble Pikemen - scotland
  • Noble Swordsmen - scotland
  • Norse Swordsmen - denmark, norway, slave
  • Nubian Spearmen - moors, egypt, slave
  • Obudshaer - denmark, norway
  • Order Militia - teutonic_order
  • Order Spearmen - teutonic_order, slave
  • Ostmen - ireland
  • Partisan Militia - france
  • Pavise Crossbow Militia - venice, papal_states, sicily, hungary, slave
  • Peasant Archers - england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, slave, norway, teutonic_order
  • Pike Militia - france, hre, spain, portugal, milan, venice, papal_states, sicily, ireland
  • Pikemen - france, england
  • Pronoia Infantry - byzantium
  • S Archer Militia - byzantium, slave
  • SE Spear Militia - byzantium, slave
  • SE Town Militia - byzantium, slave
  • Saracen Militia - egypt, turks, slave
  • Scots Pike Militia - scotland, slave
  • Sergeant Spearmen - france, hre, milan, venice, papal_states, sicily, slave
  • Spear Militia - england, scotland, france, hre, denmark, spain, portugal, slave, norway, wales
  • Sudovian Tribesmen - lithuania, slave
  • Swiss Guard - papal_states
  • Swiss Pikemen - slave, venice, sicily
  • Sword Brethren - teutonic_order
  • Sword and Buckler Men - spain, sicily
  • Swordsmen Militia - spain, portugal
  • Swordstaff Militia - denmark, norway
  • Syrian Militia - jerusalem, antioch
  • Templar Sergeant - jerusalem
  • Tercio Pikemen - spain
  • Town Militia - england, scotland, france, hre, denmark, spain, portugal, norway, slave
  • Tripolitan Squires - jerusalem
  • Turkish Crossbowmen - turks
  • Ulster Swordsmen - ireland
  • Urban Militia - moors
  • Viking Raiders - denmark, norway, slave
  • Welsh Militiamen - wales
  • Woodsmen - poland, russia, novgorod, slave
  • Zweihander - hre, milan
  • al Ashair - egypt

Overall Impressions

The mod is pretty decent - just takes the best out of Medieval 2 without doing anything drastic.

Unfortunately I had a lot of crashes in game menu.

Fortunately once in game, crashes were not too common. I'd still manually save before and after every battle, but it was rarely necessary. Sadly vanilla crashes are not unheard of either.

If you want to give Medieval 2 another go, and want just a bit more variety, highly recommended.

Wednesday, April 03, 2019

Revisiting Empire Total War

I finally have a bit of free time, so I decided to revisit some old games. This post will be about Empire, but first I did a bit of Medieval 2.

Medieval 2 Britannia as Wales



So first, Medieval 2 Kingdoms - Britannia campaign - as Wales. I only played Britannia once before, but I played the hell out of Medieval 2.

I didn't play that much Medieval 2 recently, and the manual claims Wales is the most difficult country, so I picked only hard / hard. I'm not really sure how they reached this conclusion - Wales gets enormous event stacks during first few turns. I was the strongest country almost right away with barely any recruiting. The only problem was paying all those troops, but then there's loot button.

In 10 turns it was basically over, with England being reduced to Nottingham and some Irish towns. I actually lost a few battles, but most of them were me sending a single unit to grab some fort (forts in Britannia campaign are small permanent castles) and that unit getting ambushed or attacked. Oh well, not a big deal.

I really like those mini-campaigns. They add just enough new mechanics to make things fresh for a few sessions, but don't do anything crazy. "Culture" replacing "religion" was a cute idea, but then London was 50% Welsh in 5 turns of me holding it, so maybe nobody looked at the numbers. Permanent forts definitely mattered. In all Kingdoms campaigns merchants are somehow worth many times more than vanilla, so they're actually good.

Overall Medieval 2 is fun, but damn it's easy. Now onto Empire.

Empire Total War

I reviewed this game once before. It's nice to see I hated "professional game reviewers" years before Gamergate made it mainstream to do so. Hating someone before it was cool is even more hipster cred than liking someone before it was cool. It's still completely ridiculous that publisher-paid whores rated this game as better than Medieval 2.

Anyway, regardless of its many flaws, I mostly enjoyed this game, and it's been so long since I last played it. I had some old mods - one I wrote to remove walls, and another someone else wrote to fix diplomacy based on my research. Figuring out how to activate them took a while. A lot of links I googled were dead or led to tools for newer Total War games.

So here's the story. Rome and Medieval 2 were very moddable, but then Empire came with a new engine, and moddablity was nearly zero. Even Creative Assembly couldn't really mod it, they had some extremely convoluted build system to duct tape everything together overnight, and that was it. I was so annoyed by this state of events that I researched format after format, and wrote decoder after decoder - not just for Empire, but for all Total War series going forward. I even wrote tools to mass crack tens of simple formats with statistical analysis.

There were a few people doing some research and tooling, but to be honest I don't think the Total War modding scene would have survived without my push. By the time of Shogun 2, CA figured out modders exist, started releasing some modding tools, mostly complementary to what community already did, and it's kinda self sustaining now. Still none of the new titles are anywhere as moddable as Medieval 2 was. Medieval 2 was peak Total War.

The modding scene is formed mostly by all the people who actually create mods, but there's plenty of games which could have had thriving modding scenes, but don't due to lack of tooling. Like XCOM has godawful tooling and it basically has just one mod (Long War) - plus a bunch of minimods doing literally VM binary patching, half of which got broken by a game patch and never fixed. Total War series was heading in such direction before it got saved. Congratulations past me.

Empire Total War as Russia

Unfortunately while adjusting graphics settings I accidentally switched to Large unit size (120 for line infantry, 3 cannons per unit) instead of Ultra I wanted (160 for infantry, 4 cannons per unit etc). I only figured it out after a few turns and didn't feel like restarting.

My least favorite part of Empire was naval combat, so I picked Russia at normal / normal to avoid it as much as possible. I used to play on very hard / very hard, but this is just a casual revisit. 1700 Russia starts at awful economy, awful tech, awful army with most of infantry not even having guns, and at war with Ottomans and Crimea. It feels so much more realistic than EU4, where 1444 Russia is basically a fully Westernized power already.

In the first war I took Crimea, tried to peace out Ottomans, but they didn't, so I took Moldova to get them to peace talks. This gave me first port (in Empire Arkhangelsk doesn't have a port), and let me get my economy on track.

OPM Dagestan declared on me. I forgot just how aggressive Empire AI was. They didn't last long. Since I already had my troops there, I took Georgia - and Armenia which Georgia grabbed in some war with Ottomans. I allied Persia as I didn't want another front.

I attacked Sweden for Ingria, Livonia, and Finland, leaving them with just Sweden.

Ottomans attacked Persia, pulling me into their war, so I grabbed Bulgaria, Mesopotamia, and Constantinople itself before they peaced out.

Sweden attacked me, and was sending 2 nasty stacks all the way around the coastline, so I recruited a single ship (in Total War the whole army fits on the smallest ship), and dropped it next to Stockholm ending the war in no time.

Then once Constantinople chilled down I actually attacked Ottomans again.

That's overall a shocking mix of everyone declaring wars in every way. It's biased against the player, but every AI was fighting one or more other countries. This is fun. EU4 diplomacy is so tame by comparison. After this session, Paradox games feel so static, as all wars are either declared by me, by a coalition against me, or by some AI blob against minor who can't defend itself.

I tried trading techs, and I managed to buy a lot, but I have no idea what's the AI logic. Friendly AIs would refuse trades like 1 their tech for sometimes even 10 my techs. Overall this Civ1 style tech trading is a bad mechanic as AI is always awful at it, and it's not surprise that very few games have this mechanic nowadays.

I built a lot of universities - 3 in my capital region, and got 1 each in Georgia and Sweden, then I discovered just how big clamor for reform penalty gets with enlightenment research. I had to destroy one of universities in my capital region. Then again, the only really important tech is Canister Shot, and it's available right away. The rest are nice-to-haves.

Empire Total War tech system

Empire has such a weirdly designed tech system. A stack of like 1 General, 10 Line Infantry (available right away), 6 basic mobile artillery (needs Canister Shot), and 3 whichever cavalry to chase routing units is really close to being a perfect stack, and you can get it basically immediately.

Line Infantry gets a lot of upgrades for first few techs, but high tier infantry units are more gimmicky than good. High level cavalry is better, but cavalry is mostly going to be chasing routing units who don't fight back. High level artillery doesn't get meaningfully better.

Everything naval is a joke - the optimal strategy is taking one cheapest ship and zig-zag-ing with chain shot to defeat a fleet with 100x as many cannons.

Industry tech unlocks better buildings, but while early buildings have amazing return on investment, late ones are fairly mediocre upgrades and come with lower class unhappiness penalty.

Enlightenment techs improve research speed, but they also massively increase unhappiness from universities, so it's quite awkward.

Oh and you also get prestige from researching tech, which does literally nothing unless you select Prestige Victory condition. Not like there's any chance of ever winning by prestige, if game lasts that long, you'll just be the biggest blob with most prestige anyway.

It's super easy to rush late techs by just building more universities - having 4 universities means 4 times faster research than having 1 most major countries start with. But it doesn't feel like there's really that much reason to get those techs. I can't think of any game that does this.

Minor Interface Annoyances

In Rome and Medieval 2 it was possible to rearrange units by getting all your cavalry in one stack, all your infantry in another, then merging them, or so. Basically last unit to join the stack was last on the list, except for generals always being first. Also during battle grouping and ungrouping units rearranged their order to my liking. Trying the same things in Empire? Nope, all unit cards are always totally mixed, and that gets on my nerves. I think in newer games at some point they introduced drag and drop to rearrange units.

Inability to wait for better weather is annoying too, but at least Empire doesn't have those extreme foggy weathers like Medieval 2, where AI could see everything, but I couldn't unless I paused all the time. So it's about even. Are there any Medieval mods to get rid of those silly weathers? They mostly make everything look bad.

With building slots scattered in minor town of every province, it's difficult to see what's available for building. There's "building browser" which shows what's current state of all towns, but you can't see what's under construction or build anything from it, so it's a bit wasted interface. Not like it matters terribly much to do it a bit suboptimally. In new games there's just one central place to manage all building in a province.

None of these are what makes Empire a bad game. It's just an inevitable consequence of new engine.

Battles in Empire

Empire AI tries some maneuvers - infantry lines up, marches forward until enemy is in range, each unit faces nearest enemy, and keeps shooting until one side or the other is dead. Mobile artillery advances to the point where enemy is in range, then start firing. Cavalry prances around and sometimes flanks.

Except it never works properly. Just standing still with a mix of line infantry and artillery on canister shot completely obliterates AI in 80% of battles with nearly zero loses. About 20% of battles are actually fun, when this script doesn't work for any reason.

Battles in Empire are paced like a Tarantino movie. There's a very long setup, then the action is over in a minute. AI spends so much time forming its initial line, often derping in process and having to restart multiple times, while under artillery fire. 10 minutes of that, and it loses maybe 1% of its troops, because long distance round shot is so inaccurate against infantry. It's more decent against cavalry, enemy artillery, and buildings, so it's common that enemy general dies before the battle stars.

Then AI slowly marches towards me. It's all tolerable up to this point. Then 125m from my line artillery unloads canister shot causing massive casualties, but AI infantry still slowly walks forward, and takes time to form lines facing me at 70m while both canister shot and muskets are murdering them. Many units never even fire, they just break. What's left loses the firefight quite fast. I might send cavalry against units running away, but that risks friendly fire, so it's the riskiest part of the whole fight. Not exactly exciting.

The only AI counter to this I've ever seen was when AI had a lot of garbage melee infantry, and decided to just charge at my lines. Of course it didn't win, line infantry (especially after a few bayonet techs) is actually much stronger in melee than most melee infantry units, but it inflicted far more casualties than typical AI slow derping.

The simplest AI strategy that could work is checking if enemy has canister fire, and if so, don't try to form lines to shoot, just get bayonets on and run through the whole canister fire range straight at artillery. Or just nerf canister shot and make regular shot better to compensate?

The obvious self-limitation of using less artillery doesn't work, as without artillery superiority on my side AI often just derps around forever, and I have to really slowly advance while it runs around the map. It makes every battle drag on forever.

Actually now that I think of it, I'm seeing a lot less suicidal cavalry behaviour than I remember. Did that get patched?

Oh and this was all normal, but it only gets worse on higher difficulty levels, as AI gets completely ridiculous morale bonuses, as well as more reasonable shooting bonuses, basically making cavalry unusable, and nerfing a lot of tactics, but canister shot is just as good at very hard as at normal.

Continuing as Russia

And so I destroyed the Ottomans - this gave me really nice borders down South as there's no way to walk to Egypt from the West in any reasonable time, and shockingly my ally Persia didn't backstab me yet.

Then I wasn't sure about Norway (who rebelled from Denmark at some point I guess), so I took the stack which was keeping Sweden under control and took it.


Battle of Norway, viewed from AI side. I did a very suboptimal thing and placed artillery on a cliff, just because the cliff was there and it was something different to try.

Notice AI immobilizing both its artillery unit with entrenchment. This is like top trivially preventable dumb AI mistake. Entrenched artillery not only can't move, it can't even rotate properly and can only shoot forward, so basically it will ever affect the battle, and any unit can just walk around and shoot them at its leisure.
It's notable because this is the worst tactic I've ever seen LegendofTotalWar try, when tried to play Empire.

Lower class was getting unhappier and unhappier. Weirdly farms at level 3 have -1 to lower class happiness, but that disappears at level 4, and level 5 is actually +1 upper class happiness. All industrial buildings get from 0 to -1 t -2.

So I triggered revolution, and switched from absolute monarchy to being a republic. I didn't even need to do any shenanigans, 2 universities in capital region was enough. That didn't really help that much - instead of nobility and lower class, I have middle and lower classes now, and better lower class base bonus. But absolute monarchy let me have amazing cabinet with huge lower class happiness bonuses, so it ended up being not all that much better.

At this point it became really weird that none of my allies backstabbed me yet, and we were already in 1726, so I attacked Polish protectorate of Courland to invade Poland. I took 6 provinces from Poland, 1 from Courland, then I bribed Poland to peace out with 2 techs. AI seriously overvalues techs.

Two turns later, OPM Austria attacked me. I thought they'd actually do something useful, like attack with their full stack and a bit in Vienna against my 2/3 stack in Pressburg, as my armies were scattered around recently the conquered Balkans to keep public order, but AI didn't do anything, so I moved some extra troops from Serbia, sieged Vienna, and won in one turn. I still hate lack of grid on this map. I had to reload 3 times just to move my armies from Serbia the way I wanted to join the siege. With Medieval 2 style grid it's very easy to do precise movements. In Empire if you clicked a few pixels off, your armies will just barely not be able to join, and the route game choses is generally not the faster route due to random downs blocking roads which can you enter but only manually. It's an awful change.

I remembered just how highly AI overvalues techs, so I bought Morea from Venice for 10 techs. That really cleans up my borders. And there I was wondering if they'd take all techs plus Vienna for Morea - mostly so I wouldn't have to babysit Vienna while resistance slowly dies out (for capitals of majors it's 30 unrest, for everything else just 13, either way dropping 1 per turn). I tried it with a few other countries by nobody took it. Looking at tooltips I guess that's because Venice likes me as I'm a republic, but all absolute monarchies hate me.

OPM Mysore declared war on my ally Persia, so I joined. Mysore doesn't even have a port.

I was end of 1730, I was absolutely dominant militarily, economically, and scientifically, so I guess that's a good time to end this.



Battle of Hungary. Poland had two stacks against my one damaged stack. The river map has 2 crossings, so I split my army in two defending each. 6 line infantry, 2 canister shot artillery, 1 howitzer, and 2 cavalry chilling behind.
AI could have easily forced the crossing if it just charged my artillery, or if it unpacked all its artillery (8 or so total) and tried to win a long distance shootout against one of my half-stacks. It was still a good battle, and I had to send cavalry across multiple times.

Overall impressions

It was much slower paced game than how I'd usually play. I used my regular stacks to maintain public order instead of just hiring some cheap dragoons while I keep pushing against next and next enemy.

What I totally loved was how it really felt like the country is developing. Villages turned into new towns, industry and infrastructure developed, disorganized militias turned into professional armies, there was peasant unrest for a while, workers' unrest getting worse as time went, revolutionary movements among the students only got worse and worse, while religious and ethnic minorities in conquered lands slowly accepted my rule.

Thanks to the mod I used, AI diplomacy was actually interesting, not just suicidal as in vanilla, and it wasn't just standing there waiting for me to do things like in EU4. This world felt far more alive and evolving than EU4, where 1444 is basically same as 1821 except for some bonuses.

Comparing campaign part of Empire to Medieval 2, I think Empire mostly wins, especially if we forgive it all the minor issues caused by a new engine.

Battles compare much worse. Every now and then I'd get an interesting battle, but most felt just trivial and some were outright tedious. I disabled sieges with my mod, and picked a country which could ignore naval battles (the only naval action was sneaking my stack to Stockholm and some recon), as they are far far worse than land battles. Naval battles are completely unfixable, and I'm saying that after wasting far too much time trying to mod them into something not horrible years ago.

Probably the best thing is that sieges are generally just regular field battles - Rome 1 and Medieval 2 field battles are far more fun than sieges, but playing them normally sieges are a big majority of fights. At least early game, late game without mods become boring siegefest.

The game definitely needed massive polish and balancing fixes it never received. I don't even think it was such a bad game, it was just a big downgrade from Medieval 2 in so many ways.

Friday, June 19, 2015

Medieval 2 Total War Concentrated Vanilla compatibility update

Pussy by tripleigrek from flickr (CC-SA)
A while ago Steam decided to do Medieval 2 update, which broke compatibility with a lot of existing mods, including Concentrated Vanilla.

It took me a while to figure out what the hell - mostly because Steam decided to simultaneously screw up my Medieval 2 installation, and only full reinstall of both the game and Steam itself, followed by then fixing the mod would work.

Fortunately it's all done now. Just grab latest zip from github. It probably won't work with non-Steam retail version - if you have that, just get older version.

And one more thing - if you try to run concentrated_vanilla.bat while Steam is off, it will run unmodded game. Make sure Steam is running before you run concentrated_vanilla.bat. Nothing I can do about that.

Enjoy the game.

Saturday, May 24, 2014

Medieval 2 Total War Concentrated Vanilla on github now

Caithlin resting by Finn Frode (DK) from flickr (CC-NC-SA)
I did a bunch of fixes to mod builder:
  • The mod builder searches in a few standard locations for game installation in addition to checking Windows registry
  • included cheri gem manually updated to work with Ruby 1.9/2.0 syntax, so it's now compatible with new versions of JRuby
  • concentrated_vanilla.reg file included so you can tell Steam launcher about the mod even if mod builder doesn't work for some reason
and uploaded it to github together with all the history.

The mod itself didn't change in any way.

Wednesday, January 30, 2013

Medieval 2 Total War Concentrated Vanilla 0.61

Jumping after each other on mom! by Tambako the Jaguar from flickr (CC-ND)

Since 0.60 release I fixed a lot of minor bugs, and added a bunch of minor enhancements to the mod builder (big thanks to everyone who tested and reported the bugs, especially Guimbix).

There aren't any huge features, but enough minor fixes accumulated that I feel it's good time for an official release.

One feature that got added is File > Generate Map TGA command you can run after building the mod to see how campaign map looks without launching the game, and trying a different random seed if you don't like this one.  The map file is saved to output/political_map.tga

And one more thing - if you're using old versions of retail Medieval 2, make sure it's updated to 1.3 or the mod won't work. (you're also saving yourself a ton of bugs this way)

Fixed bugs and minor improvement

  • start.bat pauses with "Press any key to continue" after running the script, so you can read error message if it fails, usually due to JRuby not being installed properly.
  • Campaign map heigh map level 0 changed to 1, fixing many campaign map glitches
  • Belgrade's resources (timber vs wood and missing comma) fixed
  • Floods disabled completely due to being buggy in vanilla
  • Simplified building tree option works now
  • Clustering% fixed to mean that (it accidentally meant random%, reverse of what it was supposed to)
  • Mod builder now extracts map information from TGAs at run time, instead of using preprocessed data. (so it's easier to port it to alternative maps, even if it's not yet there)
  • When allocating the last few settlements, clustering is often impossible. Before the update algorithm tried to look at neighbours-of-neighbours, then just picked a random settlements. Now it goes quite deep searching for not too distant settlement.
  • There's a switch for "allocating rebels last" if you need even more clustering than you get by default. This often causes rebels to be pushed to borders of the map, so only use this if really necessary.
  • Various help texts and error messages improved.

Credits and links

Concentrated Vanilla 0.61 includes some files from Medieval 2 Total War game by Creative Assembly, and the following minimods:
  • Sinuhet's Battle Mechanics
  • Lusted's Better BAI/CAI
  • Agart's Cities/Castles Strat
Download link.

If you're interested in how this mod evolved, posts about previous versions (with links inside):

Thursday, November 29, 2012

Make your own Medieval 2 mod, with blackjack, and random campaigns!

I'm as biased about it as it ever gets, but I'm pretty sure this is one of the most awesome things that happened to Total War modding ever.

Here's what in the release:

  • Concentrated Vanilla minimod - essentially vanilla with a ton of minor fixes and enchantments for more dynamic gameplay.
  • A program you can use to easily make your own minimod, customizing your gaming experience in many ways.
  • Random campaign system, allowing every single campaign you play to be completely different.

Pics or didn't happen

For some nice campaign maps, go here, here, and especially here.

Here are some screenshots of just some of the things you can customize:




Installation

This is first public release of the mod builder, so it wasn't extensively tested. You might have problems with any of these steps - in such case just contact me.

  • Install JRuby. Download link.
  • Install 7zip. Download link. (in case you don't have 7zip or another unpacker for .7z archives)
  • Download mod builder and unpack it. Download link.
  • Start mod builder by double-clicking start.bat. You should see GUI like one in screenshots above.
  • Customize in any way you want. If you want random scenarios, be sure to tick "Enable random scenarios" checkbox.
  • There are two presets you can choose with File > Open. "Default" preset is Concentrated Vanilla minimod. "Minimal" preset is almost vanilla Medieval 2 Grand Campaign. You can then customize them any way you want from either of these starting points, including enabling random scenarios for both.
  • Build your mod. It's as simple as using File > Build command. If there are any errors, you'll see them in a separate window. (if so, screenshot and send to me if you need help)
  • Install your mod. If your game installation was detected correctly, File > Install command will install the mod.
  • Run your mod [Retail version]. If you use retail (or cracked) version, use File > Run command, or double click concentrated_vanilla.bat file in your game directory.
  • Run your mod [Steam version]. If you use Steam version with builtin launcher, start Kingdoms (not Medieval 2) from your Steam Library, then select Concentrated Vanilla from launcher's menu. This is least tested way. If in doubt, try to get retail version.

Troubleshooting

In case of trouble, screenshot whatever errors you see and send it straight to me.

If installer doesn't work, try running it as administrator.

If builder can't find your (retail) game installation, copy and paste all files from output directory to your game directory, then run concentrated_vanilla.bat from your game directory.

Support for Steam launcher is extremely experimental, and I just finished it moments ago, so if it crashes, just provide me the best information you can and I'll try to figure it out. For some reason starting launcher as "Medieval 2" rather than "Kingdoms" invariably results in a crash on my computer. (even though the mod actually uses Medieval 2 not Kingdoms engine).

Saving your work

You can save your settings with "File > Save", but format of that file is not guaranteed to be compatible across upgrades. For now it probably won't be.

Random seeds should result in the same map as long as you use the same version of the mod builder, and identical scenario settings. Different machine, or different settings for anything else are not meant to affect it, but no guarantees. In the future in would be nice to make random seeds shareable like in Minecraft.

Using Install command will overwrite previously installed version of Concentrated Vanilla. It won't touch your saved games.

Using Uninstall command will uninstall Concentrated Vanilla, but will not touch your saved games.

Limitations

This is early release so it has many limitations. Just some of them:
  • Only Concentrated Vanilla map is supported (which has 7 extra regions over vanilla map). In the future vanilla map, and possibly other maps will also be selectable. Each map requires a bit of support code for random scenario builder. If you have any map you want supported, send me all the files, and I'll try to include it in a future release.
  • Mod builder is somewhat fragile and hasn't been extensively stress tested. Unusual combinations of options might not work. Error reporting is currently minimal. If you find any errors screenshot errors, email me with as much information as you can.
  • Scenario builder doesn't have any interface for ton of features it can do programatically. Features like leaving pope in Rome while shuffling everybody else around, adjusting city sizes randomly, or adjusting regions' religions to match ruling factions - and many others - would be fairly straightforward except for lack of interface. If there's any particular feature you want to see, just contact me.
  • Only features I needed for Concentrated Vanilla are available in the mod builder GUI. I'm sure ton of other automated changes could be added. If you have any needs, contact me and I'll see what I can do.
  • Medieval 2 engine can only run one mod at a time, but mod builder can add minimods to mod you're building. Currently only 3 such minimods are included. If you want your minimod included, contact me right away. (I especially need better CAI mod).
  • Installer, especially for Steam launcher, is only minimally tested (and only on English 64-bit Windows 7).
  • In principle this kind of customization system can work with Rome, or any existing mod. It would require some porting effort, but if there's significant interest, I don't see why not.
  • A lot of people requested hotseat campaign mod. This would require switching the mod from medieval 2 engine to Kingdoms' retrofit mod as a base. It will probably happen someday, since Kingdoms gives us access to a bunch of extra features.
Good modding, and have fun.

Credits and links

Concentrated Vanilla 0.60 includes some files from Medieval 2 Total War game by Creative Assembly, and the following minimods:
  • Sinuhet's Battle Mechanics
  • Lusted's Better BAI/CAI
  • Agart's Cities/Castles Strat
Download link.

If you're interested in how this mod evolved, posts about previous versions (with links inside):

Sunday, November 25, 2012

How to make a good random maps for Medieval 2 Total War

Some news about Medieval 2 random scenario generator I wrote about yesterday.

Today I fixed most of the known bugs in scenario builder (except AI passivity, which would require playing an actual campaign to figure out), and I was looking at JRuby options for a simple GUI so everybody can enjoy scenario builder, and customize their Concentrated Vanilla experience any way they want - including simply turning all options off and playing vanilla with bugfixes and random scenarios if that's your thing.

Sadly making GUIs looks like a lot more work than expected. I got so used to the happy universe of HTML5 and jQuery on frontend with Ruby on Rails on backend that my first contact with Java GUI libraries was like hitting a wall. I'll figure something out eventually - in the worst case I'll just make the script start web browser and present you the mod customization form in browser window.

Anyway, scenario builder.

How to make good random maps


Assigning settlements completely at random means a few fun campaigns, but it confuses AI too much, and doesn't really lead to much strategic gameplay since whoever you just attacked probably can't respond since all their other settlements are in completely different part of the map.

So my next idea was % cluster / % random allocation, but there are many things I don't like about it. Here are some ways how cluster algorithm fails them, while random allocation worked reasonably:

  • 5 settlements have no neighbours and 6 have only one. Cluster allocator assigns most of them to rebels.
  • There are some false neighbours like Dongola / Benghazi, Tripoli / Timbuktu, Arguin / Marrakesh - they are next to each other on a map but you'd need to move through unpassable desert.
  • Since factions were allocated in order, factions late on the list were most likely to get scattered settlements.
  • Very often huge areas are all rebel, while there are no rebels in other places. On 67% cluster map there are no rebels in Spain, France, and Germany, but there's a massive 11-region rebel cluster in Anatolia and Balkans, and second 7-region cluster on South/East Baltic Sea coast. This is not due to algorithm since rebels just got whatever was left. Random chance will lead to some clusters, but rebel clustering is far too strong.

So I tried many things like:

  • Allocating settlements to different factions in random order, one at a time.
  • Allocating settlements to rebels first rather than last (without clustering), or one at a time as if they were normal faction (except without clustering) 
  • Making rebels not take settlements with 0/1 regions if possible, so factions would get them instead.
  • Using XY distance between cities instead of map neighbourhood, or some combination of both.
Eventually after looking at countless maps for far too long, the following algorithm seems to work best:
  • Fully at random, allocate one settlement to each faction, and all rebel settlements.,
  • Then allocate other settlements in random order. Some % will be neighbours of existing settlements, the rest will be random.
  • If there are no neighbours available since all have been allocated to other factions, try neighbours-of-neighbours instead.
  • If neighbours-of-neighbours still doesn't work, just do random allocation. (because of this % in this post are much higher than in previous post - you actually get significant random allocation because no other is possible)
  • Neighbours of a settlement are 5 geographically closest settlements. Then we add arrows back, but only if they are geographically connected. This seems to work best. 
And now the maps. Muslim/Orthodox factions get 3+d6 regions, Catholics get 1+d6 regions, rebels get whatever's left.

Each with 10 different random seeds - for ton of maps.

100% clustering (only random when forced)












80% clustering












70% clustering












Next steps

So much map porn for today. The next step is making some kind of interface so people can run this without going into command line and/or editing code.

Testers very much welcome. If you want to play some random map soon, and don't mind possible technical difficulties, contact me ahead.

Also, if anybody knows how to run a mod on Steam version of Medieval 2 without going through massive pain (the way it works on retail and pirate versions), definitely tell me. I've heard rumors there is a way, but I've never seen anything reasonable.

By the way since maps will be mostly clustered, I'll probably move distance to capital penalty somewhat higher than it was on fully random map.

I've also been asked about hotseat mode. As far as I understand, this would require switching from Medieval 2 engine to Kingdoms engine with retrofit mod as base. I'll probably do that some day, but for the time being the mod will most likely stay a single player only thing.

Friday, November 23, 2012

Random campaign scenarios for Medieval 2 Total War

Total War games have somewhat limited replay value, since campaign map is the same every single time, and there are only so many mods you can play.

In my Concentrated Vanilla mod I tried to make things somewhat more interesting by introducing large number of tweakable settings - so for example in one campaign cavalry would be really nerfed and I'd need to play infantry game, some other time mining income was far greater than any other income so a small number of key settlements held key to victory, or I removed distinction between cities and castles and so on. Every campaign slightly different.

That still doesn't get us very far, since campaign map looked the same each time.

Here's the campaign map (it's like vanilla map except a bunch of extra regions added to fill some gaps):



The first thing I've done was add scenario builder to Concentrated Vanilla script, and used it first to make life much more difficult for Byzantium (which also started at war with all its neighbours). It was some serious fun, especially early game.


I could of course keep making new scenarios manually (it's not that hard), but then I got an even better idea - why not assign settlements to factions at random?

I started a campaign and I'm writing AAR as I go (sadly I didn't have much time this week).


I'm playing as Portugal (white with blue borders), which starts in Arhus, Alexandria, and Cagliari. You can get details in AAR.

This is fun and somewhat bizarre experience, but then it's a bit too easy - AI is very confused with its provinces scattered all over the map, and it's too easy to attack AI, take its one province, and then get it to agree to ceasefire since you're not longer neighbours. Rinse and repeat.

So I tweaked the scenario generator. Instead of allocating settlements randomly X% of the time it allocates a settlement next to one already allocated, otherwise (or if none are available), it picks a random one.

75% cluster, 25% random:

67% cluster, 33% random:

50% cluster, 50% random:


These maps are very interesting, and probably won't lead to AI problems like with my AAR.

Technical details


As for some extra details - settlements are neighbours if they have either land link or land bridge, so Denmark is neighbour of Sweden (land bridge), but Cyprus isn't neighbour of anything.

In my AAR playthrough I put minimum number of settlements at number of family members, since I had no other way to deal with them, now they'd just be places somewhere near existing cities.

If faction gets more cities than it had originally, extra cities get filled with some basic units (IIRC I set it to 2 Spear Militia or something similar + 2 basic missile units for all factions).

Muslim and Orthodox factions get more settlements on average, since otherwise it would be too easy for Catholics.

The script can be tweaked to always allocate some settlements to some factions (like Rome to Pope), allocate different units based on settlement size and type, and do other interesting things.

All navies are disbanded to simplify matters.

I could generate correct maps for campaign start menu, but it's better for suspense not to reveal factions' locations there just yet.

There are some bugs to fix (Durazzo gets skipped always, churches should get demolished if faction of different religion gets settlement).

Can it be used it in other mods?


The obvious question is - can you use it in vanilla, or other mods?

In principle it should be possible, as long as the mod is not too heavily scripted (like Third Age).

There would need to be a lot of tweaking for each mod. Things like lists of factions, protected regions and factions (here - Americas, and aztecs/timurids/mongols), what kind of units should factions get, etc. These aren't particularly complicated issues, but each mod needs to solve them differently.

The scenario script is not separate from the rest of Concentrated Vanilla, but if you need some assistance with porting it to another mod, we should be able to sort things out somehow.

I don't see any major reasons why it couldn't be adapted to run on anything from Rome to Medieval 2 to Kingdoms, with some work.

Future possibilities


In theory it would be totally possible to go further with it, and make fully random maps for Medieval 2, with one of random map generating algorithms other strategic games use.

I don't have any immediate plans to go there, but one day, who knows?

When can I play?


I'll release it sometime soon, there are still some bugs to be fixed, and I need to figure out some kind of user interface so non-programmers can run the script.

If you're very impatient just email me and I'll send you what I've got.