Mount & Blade: Warband

Mount & Blade: Warband

2,131 ratings
Between Empires v1.0
44
175
15
14
104
23
9
17
7
12
3
11
8
4
7
3
5
4
4
4
   
Award
Favorite
Favorited
Unfavorite
Tags: Gameplay
File Size
Posted
Updated
3.153 GB
14 Jun, 2020 @ 8:28am
8 Nov, 2021 @ 4:05am
17 Change Notes ( view )

Subscribe to download
Between Empires v1.0

Description
Between Empires is a total conversion mod that has a number of unique mechanics, both in battle and on the campaign map, in order to represent the late 19th century and early 20th century.

No longer being developed or maintained.
If you experience crashes, use WSE2 version of mod (WSE2 is fan-made rewritten Warband engine made by K700 and published in TaleWorlds forum) - https://drive.google.com/file/d/1RIgq8ZIP_ntc2XaUGli9JS5hzgXCHez0/view?usp=sharing

Mod Discord Server - https://discord.gg/4HznaDv
Mod source code - https://github.com/EldarFara/BetweenEmpires

New gameplay mechanics:

Company System

Between Empires completely replaces Warband's native division system, instead using a new company system that allows players to split infantry units into multiple line, guard, or light infantry companies. Artillery and cavalry also utilize this system, with differentiated company types existing for both. You can access the company set-up in the pre-battle deployment menu.
In battle, discipline and stamina. Discipline is an abstraction of morale and affects accuracy. Casualties, enemy fire, and exhaustion negatively affect discipline, and should discipline fall below a certain threshold (15% by default, this threshold can be further improved by skills) the company will break and retreat. Other skills can make units hold for a brief moment despite being broken, allowing you to hold the line or plug gaps.
Stamina is drained when your units fight in melee or run (which can be toggled with the ~ tilde key [left of 1]). Low stamina negatively impacts discipline, accuracy, and movement speed.
Furthermore, you can (and have to) access a new aerial view in order to command your troops. Use the “U” key to access it, left click either the company banner in the bottom left, or the company itself on the battlefield to select it (hold down shift to select multiple at the same time), and click and hold right click to move a selected company.


Formations

Again, utilize the “U” menu to access the aerial view command feature.

Units no longer automatically face the enemy as is case in native, instead facing and moving the way you tell them to.
Infantry utilizes different formations based on their company type. Line and guard infantry uses lines at game start, while light infantry utilize skirmish tactics.
Soldiers don't fire while moving, negating the need to tell units to hold fire when you move them. This doesn't apply to the “Charge!” order.


Time and Technology

Players and AI factions have access to a technology tree, which dynamically changes weaponry, munitions, army sizes and effectiveness in battle. Most of these technologies are tied to a certain year. The mod, set between 1860 and 1895, includes dynamic time progression, the speed of which can be changed at the players digression. Some factions start off with certain technologies researched to represent their armies state at game start, such as Prussia having access to breech-loaders in 1860.
ArtilleryBetween Empire includes a unique artillery system, with both howitzers and field guns being present. Artillery can be recruited in any fort on the campaign map, via the armoury menu. A maximum of 5 - 7 guns can be used in battle, with technologies increasing the limit. Artillery is available in both siege and field battles, and can be controlled as any other company.
At game start, howitzers are inaccurate, slow firing, and are prone to firing shells without them exploding, while field guns are more accurate, but fire in a straight line, and use archaic round shot.
Technologies fundamentally change the effectiveness and increase the ammunition capacity of both howitzers and field guns.

Diplomacy

Unique diplomacy features has been added, including alliances, expanded peace negotiations menu and improved diplomatic AI. Most of it's features are avaiable in dialog with your faction minister.

Alliances work as offensive and defensive pacts, ensuring support of allied faction in case of war. They require work on improving relations with faction you to make alliance with.

New peace menu now allows to exchange centers between opponents, taking war damage they caused to each other into account of AI peace negotiations desicions. It also allows to sign peace with multiple warring allies and enemies at once.

New Infamy mechanics now will make factions react to countries that act too expanisve, or untrustworthy. Nations that act too harsh - declaring wars, claiming others' territory and breaking alliances too often - will meet foreign pressure, and be turned down diplomatically by other governments.
Some faction leaders will be more and less agressive, and more and less reliable.

Economics

Native economics system was replaced by a new unique system, in which 11 resources are being produced by villages and town factories from other resources, and then are consumed by population, factories and armies.

Each region in world map has various characteristics, such as population amount, literacy and urbanisation values etc. They affect economy, as well as military and politics.

Factories various characteristics as well, such as workers amount, product quality, development mode, machine tools deteriortion and other.

Player is free to buy part all full stock of factory share to get part of it's income, as well as control of the factory development.

Some resources, such as weaponry and ammunition, are used by the military, so to have strong army, one has to have strong industry as well. Some military resources not being available to faction will lead to their armies have low supply level, which willl lead to debuffs in battle or auto-resolve.

Politics

New internal politics system was implemented. Population now will react to economical and political situation in country.

State laws, such as tax and expenses sliders, social welfare and suffrage laws has been added, with their change being available to faction leader, as well as to parliament, depending on government type - absolute monarchy, constitutional monarchy, republic and soviet republic governments are avilable in this mod. Laws affect economy and elections process.

Political parties have been added, with most factions having unique parties. Parliament and executive branch consists of multiple parties members that affect laws and administration efficiency.

Politican movements such as liberal and socialist will appear in country if population doesn't like current economical or political situation and can lead to protests, riots, rebellions and civil war.


Hotkeys

In battle:
U – Opens the aerial view
While in aerial view:
Q and E – Turns the camera (you will have to disable quest menu hotkey that is "Q" by default)
Space and Ctrl - Increases and decreases camera height respectively
~ (Tilde, button left of “1”) - Toggles the selected companies between running and marching
Middle mouse button - hold it to rotate camera vertically while in aerial view.
Q – If you have a revolver or pistol selected, you will fire a shot form your hip, fanning the revolver. This is more accurate when delivering rapid fire at short range than “spamming” left click would be.
Popular Discussions View All (150)
24
27 Nov, 2024 @ 8:10pm
Can you make your own nation?
Hurgle
4
26 Mar, 2024 @ 6:20pm
i am on mac and cant start game cause there is no text
ÅℭℨÅℽ
1
28 Jan @ 3:35am
Русификатор?
vannanim228
1,604 Comments
I played it for some time by now, I think that this lovely mod only would need some maps and maybe uniform changes per climate if possible. Im fighting against Bukhara Emirate and it always happens on a grassy plains instead of a desert. Too bad Russians arent wearing their white uniforms there as well but well cant complain as this mod is HUGE and well done
This is too weird. I always buy games to try out different time periods and have fun learing of everything there. One I was always thinking is lacking was a game that would be set in late 19th century all the way to early 20th. I imagined a game that would have a progressing technology through the years and everything... This mod does exactly that! I think if you would ever want to create a game, maybe a multiplayer one even, you would fill a really nice niche and earn a lot
grassyrfr 30 Jun @ 6:30am 
is it possible yo get married?
Star1337_online 30 May @ 10:18am 
for me*
Star1337_online 30 May @ 10:18am 
@AksoGame it works for really good
AksoGame 30 May @ 8:44am 
guys is wse2 launcher safe?
neidhard 26 May @ 4:09pm 
ai is still strange though
neidhard 25 May @ 9:50pm 
This will always be the best mod ever made
king George III 5 May @ 5:37am 
there is barley any bandits to fight
Nicholas_NikoDrako 8 Apr @ 11:18am 
i love this mod.. need something like that in bannerlord 2. in my opinion we need more about the period age of 1850.. its kind of cool.. before the first world war technology. also 16 century would be cool