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Medieval two total war mods
Medieval two total war mods







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. On the other hand, a lot of castle units get free upkeep as long as they're castle garrison. 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.Ĭastles 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). 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. Medieval 2 is very easy for experienced player, so the mod does a few things to make it more difficult. Hanseatic League and potential Lithuania conversion events from Teutonic campaign are in the game. The mod brings in extra units from Kingdoms campaign, like Mangonel, which is the only pre-gunpowder artillery unit worth using in battles.įorts are now permanent stone buildings, and cost a lot more money. Norway from Britannia and Teutonic campaignįor reasons I don't understand, Portugal is no longer a playable faction.

medieval two total war mods

Mongols from Teutonic campaign (they're in vanilla as unplayable horde).The idea behind Kingdoms Grand Campaign Mod is taking content from minicampaigns from Kingdoms expansion pack, and integrating them into one big campaign.Ĭampaign map is adjusted somewhat, and in addition to vanilla factions, you get: One of the great things about it is abundance of mods, and this post is about one such mod. Medieval 2, released back in 2006, was the peak of Total War series.









Medieval two total war mods