Narnia Total War 1.0: The Users' Guide
Hi there! This thread will be a guide to some of the special features, micromods, and gameplay variation in Narnia TW, to help you all get the most out of the mod. Please ask gameplay questions and discuss any gameplay related ideas/thoughts in the comments below! (Also please do not ask installation questions in the comments below: there are other places for that!)CONTENTS- Faction overviews
- Plot Quests
- Tweaks & additional features
- FAQs
Faction overviews
Kingdom of NarniaUnit List:Human peasants
Red Dwarfs
Black Dwarfs
Marsh-Wiggles
Badgers
Fauns
Talking Mice
Dwarf Warriors
Maenads
Dryads
Guard of Cair Paravel
Hamadryads
Dwarf Archers
Naiads
Talking Dogs
Talking Foxes
The Wild Hunt
Centaur Peasants
Centaur Militia
Centaur Archers
Centaur Warriors
Lords of Narnia
Giants
Kingdom of ArchenlandUnit List:Human peasants
Levied Spearmen
Archenland Vassal Spearmen
Archenland Retainers
Archenland Wardogs
Archenland Slingers
Archenland Bowmen
Esquires of Archenland
Knights of Archenland
Kingdom of TerebinthiaUnit List:Citizen Levy Pikemen
Terebinthian Heavy Spearmen
Sea Kindred
Terebinthian Marines
Terebinthian Longbowmen
Terebinthian Sharpshooters
Terebinthian Outriders
Terebinthian Carriage Ballista
Terebinthian Torsion Bows
The Lone IslandsUnit List:Hirelings
Merchant's Guard
Privateer Spearmen
Narrowhaven Seaguard
Pike Guards
Sailors
Pirate Crossbowmen
Hireling Riders
Telmarine NarniaUnit List:Telmarine Pikemen
Telmarine Swordsmen
Telmarine First Swords
Telmarine Honour Guards
Telmarine Archers
Telmarine Crossbowmen
Telmarine Cavalry
Telmarine Knights
Inner Circle Knights
War Onagers
Trebuchet
Kingdom of TelmarUnit List:Human Peasants
Telmarine Warriors
Axemen of Telmar
War Hounds
Bowmen of Telmar
Telmarine Scout Riders
Mounted Warriors
Telmarine Knights
Catapults
Kingdom of KoralyUnit List:Human Peasants
Koraline Footmen
Koraline Spearmen
Koraline Guardians
Koraline Goldhelms
Koraline Royal Guardians
Koraline Archers
Koraline Crossbowmen
Koraline Armoured Cavalry
Catapults
Trebuchets
Wasteland MaraudersUnit List:Boggles
Black Dwarfs
Dryads
Horned Ones
Wolfkin
Marauder Javelinmen
Sorcerors
Talking Wolves
Horned One Riders
Snow Wolves
Ogres
Giants
Woses
Minotaurs
Realm of HarfangUnit List:Giants of Harfang
Giants-at-arms
Giant Guards
Giant Captain
Giant Noble
The Dwarfen StatesUnit List:Red Dwarfs
Black Dwarfs
Dwarf Warriors
Senatorial Guard
Dwarf Archers
Dwarf Deadshots
Alchemists
War Mammoths
Armoured Mammoths
Ballistae
Fire Ballistae
Calormene EmpireUnit List:Calormene Sword Regiment
Calormene Pike Regiment
Calormene Guardian Regiment
Devotees of Tash
Calormene Archers
Calormene Lancer Regiment
Calormene Cavalry Regiment
Calormene Noble Cavalry
Calormene Chariots
Calormene Ramming Crew
Lands of MuneshUnit List:Levy Pikemen
Muneshi Phalangites
Faceless Ones
Levy Herders
Muneshi Archers
Border Riders
Muneshi Camelry
Faceless One Camelry
Cyclopes
Umbuso of SurvalUnit List:Villagers
Impi
Ibutho
Cursed Ones
Tokoloshe
Sangomas
Hunters
Idube-Impi
Onogada
Indlovu
Erinese ConfederationUnit List:Erinese Tribesmen
Tarlahad Infantry
Erinese Swordsmen
Kustrin Guardsmen
Warrior Monks of Tezaya
Guardian Warriors
Erinese Skirmishers
Tarlahad Tribesmen
Atakor Tribe
Atakor Guard Wagons
Other/Rebel/SpecialSpecial Unit List:Town Guards (common rebel unit in southern half of the map)
Guards of Teshish (unique unit found defending Teshishbaan)
Galmian Sailors (unique unit from Galma, some factions can recruit them there)
Galmian Knights (unique unit from Galma, some factions can recruit them there)
Earth-men of Bism (see "From Earth to Sky" plot quest below)
Archers of Bism (see "From Earth to Sky" plot quest below)
Plot Quests
Plot quests are a set of additional buildings and map features that allow you to re-enact certain plot points from the Narnia books. These currently exist for Narnians to act out events from Prince Caspian and Voyage of the Dawn Treader, and for the Wasteland Marauders to bring up the Lady of the Green Kirtle's army from The Silver Chair.
Birthright(Kingdom of Narnia: based on Prince Caspian)This loose "plot quest" is the simplest and just takes the form of some extra unique item/character ancillaries that can be discovered through the campaign to help aid Caspian as he retakes different parts of Narnia.
- Trumpkin & the Horn of Susan will return to Caspian a few turns into the campaign
- Peter's sword Rhindon can be discovered after retaking Cair Paravel. Leave Caspian in Cair Paravel to search for it.
- Lucy's vial can be discovered around the Lamp-Post. Leave Caspian in Chippingford to search for it (and yes, I'm aware that this is non-canon and the vial was actually near Cair Paravel in the books).
Both Cair Paravel and the Lamp-Post can trigger certain additional events and ancillaries: if Cair Paravel has a shipwright, and the castle is still standing, Drinian, the captain in Voyage of the Dawn Treader, can also be found there. Which leads us on to...
To The World's Ending(Kingdom of Narnia OR Kingdom of Terebinthia: based on Voyage of the Dawn Treader)In this quest, Narnia or Terebinthia can get one exceptionally powerful bonus ancillary, the Child of Ramandu, and bonus dufflepud ancillaries for other generals. If you conquer Bernstead on the Lone Islands, there you'll be able to build a special additional building to represent the time taken on & preparing for the voyage. For Narnia, this building is called the Voyage of the Dawn Treader: the Terebinthians get a non-canon equivalent, the Voyage of the Wavecutter, which has the same effect.
From Earth to Sky(Wasteland Marauders: based on The Silver Chair)In this quest (probably my favourite one in the campaign, and perhaps the toughest to complete), the Wasteland Marauders can tunnel down to Bism and free the Earthmen. The requirements are as follows:
- Capture the ruins near Harfang (aka "Ruinota").
- Construct the Tunnel to Bism
- Construct a sacred circle of the Lady of the Green Kirtle
Getting both buildings built is tough, especially as this involves defeating some of the giants of Harfang (for which sorcerors are your best choice) and growing Ruinota to city size (raiding Narnian/Telmarine cities and enslaving the populace can be good to help build the population upwards). Once both buildings are constructed, you should get two unique units available: Earthmen of Bism (a spear unit), and Archers of Bism. These are super-tough troops that come in HUGE numbers with low upkeep; both units have a base of 60 in them on normal unit sizing. I'd recommend building some longships at Farghalla and Jotunta if you want to transport them fast down from Harfang to Narnia!
Tweaks & additional features
This section will contain details of optional extra patches, file tweaks, etc.
Alternative GiantsThe original Narnia: TW had giants coded as elephants, which had numerous advantages, especially the fun of giants being useable as a siege unit to batter down gates. Unfortunately, the recent steam version of RTW makes the elephant-giant system very unstable and crashes the game frequently. As such, I do not recommend people use them. If people want to use the unstable versions, though, they can follow the instructions below.
This change does involve file editing, and if you mess up your copy of Narnia TW or any other files as a result I am not responsible.Click the spoiler tag below for instructions:
The main edits you need to do are in export_descr_unit. I've made this easy for you: every old style giant unit still exists immediately above the old version in the file, and the old versions all have "unstable" at the end of the name (so you can find them by searching). To activate an old unit and deactivate the new version, remove the "unstable" from the old name, and add "stable" to the end of the new name, so the one with the "correct" name is the old version. You'll also need to remove the text flag ",no_custom" from the end of the list of flags on the old version, and add it to the new version: this will let you use the old version in custom battles.
If you want to finish changing all the Harfang units to the old ones, there's one more step - you need to open descr_character.txt and change the battle_model for both the Harfang general and lesser general (they're coded into the game as the dacia faction) to "invisible_general". This will make the general units look right: there may be graphical errors in battle if you don't do it.
FAQs
Q:
I'm having trouble installing the mod!A: Please see the guide
here.
Q:
How do I kill the Giant Kings in Harfang?A: Most factions have some sort of high-damage unit that will make life more easy there. For the nearby factions, Marauder Sorcerors (Marauders), Talking Mice (Narnia), Scorpions/Scorpion carts (Terebinthia), Ballistae (Dwarf States), or Trebuchets (Telmarines) are good monster killers. Also Harfang is usually very heavily reliant on its rulers, and thus assassinations are quite a useful possibility.