Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Medieval 1100 AD Campaign [PART 1]
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Tags: mod, Overhaul
File Size
Posted
Updated
2.680 GB
7 Nov, 2020 @ 2:47pm
24 Jul @ 6:35am
234 Change Notes ( view )

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Medieval 1100 AD Campaign [PART 1]

Description
WARNING! Move Part 1 above Part 2 in Mod Manager!

You need only 2 mods to play Campaign (in order):
1. Medieval 1100 AD Campaign [PART 1] - This one.
2. Medieval 1100 AD Campaign [PART 2]
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1655284279


You have to use English version of game to play campaign!

Welcome to Medieval World and the biggest new era Overhaul for TW Rome 2 game!
1100 AD is fully Independent project! Around 1000 reskins were made and hundreds of assets added in game manually! Also Campaign itself was balanced quite well.


Warning! You need my permission to use any assets of this mod!

Important! The Greek States Culture Pack DLC is required to play with England, Hungary and HRE; to play with Rum, Cilicia, Khwarezm and Genoa is required Empire Divided DLC.


Campaign tips and tricks:
1. Good Public order is the key to more recruitment, low costs and faster construction.
2. General in city gives minus 10 public order. Reason: when armies don't fight, they start make troubles to citizens. But every new unit in army still gives +1 PO (repressions).
3. You can make treaties or peace by offer join some wars of AI faction.

Major scripts used in the mod:
1. Crusades. The crusade script will activate when a non Catholic faction destroys the Kingdom of Jerusalem, conquers Holy City and holds the city for at least 5 turns. You will have 20 turns to be able to conquer Jerusalem.
2. Political Instability. If your leader dies and he has no adult heir of rank 2, secession comes.
3. Change of capital. You can go by your faction leader to any city and make it a new capital for 7000 gold.
4. Great cities. If player or AI faction captures Rome, Constantinople or Baghdad, it will cause huge relations drop with Catholic, Orthodox or Sunni factions accordingly.
5. Pope’s rescue. If Papal faction destroyed, you can liberate it and get bonuses.
6. Jihad. If Mecca, Medina or Jerusalem hold by not Sunni faction, Jihad starts.
7. Supply system. It consists of two parts: supply accumulation and supply consumption. Player can accumulate supply only at home regions by +1 supply per turn (+2 per turn when army at city). Max supply limit to accumulate is 6. When army moves to foreign region, it starts to consume supply by -1 per turn. When supply is empty, army's attrition starts.
8. General replace penalty. If new general has lower rank than replaced one, so morale penalty applies.
9. Equipment system. There are 4 equipment types: weaponry, medium armor, heavy armor and horses. All units need weaponry to recruit; some units need medium or heavy armor. Cavalry require horses. Every city has own equipment storage which you can fill. Industry buildings and resource settlements produce certain equipment.
10. Medieval II style diplomacy. Player can negotiate with other factions only if he has common border, alliance or trade with this faction or emissaries in its capital or generals in AI faction's lands.

Very important! This mod is hard. So we advice you to start playing on Normal difficulty to learn the mechanics. If you want a more complex experience, put Hard difficulty for campaign and Normal difficulty for battles. Higher difficulties are not recommended!

Submods for 1100 AD and 1177 AD:
1) Massive battles
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3025687963
2) Soft Medieval
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2332852664
3) Teutonic order campaign
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2425515790
4) 12 turns per year (version for 1100 AD)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2904699776
5) Multiplayer campaigns fix (essential for playing multiplayer campaign!)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2957529316
6) Medieval 2 diplomacy and Equipment removed
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2986071927
7) No unit caps
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3020717141
8) Continue button after the end of the battle
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2941077319
9) Archer can shoot over walls
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3024492545&searchtext=archer+can
10) Longer battles
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3232552472
11) Mongol Invasion campaign
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3337246619

Second campaign. Medieval 1177 AD: Crusaders vs Saladin
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3036492732

Third campaign. Medieval 1207 AD: the Latinokratia (beta)
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3387932647

1100 AD fans' Discord:
https://discord.gg/WxWVkeYNB7

Anno Domini* (mod for Attila)
*This team is making historically accurate medieval 3d assets!
Popular Discussions View All (34)
187
18 Jul @ 10:37am
Campaign Impressions & feedback
Starsmil
43
1
7 Mar @ 11:52am
PINNED: If your game crash!
Starsmil
2
11 May @ 4:59am
Am i doing something wrong?
Never Forgotten
4,096 Comments
Starsmil  [author] 2 hours ago 
if u want more detailed info, join our our discord and send your save file there.
Starsmil  [author] 2 hours ago 
man, this system works for like 5 years in the mod and u arrived suddenly )
u just expand too fast instead of solving conquered region PO issues. Try soft submod.
_Tuski_ 4 hours ago 
Wait, the problem with public order is serious. As the empire grows, population mixing occurs. The icon in the public order details, Faction, gradually moves into negative values as surrounding provinces are added. The more provinces are conquered, the worse the overall public order in all provinces becomes. Faction is set the same for all provinces, so negative values of -10 to -50. There is absolutely nothing that can reduce these values. Rebellions are arising everywhere on the map, including in the capital city. This gradually makes the mod unplayable for all players, and that’s why it frustrates us. Try removing Faction from the public order details, or better yet, modify it. That´s the whole problem I’m talking about, please
Starsmil  [author] 5 hours ago 
it's one of the hardest factions in mod. You can try easier difficulty. Btw one of our discord members finished Portugal campaign on Legendary, so u can ask him there.
Red 5 hours ago 
Any tips for Portugal Starting very hard? Its Harsh, it seams i don't have much option's but to end turn until Lisbon pop is under control. But i'm only getting 123 money turn with the 2 noble horses and crosbow starters plus 6 spearman in order to keep the "Moors" back. by turn 11 if nothing captured they will have two staks sharking around.

I also tried to fast capture Evora, but the pop was not possible to control and soon a rebellion starts.. basically having no way to fend off a stacked rebel army with upgrades i'm forced to go back to Guimarães. Were now i have nowhere to march too. Stuck with no money nor army able to face the rebels in Evora, plus the papal fees 5k and the family problems.

Try out Portugal very hard if you can, and do tell if there is a way without cheeses. I've been playing since 2004 and i find this rather impossible. first time that i give up on a start.
Starsmil  [author] 8 hours ago 
yes, to have walls and port at battle map.
Pig Tickler 16 hours ago 
Started a Roman Empire campaign and see Varna and Smyrna are non-upgradable settlements. Is that intended?
Starsmil  [author] 22 hours ago 
@_Tuski_, your faction leader could be dead without heir or u failed all Pope's tasks.
@ManBearPig, attack from the land lol
Duquelai 23 hours ago 
for macOS HUNTER solution works for me, but i need to change the files to be like that in the user.script.txt


mod "_new_open1100.pack";
mod "_1_med1100.pack";
_Tuski_ 30 Jul @ 8:35am 
We tried the soft submod and also easy difficulty, but the public order’s still messed up there too. It’s the Faction’s fault, down in the public order details, it’s showing huge minus values like -10 to -40. This occurs when the empire begins to become territorially larger. It happens even when the governing parties are in positive values