Voor De Kroon

Voor De Kroon

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1177 AD: Crusader Campaign
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File Type: Campaign
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26.316 MB
15 Dec, 2024 @ 8:40am
18 Sep @ 10:36am
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1177 AD: Crusader Campaign

Description
IMPORTANT: ALSO SUBSCRIBE TO THE CUSTOM FACTIONS NEEDED.

All you need to do is click on “Subscribe to all”, then launch the game.




CONTEXT:

The 1177 AD Campaign is the most comprehensive custom campaign about the Crusades to date, and will be updated with relative regularity.

This custom campaign plunges you into the troubled Holy Land in 1177 AD, after Saladin becomes Sultan of Egypt and Syria, and right before he begins his long campaigns to recover Jerusalem.

BALANCE WARNING: The different factions of the campaign are not balanced, and are not supposed to be. Each faction should deliver a different experience, both in territorial distribution and in difficulty. More information in the “GAMEPLAY” section.

REALISM WARNING: The geographical distribution aims to be as realistic as possible, though some licenses have been taken in favor of gameplay.

In order to stick to the 1177 AD period, the custom factions feature custom units, made specifically for this campaign.

The armour of the different Lords and Officers will stick to the technology available at the time, so pretty much no greathelms, and no horned/adorned helmets.



PLAYABLE FACTIONS (more below):
Kingdom of Jerusalem
Ayyubid Sultanate
Lordship of Ibelin
Principality of Antioch
County of Tripoli
Knights Templar
Knights Hospitaller
Learn about the differences in the gameplay of each faction checking their Steam Workshop Page (right of the screen)



MAP INFO:
Every settlement is based off a historical town or territory, both in name and geographical location.
Towns under Crusader rule have their historical names, while the territories under Saladin have names in Arabic.
The map of the Holy Land is divided in two main sections: the inland territories of Saladin, and the coastal Christian cities.
Both sections are connected through several chokepoints controlled by castles.
Bigger cities have adjacent towns or castles, only accessible once the city is taken.


FACTION INFO:
The main factions in the campaign are the Kingdom of Jerusalem and the Ayyubid Sultanate, as they enjoy the largest terrain and economic power.

The Ayyubid faction is intended for a complete domination campaign, and its capital is not in Cairo (as it was), but closer to the frontline. This is because the starting capital city is where the faction leader will spawn. Feel free to change it.

Tripoli and Antioch enjoy a decent patch of land, and can either expand inlands, or wait for the truce to end and fight for control against each other.

The Lordship of Ibelin is a modest territory in the southern front, and will be the first to face Saladin. Slim starting lands, but great expansion potential.

The Knights Templar are scattered around the frontlines and have a stronghold in most checkpoints. They enjoy strong military power, though their expenses will drown them soon enough. They are designed for a short, quick offensive campaign.

The Knights Hospitaller have the slowest start, as they are landlocked for as long as the truce lasts.

The Ayyubid faction lords have Muslim names, the “Emir” prefix and the Ayyubid surname.

The Crusader faction lords have Frankish/Norman names.

Templar, Hospitaller and Ibelin lords have the prefix “Sir”, as they would most likely be regarded as “knights” instead of “lords”. Ibelin members have the family surname.

Muslim Lord example: Emir Muhammad Ibn Ayyub

Christian Lord example: Sir Baldwin of Ibelin


CREDITS:

I am the author of the mod, as well as of the custom units it presents. If you were to use it/them in other mods or YouTube videos I would appreciate a mention!

Lastly, huge thanks and admiration for the development team for making such a modular game.
11 Comments
Macaquinho_14  [author] 23 Sep @ 7:59am 
You need to:
- Fire every unit you don't need
- Switch all settlements to "trade"
- Immediately attack another settlement.

I will try to make getting another settlement easier though, and make a "grandmaster" unit cost very low gold per turn

It's just that otherwise, prices are spot on for the economy of other factions, so I don't want to mess that up to compensate for a hard early start.
soul 20 Sep @ 1:25am 
Are you really sure this is possible with templars ? The leader alone costs 1,800 per turn. Negative economy from the second round, even if you fire all other units.
Macaquinho_14  [author] 17 Sep @ 3:31pm 
I thought it was just too hard for you, but it turns out you were right! The economy has been reworked and now it should be more manageable. You should still disband any unit you don't need though.
Godzilla ツ 12 Aug @ 5:52am 
economically
Godzilla ツ 11 Aug @ 10:18am 
thanks allot for this mods, but like mentioned under here, some factions are almost impossible to manage because of the situation they are in from the beginning like the templars. Will you try and fix this in the future?
Macaquinho_14  [author] 6 Aug @ 7:59am 
Thank you! Yes, you need to fire most of your garrisons and propperly manage your economy
liam 27 Jul @ 8:39am 
but jerusalem is in big debt
liam 27 Jul @ 8:38am 
its a great mod :steamthumbsup:
Macaquinho_14  [author] 16 Jun @ 4:24am 
Thank you guys for the feedback!
Cöunt Eastwood 12 Jun @ 11:34pm 
Nice work, thank you!