Total War: ATTILA

Total War: ATTILA

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Medieval Kingdoms 1212 AD Base Pack - Campaign Alpha
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Tags: mod, Overhaul
File Size
Posted
Updated
1.033 GB
2 Jul, 2018 @ 12:40am
30 Sep @ 4:52am
97 Change Notes ( view )

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Medieval Kingdoms 1212 AD Base Pack - Campaign Alpha

In 1 collection by The_Yogi
Medieval Kingdoms Total War 1212
13 items
Description
MK1212 Campaign Open Alpha:
It's been over 5 years in the making across 2 games, but the Medieval Kingdoms 1212 campaign is finally available to all! Our Open Alpha phase starts today. The campaign as it stands is obviously in an incomplete state, missing technologies, naval units, and mercenaries, though we have plans to add much content in the near future. It currently includes 57 playable factions and various scripted mechanics, such as population and a pope system. The campaign release is also accompanied by a great deal of new content in the form of new factions and units, as well as revamped rosters for preexisting factions.

Campaign Features:

57 playable campaign factions.
Completely custom building chains.
Single region provinces, where every region on the map has 6 slots.
Over 4,000 beautifully modeled and period-accurate units (
Optional music mod.
Optional UI sound effect replacement mod
Three Tier Unit Upgrade System based on the three centuries this mod covers (13th, 14th, and 15th Century)
10 Building Slots per Settlement: No longer your cities be limited to 6 or 4 buildings.


Scripted Features:

Annex Vassals: Diplomatically annex vassals who have been subjugated for 10 or more turns.
Buffer States: Release vassal buffer states from conquered territories where your direct control may be tenuous.
Crusades): Travel far from your homeland to retake the Holy Land, in service of God or perhaps in search of glory and power.
Decisions: Enact decisions that can affect your ruler or your realm.
Dynamic Faction Ranks: Any faction in the campaign can grow from a county to an empire.
Holy Roman Empire System: Summon the Prince Electors to crown you as the Holy Roman Emperor
Population: Cities now have population, which directly affects their squalor levels and economy. All non-mercenary units require population of their respective classes to recruit.
Frontend 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.
Story Events: Various factions have scripted story events, offering unique challenges for certain factions.
The Pope: Catholic factions may find themselves with a thorn in their side in the form of His Holiness himself. However, those who placate the pope may receive certain boons.
War Weariness: Returning from Age of Charlemagne but modified to suit the needs of MK1212, War Weariness encourages shorter and fewer wars.
World Events: The world itself will not stand idle as you progress through the campaign. Invasions, great plagues, famines, and climate change can all ravage the land.

What's Missing?:

College of Cardinals: Papal elections
Mercenaries: A few factional mercenaries are implemented but the rest will be implemented in the foreseeable future.
Naval Battles: These are still W.I.P. as they utilize custom ship models, but show promising signs so far.
Republic Mechanics: Political and trade mechanics are planned for the Italian merchant republics.
Islam Mechanics


Campaign FAQ:

Q: Are any DLCs or other mods required?

A: No DLCs are required, but to properly play the campaign you will require Model packs 1-6, and the Script pack. All of these are listed as required items in the base pack's workshop page. If you so choose, you can also use the optional music mod, located here. Lastly, there is a UI sound replacement mod, but due to the nature of its implementation it cannot be uploaded to the workshop. Simply download the .pack file from ModDB and place it in your Total War Attila/data folder and it will automatically load in when you launch the game (does not appear in the mod manager). To disable its use just move it somewhere else or delete it.

Q: Why are there no medieval buildings yet?

A: Our efforts so far have been focused on designing the campaign and fleshing out unit rosters. Once these tasks are done, the focus will shift to battle maps and campaign map settlement models.

Q: Can the campaign map be modified to add new regions? And why are some regions not in the right place?

A: As there are no official campaign map modding tools aside from Terry (which mostly does cosmetic changes), campaign map editing is next to impossible until methods of doing so are discovered.

Q: Are you looking for any help with the mod?

A: We are currently looking for anyone who can do 2D art for the UI, as well as building modelers and anyone with experience in battle map editing for Total War titles.

Q: When will mercenaries, naval units, etc. be added?

A: When they're ready.

Q: The Campaign Faction Selection are broken! It only have 1 row under "Balticum et Ruthenia"!

Subscribe to Medieval Kingdoms 1212 Scripts and activate it.



Recommended Mod Loading Order
Medieval Kingdoms 1212AD Scripts
Medieval Kingdoms 1212AD - Custom Cities Beta
Medieval Kingdoms 1212AD Base Pack - Campaign Alpha
Medieval Kingdoms 1212AD Models Pack 1.v2
Medieval Kingdoms 1212AD Models Pack 2
Medieval Kingdoms 1212AD Models Pack 3
Medieval Kingdoms 1212AD Models Pack 4
Medieval Kingdoms 1212AD Models Pack 5
Medieval Kingdoms 1212AD Models Pack 6
Medieval Kingdoms 1212AD Models Pack 7
Medieval Kingdoms 1212AD Models Pack 8
Medieval Kingdoms 1212AD Models Pack 9
Medieval Kingdoms 1212AD Music



======== ASSETS USAGE AND PERMISSION POLICY=========
1. This mod contains both original works made by the team, and Open Source Project (OSP) models.
2. All Original assets, including but not limited to models, textures, 2D images, scripts, that are part of any pack uploaded by the MKTW 1212 team are provided for the exclusive use of the MKTW 1212 mod
3.Any other use must require explicit permission from the modding team itself and without any commercial benefit, whether through the resale of such content or through required donations from third parties.
4.Open source project models have all been provided to the MKTW 1212 under specific conditions by their authors.
5.Any use of Open Source Product Models or derivatives is permissible, as long as their use does not come with monetary profit, is not expressly forbidden by the original creator and does not violate the conditions that the MKTW 1212 team is bound to for the use of these OSP models.

========================================================


Our ModDB Page:
https://www.moddb.com/mods/medieval-kingdoms-total-war-attila-version

Our Total War Center Subforum:
http://www.twcenter.net/forums/forumdisplay.php?1767-Medieval-Kingdoms-Total-War-(MKTW)

Our Discord Channel:
https://discord.gg/ejQUD8N

Our Steam Group:
https://gtm.steamproxy.vip/groups/MTWK1212AD

Our Trello
https://trello.com/b/y1W4DIM8/medieval-kingdoms-1212-ad-development

Old Versions (in case one wants to finish their old Campaigns before new updates)
https://drive.google.com/drive/folders/1SvALm_ZDfLn741QbVztUP7GhEo-BheZ8?usp=sharing
Popular Discussions View All (492)
1
27 Oct @ 8:38pm
HRE wtf? help?
Ozi
4
15 Oct @ 10:43am
Range units are useless?
friendly user
2
14 Oct @ 6:52am
late campaign
styggsylt
7,098 Comments
GeoKrieger 27 Oct @ 4:37pm 
Hi everyone!

Great MOD love it but when playing empire of Nicea, capturing constantinopolis and managing it is bugged.

despite all sanitary buildings build, I keep having -4 in sanitation! Is it bugged?

Any quick fix? DM please.
.YolgezeR 27 Oct @ 8:10am 
I solved the problem, it was due to the order.
feanor3791 27 Oct @ 7:41am 
I just had a look through the land_units table after wondering why my French knights were performing so poorly against frigging bedouin horsemen. I sorted the table by charge bonus and then by melee damage, and the entire screen was filled with Mongol, Muslim, and Steppe units--not a Western knight anywhere to be seen. This is absolutely absurd. If one thing is consistent in the historical accounts, from both Western and Eastern sources, it's that the Western Europeans, and particularly the knights, were devastating in charge and in melee against the lighter forces of the East. I can't imagine what would motivate such an inversion in a mod that seems to take such pains to include so much historical detail, other than anti-Western bias. Shameful.
.YolgezeR 26 Oct @ 8:02am 
NOT WORKING
.YolgezeR 26 Oct @ 8:01am 
I can't enter the game with mods. It stays on the Attila screen.
|*D*F*| The Mark Of The Night 23 Oct @ 11:23am 
spain as an area is kinda mehh in general, becouse you can basicly guess whats gonna happen when. try looking into navarra, if you just focus on taking regions in the south, take as much loot as possible (destroy a round of buildings) and trade castile for their northen regions, and when the crusades starts, you have the most stable area of spain. do crusades, come back, destroy a faction of your choice, consolidate, rinse and repeat. Navarre is broken easi, if you just trade them muslim regions for christian lands (rebelions etc while on crusade)

and there are 1000 more options, like try checking price of merch with denmark or other nations
|*D*F*| The Mark Of The Night 23 Oct @ 11:23am 
easiest is pisa though, take italian army and reqruit merch (mele and cav only), take that army to the sea (you can do it in your own region. take southern army and move north and reqruit 3 mele. reqruit a gen at italian settlement and reqruit 3 spears (you can get a standart and 3*2 spear inf, by the time the standart is done). then genoa will basicly let you take genoa or their island settlement round 2, genoa will then siege your italian holding, you just use the same spot you went to sea to get into range of siege or take genoa (how you do it should be an experience and does differ between games). after genoa is done, you can take 1 more italian states before getting ready for crusades. here you just walk your main army and a 2 unit army to capital and wait, reqruit all crusaders and gg you have just been chosen holy roman emperor.
|*D*F*| The Mark Of The Night 23 Oct @ 11:22am 
England is easier, rush the southern most army into the sea towards normandy, and get your second army to cester/southern port, turn 2 port invade normandy and it should be gg before crusades.

flanders is reqruit 4 pikes 1 turn, 2 turn take your army into the sea right before normandy castle and reqruit new gen and reqruit 3 more pikes, 3 turn take normandy. then if you are lucky enough with english and french army's positions in general, then you have just the right amount of time to take out burgundry before crusades, if there are some stops (like ekstra siege turn against paris becouse of french army inside), then just stop after france is dead, do the crusades and comeback and take what you want aka burgundry (they are at war all the time anyway)
|*D*F*| The Mark Of The Night 23 Oct @ 11:22am 
for all christian factions, do the crusades and its gg. approx 40k pr crusade.

France is basicly first 5 turns against england, just siege flanders turn 1 with both northern army's (make one prince) reqruit a gen at castle (normandy) hire 3 pikes (they are the cheapest and f op with cav army). get flanders and protect north (how is tidius to explain, but it pretty basic after a couble of tries), use king and prince to take southern land and you will be done with toulouse just the turn before crusades (or the turn after, but if done right you can go on crusade and just spam that sack button and destroy buildings in alexandria and cairo (you can take the port settlement before alexandria if you want (jts like 5k gold maks, so if your econ needs it).
mazerbourg 23 Oct @ 11:13am 
no faction or character or units have names, is that normal?