Total War: ATTILA

Total War: ATTILA

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Medieval Kingdoms 1212 AD Base Pack - Campaign Alpha
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Tags: mod, Overhaul
File Size
Posted
Updated
1.010 GB
2 Jul, 2018 @ 12:40am
6 Nov @ 10:04am
91 Change Notes ( view )

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Medieval Kingdoms 1212 AD Base Pack - Campaign Alpha

In 1 collection by The_Yogi
Medieval Kingdoms Total War 1212
13 items
Description
MK1212 Campaign Open Alpha:
It's been over 5 years in the making across 2 games, but the Medieval Kingdoms 1212 campaign is finally available to all! Our Open Alpha phase starts today. The campaign as it stands is obviously in an incomplete state, missing technologies, naval units, and mercenaries, though we have plans to add much content in the near future. It currently includes 57 playable factions and various scripted mechanics, such as population and a pope system. The campaign release is also accompanied by a great deal of new content in the form of new factions and units, as well as revamped rosters for preexisting factions.

Campaign Features:

57 playable campaign factions.
Completely custom building chains.
Single region provinces, where every region on the map has 6 slots.
Over 4,000 beautifully modeled and period-accurate units (
Optional music mod.
Optional UI sound effect replacement mod
Three Tier Unit Upgrade System based on the three centuries this mod covers (13th, 14th, and 15th Century)
10 Building Slots per Settlement: No longer your cities be limited to 6 or 4 buildings.


Scripted Features:

Annex Vassals: Diplomatically annex vassals who have been subjugated for 10 or more turns.
Buffer States: Release vassal buffer states from conquered territories where your direct control may be tenuous.
Crusades): Travel far from your homeland to retake the Holy Land, in service of God or perhaps in search of glory and power.
Decisions: Enact decisions that can affect your ruler or your realm.
Dynamic Faction Ranks: Any faction in the campaign can grow from a county to an empire.
Holy Roman Empire System: Summon the Prince Electors to crown you as the Holy Roman Emperor
Population: Cities now have population, which directly affects their squalor levels and economy. All non-mercenary units require population of their respective classes to recruit.
Frontend Overhaul: The frontend has been overhauled with changes such as a Grand Campaign start date selector (currently only 1212 AD is available), a modified faction selection screen, and increased room for factions in custom battles.
Story Events: Various factions have scripted story events, offering unique challenges for certain factions.
The Pope: Catholic factions may find themselves with a thorn in their side in the form of His Holiness himself. However, those who placate the pope may receive certain boons.
War Weariness: Returning from Age of Charlemagne but modified to suit the needs of MK1212, War Weariness encourages shorter and fewer wars.
World Events: The world itself will not stand idle as you progress through the campaign. Invasions, great plagues, famines, and climate change can all ravage the land.

What's Missing?:

College of Cardinals: Papal elections
Mercenaries: A few factional mercenaries are implemented but the rest will be implemented in the foreseeable future.
Naval Battles: These are still W.I.P. as they utilize custom ship models, but show promising signs so far.
Republic Mechanics: Political and trade mechanics are planned for the Italian merchant republics.
Islam Mechanics


Campaign FAQ:

Q: Are any DLCs or other mods required?

A: No DLCs are required, but to properly play the campaign you will require Model packs 1-6, and the Script pack. All of these are listed as required items in the base pack's workshop page. If you so choose, you can also use the optional music mod, located here. Lastly, there is a UI sound replacement mod, but due to the nature of its implementation it cannot be uploaded to the workshop. Simply download the .pack file from ModDB and place it in your Total War Attila/data folder and it will automatically load in when you launch the game (does not appear in the mod manager). To disable its use just move it somewhere else or delete it.

Q: Why are there no medieval buildings yet?

A: Our efforts so far have been focused on designing the campaign and fleshing out unit rosters. Once these tasks are done, the focus will shift to battle maps and campaign map settlement models.

Q: Can the campaign map be modified to add new regions? And why are some regions not in the right place?

A: As there are no official campaign map modding tools aside from Terry (which mostly does cosmetic changes), campaign map editing is next to impossible until methods of doing so are discovered.

Q: Are you looking for any help with the mod?

A: We are currently looking for anyone who can do 2D art for the UI, as well as building modelers and anyone with experience in battle map editing for Total War titles.

Q: When will mercenaries, naval units, etc. be added?

A: When they're ready.

Q: The Campaign Faction Selection are broken! It only have 1 row under "Balticum et Ruthenia"!

Subscribe to Medieval Kingdoms 1212 Scripts and activate it.



Recommended Mod Loading Order
Medieval Kingdoms 1212AD Scripts
Medieval Kingdoms 1212AD - Custom Cities Beta
Medieval Kingdoms 1212AD Base Pack - Campaign Alpha
Medieval Kingdoms 1212AD Models Pack 1.v2
Medieval Kingdoms 1212AD Models Pack 2
Medieval Kingdoms 1212AD Models Pack 3
Medieval Kingdoms 1212AD Models Pack 4
Medieval Kingdoms 1212AD Models Pack 5
Medieval Kingdoms 1212AD Models Pack 6
Medieval Kingdoms 1212AD Models Pack 7
Medieval Kingdoms 1212AD Models Pack 8
Medieval Kingdoms 1212AD Models Pack 9
Medieval Kingdoms 1212AD Music



======== ASSETS USAGE AND PERMISSION POLICY=========
1. This mod contains both original works made by the team, and Open Source Project (OSP) models.
2. All Original assets, including but not limited to models, textures, 2D images, scripts, that are part of any pack uploaded by the MKTW 1212 team are provided for the exclusive use of the MKTW 1212 mod
3.Any other use must require explicit permission from the modding team itself and without any commercial benefit, whether through the resale of such content or through required donations from third parties.
4.Open source project models have all been provided to the MKTW 1212 under specific conditions by their authors.
5.Any use of Open Source Product Models or derivatives is permissible, as long as their use does not come with monetary profit, is not expressly forbidden by the original creator and does not violate the conditions that the MKTW 1212 team is bound to for the use of these OSP models.

========================================================


Our ModDB Page:
https://www.moddb.com/mods/medieval-kingdoms-total-war-attila-version

Our Total War Center Subforum:
http://www.twcenter.net/forums/forumdisplay.php?1767-Medieval-Kingdoms-Total-War-(MKTW)

Our Discord Channel:
https://discord.gg/ejQUD8N

Our Steam Group:
https://steamproxy.net/groups/MTWK1212AD

Our Trello
https://trello.com/b/y1W4DIM8/medieval-kingdoms-1212-ad-development

Old Versions (in case one wants to finish their old Campaigns before new updates)
https://drive.google.com/drive/folders/1SvALm_ZDfLn741QbVztUP7GhEo-BheZ8?usp=sharing
Popular Discussions View All (462)
2
18 Dec @ 7:04pm
Cant see Singleplayer Campaign
Rainox Gamer
2
18 Dec @ 7:03pm
The mod campaign does not appear, it says that the packs are not placed correctly
Tyller
2
1 Dec @ 7:50am
Can't place units on some parts of city walls
Maximus
6,737 Comments
Ave, True To Caesar! 23 hours ago 
@Sean well idk about here but in medieval 2 cities would bring more income and you could raise taxes there (or lower them), while citadels have a fixed smaller income.
Sean 19 Dec @ 12:57am 
I like the way you have a choice between cities and citadels, reminds me of Medieval 2. Thing is, I can't see any reason not to have citadels everywhere and no cities. Am I missing something obvious here (very possible ngl)
Oh for Fox Sake 18 Dec @ 7:07pm 
@Nick
If you go to the Discord Troubleshoot page, the current load order popup when loading the game can safely be ignored.
Don't play HRE
And the game is currently hard codded at 2TPY atm and cannot be change in anyway.
Oh for Fox Sake 18 Dec @ 7:05pm 
Is the mod hard codding the TPY to 2? How do I fix this? Nothing I seem to do allows me to change it.
styggsylt 18 Dec @ 5:19am 
@Nick same here! "the faction leader's image is replaced by a white screen"
mattone 17 Dec @ 1:02am 
Why spear units do not have "counter charge"?
bulhway 15 Dec @ 4:44pm 
@Emir Ismael, thank you, I appreciate it. Is there any other way I can have a 4 TPY chance and double unit/no cap/1turn options? Are you aware of other mods, or mod order, that is compatible wih the new .pack 9? Regards and thanks.
ambe79 15 Dec @ 7:40am 
I have an issue with some Zengid units.They are invisible during battle ?
Any sugestions?
Also there is only 2 turns during year?
BigGun 12 Dec @ 5:59pm 
Thank you for your hard work. You did great
KinMan 11 Dec @ 1:16am 
I wanna play this for the gun uses but although I subscribed to the other stuff, a lot of the model packs won't activate. I even pressed activate all and still nothing.