DETrooper is our resident scripting wizard who is responsible for many of the rich campaign mechanics. Warman: Our team has grown over the years, with people coming and going. We’re effectively focusing on the transition from the Norman period to the Renaissance Era. There was a lot going on! The 13th century also represents a time of hyper technological advancement which led to the advent of castles, gunpowder, and plate armour. The Mongols are about to enter the scene. Crusades are about to get underway in Cairo, Toulouse, and the Baltics. The Byzantine Empire is shattered into successor states. The Battle of Las Navas de Tolosa occurs this year. The events of the Magna Carta are years away. We decided to keep it because a lot of important historical events were all happening around this time.
Slytacular: We inherited the year from the previous mod team leader. Named after MEDIEVAL II: Total War and the Kingdoms expansion combined, the mod aims to be the defining Medieval experience in Total War modding.
The mod also includes a rich campaign mode with a plethora of custom scripts and features. It features dozens of playable factions and thousands of units across three different centuries. It covers the high and late Middle Ages, starting in 1212 AD and ending at 1500 AD. Warman: Medieval Kingdoms 1212 AD (MK1212) is a total conversation mod for Total War: ATTILA. Today, we’re interviewing the makers of the popular Medieval Kingdoms 1212 AD mod for Total War: ATTILA, asking them what, why, and what future they envision for their mod going forwards – check it all out below. Invasions, great plagues, famines, and climate change can all ravage the land.Here at Creative Assembly, we’re always impressed by the ingenuity of the Total War modding community across our titles both new and old. World Events: The world itself will not stand idle as you progress through the campaign. War Weariness: Returning from Age of Charlemagne but modified to suit the needs of MK1212, War Weariness encourages shorter and fewer wars. However, those who placate the pope may receive certain boons. The Pope: Catholic factions may find themselves with a thorn in their side in the form of His Holiness himself. Story Events: Various factions have scripted story events, offering unique challenges for certain factions. Region Trading: Regions can be traded with AI factions, with weighted values based on diplomatic attitude, distance from their borders, and the value of the regions' buildings. All non-mercenary units require population of their respective classes to recruit. Population: Cities now have population, which directly affects their squalor levels and economy.
Nicknames: Characters gain nicknames as a consequence of their actions or the traits that they have.
Ironman Mode: Play with manual saving disable and unlock custom achievements! Increased Building Slots: Increased the number of building slots in settlements from 6 to 10. Holy Roman Empire System: Factions in the Holy Roman Empire are represented in the HRE system, complete with elections, imperial decrees, and reforms. Main Features: Annex Vassals: Diplomatically annex vassals who have been subjugated for 10 or more turns.īuffer States: Release vassal buffer states from conquered territories where your direct control may be tenuous.Ĭhallenges: If you find the campaign too easy or just want to shake things up a bit, challenge campaigns are available when starting a new campaign.Ĭrusades: Travel far from your homeland to retake the Holy Land, in service of God or perhaps in search of glory and power.ĭecisions: Enact decisions that can affect your ruler or your realm.įrontend Overhaul: The frontend has been overhauled with changes such as a Grand Campaign start date selector (currently only 1212 AD is available), a modified faction selection screen, and increased room for factions in custom battles.ĭynamic Faction Ranks: Any faction in the campaign can grow from a county to an empire.