Author Topic: Calradia Extended Factions: Total War  (Read 13264 times)

Phoenixguard09

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Calradia Extended Factions: Total War
« on: November 18, 2016, 02:27:40 AM »
I've wanted to do this for years, so I'm going to put the information here right now so I can access it when I do actually start it one day.


Basically, I'd like to put my Extended Factions mod for Warband into Med 2.


I envisage there being two or three campaigns, each covering a different time period, which details the history of Calradia. The first release will just have the original 6 factions, plus the first four I added and the mini-factions for the ten major factions I am including to begin with.


FACTION LIST (Middle Era):
Swadian Empire
Rhodok Republic
Nordic Kingdom
Khergit Khanate
Vaegir Tsardom
Sarranid Sultanate


Halrond Confederacy
Vorrok Clans
Crown of Lyonesse
Nihon Shogunate


Dharrok Clans (Rhodoks)
Eldorian Kingdom (Nords)
Sauromaglae Tribes (Khergits)
Barder Nomads (Sarranids)
Deisyn Clans (Halronds)


After the first release I will create the next batch of factions, again with mini-factions.


Quetzl Tribes
Szabzla Union
Garwall States
Himanchian Dynasty
Basileia Euriae


Torkol Nomads (Euriae)
Baldark Kingdom (Szabzlas)
Kharnite Clans (Himanchians)


The last release will contain the final five factions, along with at least the Late Era campaign, which will contain all the major factions, with assimilated mini-factions and set in a later era, with early blackpowder weapons.


FACTION LIST (Late Era):
Swadian Empire
Vaegir Tsardom
Rhodok Republic (Dharrok Clans)
Khergit Khanate (Sauromaglae Tribes)
Nordic Kingdoms (Eldorian Kingdom)
Sarranid Sultante (Barder Nomads)
Nihon Shogunate
Halrond Confederation (Deisyn Clans)
Vorrok Clans
Crown of Lyonesse (Ornelian Protectorate)
Szabzla Union (Baldark Kingdom and Kazak Nomads)
Garwall States
Himanchian Dynasty (Karnite Clans)
Quetzl Tribes
Basileia Euriae (Torkol Nomads and Nirvam Refugees)
City-State of Geroia
Kingdom of Balion
Grand-Duchy of Arhaut
Hird of Jumne (Berthe Rebels)
Medbrandian Union (Duchy of Helmar)
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Phoenixguard09

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Re: Calradia Extended Factions: Total War
« Reply #1 on: November 18, 2016, 07:05:56 AM »
Okay, so first up:

Most factions will have 'Levy' troops and then the high level troops they can recruit only after upgrading their settlements, barracks and armouries. A few factions, mainly those of the 'Nomad' culture, will have different prerequisites for their units.

Spoiler: Swadian Empire: (click to show/hide)

Spoiler: Rhodok Republic: (click to show/hide)

Spoiler: Nordic Kingdoms: (click to show/hide)


Spoiler: Khergit Khanate: (click to show/hide)

Spoiler: Vaegir Tsardom: (click to show/hide)

Spoiler: Sarranid Sultanate: (click to show/hide)

Spoiler: Halrond Confederacy: (click to show/hide)


Spoiler: Vorrok Clans: (click to show/hide)


Spoiler: Crown of Lyonesse: (click to show/hide)

Spoiler: Nihon Shogunate: (click to show/hide)

So these are all the units which will be in the initial release. :)
« Last Edit: December 05, 2016, 02:54:27 AM by Phoenixguard09 »
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Jubal

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Re: Calradia Extended Factions: Total War
« Reply #2 on: November 18, 2016, 11:43:23 AM »
I will actually get round to installing Med II for this :)
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Phoenixguard09

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Re: Calradia Extended Factions: Total War
« Reply #3 on: November 18, 2016, 01:34:42 PM »
Hopefully that will ensure I actually finish this one. :P

Any ideas on why a few of those units are showing up in super tiny script? It's a bit annoying.

I'll be talking about the layout of the map and possible settlements for each faction soon.

Plus all the other units for the other factions and timelines. I think I'm going to scrap the third campaign era idea and just go with the two eras, being the "Middle Ages" period depicted in Warband and then something a little later with primitive firearms and stuff. I originally wanted to look at "Dark Ages", "Medieval" and "Renaissance" to put it very basically, but the more I think about it, the more I want to keep it simple, and I can't see what appeal an earlier period campaign with less technology and less variety would have compared to the other two, other than if I were to add other factions which are extinct by the next era. As interesting as that sounds, I would then probably be stuck fighting against the faction limit, and, well, that would be armadillo.

Jubs, if you've got any Southern Realms kingdoms you think might fit, feel free to post them here. I have already pinched the names of the Dharroks and Vorroks as we discussed years ago, and I wouldn't mind adding the Lacontians (who are inspired by Lacedaemon, no?) to probably the Euriae, who have 'hoplites' already. I would pick through it myself, with your permission of course, but unfortunately I do not have a computer with the original M&B anymore, so I can't fire up SR at all. :(

I would imagine that the Southern Realms version of Geroia would probably be more impressive than my own, which is basically pikes, crossbows, plate armour and Italian accents. :P
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Phoenixguard09

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Re: Calradia Extended Factions: Total War
« Reply #4 on: November 19, 2016, 09:00:16 AM »
In this post I will talk about how this mod will implement some of Med2's features.

- Cities and castles: In the base game, cities were supposed to be economic centres and the castles were military, but I feel this difference was not stressed enough.

Cities will be unable to build anything higher than a level 1 barracks, restricting the cities to building the equivalents of Levy troops. Cities will also get a garrison script, which will spawn a few levy troops to add to the defending force, representing the population taking up arms to defend their home.

Economically, cities will be much stronger though, as most of the economic buildings can only be built in cities, and their population will be considerably higher, meaning greater taxes.

Castles will be able to garrison a certain number of units with free upkeep, dependent on the size of the castle.

- Religion: I think I will probably amalgamate religion into just Culture, meaning I can dispense with the Pope, Crusades, Priests and Inquisitors. You will need to have a certain percentage of Culture in the region in order to recruit units and such.

- Princesses: One of the first things to be thrown out in many mods, finding a spouse is actually a significant part of M&B, so I think I will keep them. I'd actually like to make them more interesting and useful.

- Merchants and trade goods: Definitely keeping the trade goods, but I think I will ditch the Merchants themselves. I think we'll focus a little more on the actual war bit.
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Phoenixguard09

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Re: Calradia Extended Factions: Total War
« Reply #5 on: November 22, 2016, 03:46:17 PM »
That troop list is a goddamn nightmare to read. I'm going to have to make it smaller. And I forgot to do general bodyguard units.

I am hoping to come up with a way to recruit multiple types of general bodyguard units. After all, it would be strange to have a, for instance, Sauromaglae chieftain riding around with some Khergit Nokhors instead of Argaragantes. I know that all your family members when they come of age get the faction's bodyguard unit, with no way around it, but you can recruit generals with another unit, no? I think that's the case anyway.

I will look to begin this over the holidays. Should be a good little project for me. :P
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Phoenixguard09

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Re: Calradia Extended Factions: Total War
« Reply #6 on: December 04, 2016, 01:07:09 PM »
I've never really been one to allocate my time properly, nor responsibly, so I've actually started this already....
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Phoenixguard09

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Re: Calradia Extended Factions: Total War
« Reply #7 on: December 04, 2016, 05:04:33 PM »
Progress so far has just been on implementing all the necessary factions.

I also need to figure out which, if any, ten mini-factions will be included as full factions for the 'side campaigns'. As an aside, I've found rigging that up to be pretty easy, so I can certainly see multiple campaigns, including mini campaigns intended to be finished in a single sitting.

As far as the mini-factions go, I think content wise the Sauromaglae and the Baldarks can probably be full factions. The Eldorians have plenty of content, but splitting them might cripple their parent faction too much. Same goes for the Deisyn.

At the moment, the campaigns will likely be as follows:
- Early period: Dark ages. Most people are using iron. Lots of skirmishers. Factions: Swadia, Rhodoks, Nords, Vaegirs, Sarranids, Khergits, Vorroks, Halronds, Euriae, Garwalls, Himanchians, Medbrandians and Jumne.

- Middle period: Roughly the time period of Warband itself. Steel has become the weapon of choice. Cavalry, specifically heavy cavalry is king. All factions are available.

- Late period: Late medieval heading into renaissance. Blackpowder weapons are starting to get more common and armour is getting lighter, favouring mobility. Probably all factions available. If mini-factions become full factions, they will most likely not be available for this campaign, having been fully subsumed by their overlords.

- Regional campaigns: Campaigns based around control of smaller sections of the map, even to the point of splitting the map into the two main continents, providing options for short campaigns which can be finished in one session of play.
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Jubal

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Re: Calradia Extended Factions: Total War
« Reply #8 on: December 04, 2016, 06:08:05 PM »
You're certainly welcome to use any SR concepts/content - feel free to shoot me any questions. It's hard to make suggestions without knowing what shape of map you're planning on!

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Phoenixguard09

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Re: Calradia Extended Factions: Total War
« Reply #9 on: December 05, 2016, 08:16:34 AM »
Thanks mate, really appreciate it.

I'm going to try and put the map together at some stage over the next week, so I should be able to show you soon enough. ;)
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Jubal

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Re: Calradia Extended Factions: Total War
« Reply #10 on: December 05, 2016, 11:46:23 AM »
Excellent, look forward to it :)
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Phoenixguard09

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Re: Calradia Extended Factions: Total War
« Reply #11 on: December 07, 2016, 01:22:50 PM »
Just a quick update, I have a high quality model and texture editor on the team now. We got together today to work on Norbayne and this project came up. Duke Dev is currently in the final stages of a his Game Design course and is very willing to help me out with that side of it. Which was nice of him.

With that said, I'm always open to help. If anyone here has any ability in editing Med 2 models and textures, please let me know. I will be providing a multitude of screenshots of what we need, so that will be good.
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Jubal

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Re: Calradia Extended Factions: Total War
« Reply #12 on: December 09, 2016, 07:20:11 PM »
I think I should commit to making my contributions advice only, given my small mountain of a To Do list... great that you've got good people though, look forward tos eeing what happens :)
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Phoenixguard09

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Re: Calradia Extended Factions: Total War
« Reply #13 on: December 10, 2016, 12:47:39 AM »
Haha no problems at all mate. I know. Just your advice and support would be great anyway. ;)
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Jubal

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Re: Calradia Extended Factions: Total War
« Reply #14 on: December 10, 2016, 12:57:47 AM »


I hereby present to this mod an official seal of approval :P
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