Unit
Notes readme
for the
Medieval Mod IV for Total War: Viking Expansion
This
text covers the general changes that have been made to various unit types in
the game. It is not meant to be a comprehensive list, but I have tried to cover
the major changes, and those which may cause confusion to players not yet used
to the mod. The only way to get a complete picture of the changes and unit
availability for each faction is by making use of all the readmes and
spreadsheets created for the mod, and by playing the game. The number and
variety of changes made may lead to some wasted effort and/or frustration until
you get used to the modifications. Just remember that none of them were made
lightly, and are in fact the result of countless hours spent playing the game,
and conversing with other players such as yourself, both on the forums and
through emails, since September of 2002.
Additional provincial restrictions:
I
hope that you have already covered the Introductory Readme, and are familiar
with the new concepts introduced in the mod, most of which are critical to
understanding how the game now works. The most significant of these new
concepts is that of Homelands, which is the method devised to restrict unit
production to a dozen or so provinces for each faction. Well, a number of units
are further restricted to a few provinces within the Homelands of the
factions(s) which can create them. Most English and Byzantine units are
restricted in this manner, as well as Sicilian Muslim units (Sicily), desert
units (North Africa or Arabia), and Russian heavy infantry units (the
western-most provinces of their Homeland). Such restrictions are noted in the Faction descriptions text for each faction, and
players are strongly advised to write down any restrictions for their faction
until they have memorized them.
Steppe-specific
units:
Units
restricted to the steppe provinces in the vanilla game, like Steppe Cavalry,
are now also restricted to those factions whose Homelands contain the provinces
where these units are found. This includes the Russian and Novgorod factions, plus the new Kievans and Cuman.
The Golden Horde can also recruit Steppe
Cavalry, since they do not have a light lance cavalry among their unique units.
Steppe
units can be recruited from anywhere in the Russian Homeland.
Era restrictions:
A unit which first appears in the Early era may not be available
in the Late era if a better version becomes available in the High era. For
example, if a faction gets Feudal Sgts. for the Early era, and Chiv. Sgts. for
the High era, then the Feudal variety will be discontinued after the end of the
High era. This way, if you can’t build Chiv. Sgts. right away when the High era
begins, you will still have access to a spear unit until you have improved your
infrastructure. When the Late era begins, however, it is expected that you can
begin constructing High era units immediately, or almost, and thus you will
have no need for the old, now outdated Feudal unit. This system was enacted to
help force the AI to construct better, more modern units by denying it access
to the cheap, outdated units that it prefers to build.
Turns to complete:
The
most powerful and expensive units in the game, which include High-era heavy cavalry, plus many units found in the Late
era, take two turns to build. This was done to
try and restrict the number of truly elite units which could be placed on the
battlefield, and thus overwhelm an opponent with sheer strength.
Generally
speaking, infantry units costing 450 or
more, and cavalry units costing 500 or more,
suffer the two-turn penalty.
In
addition, all ships take three turns to
build.
Artillery units
take no more than two turns to complete.
Rebels:
Rebel
provinces can no longer construct units. This was done to help minimize their effects upon the AI
factions, and better fit into the role that I think they should play in the
game; that of opportunities for expansion.
Uprisings and Re-appearances:
I have re-worked the priorities and settings for the various types
of revolts to reflect the massive changes that the mod makes to the units in
the game. Basically, I have designated Crusade and Jihad units, which are detailed
below, as the base units for Catholic and Muslim revolts, while individual
units have been selected for the Orthodox revolts. The Crusade and Jihad units were chosen to help
standardize the strength and composition of the uprisings and make it easier to
change them without having to go through dozens and dozens of units for
individual factions. For peasant revolts and bandits I selected individual
units on the basis of both their statistics and special qualities, such as
being mercenaries or regional units.
Note that there is a bug in the game with
regards to revolts.
Apparently this bug was in the original, 1.0 version of the game, and somehow
re-appeared in the 2.01 patch. The bug seems to involve peasant revolts and uprisings which involve
multiple provinces, such as faction re-appearances and the appearance of the Horde. The bug results in the creation of
all-artillery or all-Naptha Thrower armies in certain provinces.
Mercenaries:
The
chances of mercenaries appearing has been cut in half,
and may only appear in provinces with the Mercenary
good. In addition, most all of the units more powerful than Feudal Men-at-Arms
and Mamluk Horse Archers, except for Pikemen, have been eliminated. I did this
because it was simply too easy to hire an overwhelming force early in the game
by going on a merc “shopping spree”.
Bodyguards:
The
discovery that the game ignores any era restrictions on bodyguard units allowed
the designation of faction-specific units for each faction. Bodyguards can be
any regular troop. The Italians, in fact, don’t even use cavalry, but a variety of
infantry instead! Bodyguards are denoted in the faction
descriptions text by the initials “BG”.
Dismounting:
Most
cavalry units can now dismount in open battles. Units which dismount into missile
units, and those which form decent infantry are now available. This should make
cavalry more versatile when you are faced with an obvious defensive battle, and
don’t want your cavalry to be sitting ducks for enemy missile troops, or if you
find yourself in heavily wooded terrain.
Hybrid units:
I
have removed almost all of the hybrid melee/archer units from the game, since
the AI does such a poor job of handling them.
Cavalry killers:
Some
cavalry units now have advantages versus other mounted units, reflecting a
training emphasis on cavalry vs. cavalry warfare, though sometimes at the
expense of their infantry warfare abilities. This unit type was developed
specifically for the Medieval mod, and is not found in the original game.
Correctly using these units can be a significant advantage on the battlefield.
Examples include the Knights of Dobryzn, Cossacks, Hirden and Hungarian Nobles.
Pikes:
Pike
units are now 25% larger than spear units, to help take better advantage of their additional support
rows.
Swiss
types:
Swiss Pike units generally
have higher attack, charge, morale and mobility than standard units.
Swiss Halbardiers have these same advantages, but give up a
little armour and defense in return.
Byzantine units now use their Greek names, to
enhance the historical feel of the game. Their icons are the same, though, so
you should not have much trouble in knowing what they are when you see them.
I
have generally reduced the cost, and especially the
upkeep, of most Byzantine units. It should be noted, however, that the Imperial
line of troops available in the Late era are considered Mercenaries, and thus
require an Inn in addition to their normal
building requirements. They also cost 50% more to hire than regular
troops, though their upkeep remains normal.
Latin States can also
hire Paramonai and the Imperial line of Byzantine troops, and at only 13%
more than normal, though they lose the ability to recruit the comparable Outremer units.
Mongol units have been
strengthened, with Horse Archers given a bonus to walking speed, and hopefully stamina, which was
one of the keys to their success. In addition, all Mongol units are 25% larger than normal, cost one-third less than normal to produce and
support, and have lower
building requirements. Finally, Mongol units now affect the faith of provincial populations
ala Priests. This, along with the new Shaman Shrines and Temples, should help
the Mongols prevent revolts and uprisings, and leave more of their forces free
to carry out offensive operations.
The Horde cannot build ships, as they are designed to be more of a force of nature than a
traditional faction. This means that you cannot conquer the world as the Horde,
but then the Horde is too overpowered to offer any kind of challenge for the
player to control. They are available to you, but they are designed to be your
most potent foe.
Also, the Horde cannot produce Princesses or build Emissaries, as the Horde weren’t known for their negotiating skills, either.
Playtesting revealed that the Horde would happily seek out treaties and
alliances if given diplomats, which is not what the Horde should be doing in
this game.
The new Pagan Shaman, which is a “converted”
Imam, helps convert and pacify the populations under the control of Pagan
factions, except for the Horde. (Actually, the Horde can build them, but should not actually do so, since their priority
has been set to zero.)
Muslim units are 25% larger than normal, except
for missile units, to reflect their emphasis on lightly armoured skirmishers
rather than heavy assault troops. This allows the Muslims to compensate for the
restriction on the number of units allowed on the battlefield. Their units cost
the same to hire as normal-sized units, but their upkeep is proportionally
larger. The melee stats of Muslim infantry units have generally been raised,
and several former hybrid units are now dedicated melee units. Compared to
Christian units, Muslim units generally have higher attack, but lower defense
and armour, are faster and have better morale. This was done so that they could
better compete with Christian units, since the game’s limited battle map
restricts their ability to use the skirmishing tactics that they historically
employed.
Many
Muslim units now have different names.
This was done to improve the historical accuracy of the mod in the same way
that we have researched the Christian units. For many of the units the name was
the only thing that changed, except for the elimination of the hybrid units as
discussed above. There are a few that may confuse you though, and I have tried
to anticipate which ones and list them here.
I
returned the Ghulam Cavalry to the Turks, where it takes over the Ottoman Sipahi unit.
Since Ottoman units don’t historically appear until the Late era, and the Turks
didn’t need another Late-era cavalry unit, I just removed the Sipahi from the
game and replaced them with Ghulam.
The
Ghulam tribesmen were also known for their archers, so I gave their name to the Turkish archer unit.
The
old Almohad
Ghulam unit was simply re-named Berber
Cavalry.
The
Khwarazmian Cavalry were another Turkish-only
unit that was not needed, so it too was removed from the game, and its unit was
re-named Saracen Hvy. Cavalry. Quokka’s research turned up the fact that the
Saracens were originally a tribe from the Sinai, known for its swordsmen and
horse archers, but a heavier unit is also mentioned. The Crusaders came to use
“Saracen” as a generic term for the Muslim forces, but I have tried to keep
them to their native region and unit types as best I could. I restricted the old Saracen Infantry to the Turks,
and re-named it Azap Infantry, which were one
of the tribes included in the Turkish forces.
Ships:
Ships
have been divided into four cultural lines, with one ship in each era. In
addition, Early-era ships are excluded from the Late era. High-era ships are
still available in the Late era. All ships take
three turns to build. Ships no longer need
Foundries to
produce, and Shipyard requirements have been standardized so that Early-era
ships need a Shipwright, High-era ships a Dockyard, and Late-era vessels a Shipbuilders Guild.
The Caravel, available to any faction in
the High era, requires a Shipbuilders Guild to enable it to cross open
water, and thus avoid the “Santa Anna” winds that normally prevent ships from
entering or leaving the Mediterranean Sea. It is the only High era ship
which can do so, and is thus required for Southern and Eastern-European
factions to conquer the entire map before the Late era.
Northern and Western European Catholics factions
have no provincial restrictions placed upon their Barques, Cogs
and Carracks. This is due to the wide dispersion of these factions, the
probable limited access that some of them will have to any coast, and the lower
number of coastal provinces in the northern section of the map.
The
Muslim ships stay the same, but can only be
built in Muslim Homelands, which consist of Asia Minor, the Middle East, North
Africa, and the Iberian Peninsula.
The
third line belongs to the Genoese, Venetians, Sicilians, Papists, and
Hungarians and consists of Galleys, Fire
Galleys and Gun Galleys. They can only be built in the Italian Homeland and
western Balkans.
The
last line belongs to the non-Muslim factions inhabiting
the Black Sea and the Eastern Mediterranean. Their line consists of
Dromons, Fire Galleys and War Galleys, and can generally be built in the Balkans, Asia Minor and on the coast of
the Black Sea.
Crusades and Jihads:
I
have totally re-worked almost everything about Crusades and Jihads, based upon
the opinions of myself and others on the forums, and using the knowledge given
by Eat Cold Steel.
Note that the factions which I allowed to
launch Crusades for v1.85 of the mod, the Poles,
Hungarians and Sicilians,
can no longer do so.
Crusading
factions can recruit all of the Outremer units, in the Outremer Homeland, except for
the Italian factions, the Genoese and Venetians,
due to the close proximity of their Homelands. Playtesting showed that giving
them this ability effectively gave them two Homelands.
Chapter Houses
are now unique. Note that since Crusades now
take so much longer to build, it is not a good idea to create them in your
capital.
Crusades
themselves now cost 4000 florins, which is
compensated for by the fact that fives times as many units are created by them.
This means that a dozen or more units should be created by the Crusade for the
human, and who knows how many for the AI.
A
Crusade now takes ten
years to build,
to insure that they will be few and far between, as they were historically.
Jihads now take five
years and 2000 florins to build, and
produce four times as many units as before.
Note: Jihads now require the unique Grand Mosque, rather than a Ribat.
Eleven
unique Crusade units
have been created, along with eight Jihad units, which are no longer available as
regular units. I think that the best way to show the new units’ layout is
through the charts below, which I hope are self-explanatory. One important
thing to note, however, is that early units are not
available in later eras, unless specified in the chart.
Note: Crusades and Jihads may contain many more than sixteen units, in which case an arrow will
appear on the left side of the review panel.
|
Unit type / Era |
Early |
High |
Late |
|
Spearmen |
Feudal Sergeants |
Chivalric Sergeants |
Order Foot Soldiers |
|
Archers |
Pavise Crossbows |
Pavise Crossbows |
Pavise Crossbows |
|
Swordsmen |
Feudal Foot Knights |
Chivalric Foot Knights |
Hospitaller Ft. Kn. |
|
Light Cavalry |
Mounted Sergeants |
Gendarmes |
Gendarmes |
|
Heavy Cavalry |
Knights Templar |
Knights Templar |
Kn. Hospitaller |
|
Unit type / Era |
Early |
High |
Late |
|
Spearmen |
Muwahid Foot |
Muwahid Foot |
Muwahid Foot |
|
Archers |
Jihad Archers |
Jihad Archers |
Jihad Archers |
|
Swordsmen |
Dervish Infantry |
Dervish/Rabata Swordsmen |
Rabata Swordsmen |
|
Light Cavalry |
Rabata Cavalry |
Rabata Cavalry |
Rabata Cavalry |
|
Heavy Cavalry |
Early Ghulam Guards |
High Ghulam Guards |
Late Ghulam Guards |
Artillery and Missile units:
Playtesting revealed that the AI would produce hordes of generic
missile and artillery units in non-Homeland provinces, so a couple of
techniques were devised to either limit the production of these units to
Homelands, or severely limit the number of provinces in the game capable of
producing these types of units.
As mentioned in the Non-units Readme, Siege engineers, Foundries and Gunsmiths are now unique.
Thus the only way to control more than one of them is to capture a rival’s
structure. In addition, several artillery units were removed from the game
in order to make room for other units. The units removed were the Ballista, Mangonel, Mortar and Bombard. Due
to the reduced number of artillery units left in the game, the remaining
artillery units no longer have faction or religion restrictions, except for
Organ Guns. Please see the units spreadsheet
for building requirements and era restrictions on these remaining units. Organ Guns are restricted
to the Venetians
and Genoese, and require Leonardo’s Workshop to
produce.
Note that Serpentines
and Organ Guns no longer require both
foundries and gunsmiths.
Hand-held Gunpowder units now require unique buildings, and are restricted to the Late era, except for Naptha Throwers. However, they only require a Castle to produce.
Naptha Throwers may only be built by the Byzantines, and require the Naptha Refinery to produce. In addition, their troop size has been raised from 12
to 16, and their throwing range has been increased by 50%.
Handgunners are only available to the Papists, Venetians and Genoese.
Mamluk Handgunners are now
restricted to the Egyptians, as they were in
the original game. Though they are described as Handguns, they have the same
projectile stats as the Arquebus. This accurately reflects their technical superiority to
the Christians in this period in history.
Arquebusiers are restricted to the Russians, Kievans and People of Novgorod.
Generic
missile units are shared by more than one faction, and thus are available
in more than one Homeland to any faction which can construct them. For
example, Pavise Crossbowmen would be available to the Russians if they were
ever to conquer one of the Iberian Peninsula provinces. I have done my best,
and about driven myself insane at times, in trying to arrange the units so that
factions which share a given unit do not have homelands which are close to one
another. The closest factions which share a unit are the Danes/Swedes and the
Hungarians, who share Arbalesters.
Note: Players who capture
distant provinces capable of producing the same generic missile units as the
player’s faction should refrain from taking advantage of this, though
there is no way to program the AI to do the same.
Projectile
stats:
Many
changes were made to the various projectile stats used in the game, and the
most general changes are described below, with a chart detailing the specifics
at the bottom.
I
separated the various missile types by the number of rounds of ammo they
carried, to help in calculating their price, balancing their power, and to reflect
their relative quality. The topmost section of the chart contains the varieties
of the most common weapon of the era, the bow.
Bow descriptions and
histories:
The
Shortbow is the common bow of Western and
Central European infantry, and of lesser-qualified horse archers.
The
Compound bow is the common bow of Muslim
forces, and of some bordering Christian states who have adopted the technology.
Compared to the shortbow, it is stiffer, with a greater pull weight. The common
tactic is to use it with light arrows and a quick draw and release at a lower
angle. This gives the arrow superior velocity and some armour penetration, and
its smaller size allows more of them to be carried in a quiver. However, wind
resistance reduces the maximum angle at which the light arrow can be effectively
fired, thus cutting its range down to that of the common bow.
The
Mongol bow is even
harder to draw than the compound bow, and the Mongols took a deeper pull as
well. This allows the use of a heavier arrow and arrowhead while still
achieving higher speeds than a shortbow. This combination of speed and weight
produces a greater effective range. The heavier arrow, along with their sophisticated
variety of arrowheads, which the Mongols matched to the armour of their
opponents, produced superior armour penetration. Thus the Mongols used a
combination of technology, tactics and arm strength to carve out the largest
land empire the world has ever known.
The Longbow is actually an ancient
weapon, used by the peoples of India during the time of Alexander the Great. It
is much larger than common bows, and can be pulled deeper without additional
deformation and loss of energy transfer. The Welsh experimented with various
types of wood until they found one, yew, which produced the most efficient
transfer of energy to the arrow. Then they made their bows 6 ft. or more in
length, and drew them back to their ears. Next they developed a large-diameter
arrow containing an iron tip 7cm (2.75in) long, and draw weights ranging from a
large 48kg (106lb) to an astonishing 98kg (216lb). The result of all this was to create a weapon
with unprecedented range, accuracy and armour penetration. The only drawbacks
to this magnificent weapon are its longer reload time and smaller quiver, both
due to the large size of its arrows, and the daily practice required to develop
the arm strength necessary to draw the weapon and the skill to use it
accurately at long range.
Overall, the largest changes were made to the other hand-held missile
weapons in the game, however. Whereas the archery weapons mostly needed
refinement and differentiation, many of the less common weapons were
practically unusable with their original stats. The exception was the Arbalest,
which was too powerful, to the point where it is practically the only missile weapon
used in multiplayer games.
You will notice that the range of short-range weapons has been
increased, to try and make it possible for these units to fire before being
forced to skirmish.
I increased the range of Javelins by 67%, Darts by 40%, Grenades by 50%, and Handguns by 25%.
The reload
times of javelins and gunpowder units were lowered, and their
accuracy was increased substantially,
to make them more of a factor in battle, where it was a generally held belief among
multiplayers that they were practically useless. Conversely, I increased the reload time of archers slightly, so that their ammo
would last longer.
The only units which were reduced in overall power were the bolt units, by a reduction of ammo and lethality.
This was done primarily as the result of multiplayer opinions, where the
consensus was that Arbalests was significantly over-powered. I did, however, increase
their armour penetration slightly, as well as reduce the reload time of Crossbows, so as to make more
efficient use of its ammo, and to separate it from the more powerful, but
supposedly more cumbersome, Arbalest.
Pavise Crossbowmen and
Pavise Arbalesters now
require the same level of Bowyer as the plain versions, but with the additional
requirement of a first and second level Armourer,
respectively.
I
have strengthened the effects of Burning Oil,
which many have complained about as being insignificant. I also lowered the minimum angle at which missile units can fire, in order to allow them to
shoot downhill at steeper angles.
Below
is a chart which contains the projectile stat
categories which have been altered. The modified settings are listed first,
followed by the originals in parentheses. Beneficial changes are colored red, while detrimental changes are in blue.
|
Weapon/ Statistic |
Ammo |
Range |
Velocity |
Accuracy |
Lethality |
Arm. Mod. |
Power |
Draw time |
Reload time |
Reload moving? |
|
Longbow |
26 |
7000 (6000) |
200 (150) |
0.75 (.60) |
0.70 |
0.40 (0.5) |
2 |
30 |
6 (4) |
no |
|
Shortbow |
28 |
5750 (5000) |
175 (150) |
0.60 |
0.68 |
1.00 |
1 |
25 |
5 (4) |
no |
|
Mongol bow (new) |
30 |
6250 |
185 |
0.65 (.60) |
0.70 |
0.50 |
2 |
20 |
5 (4) |
Yes |
|
Compound bow |
36 |
5750 (5000) |
210 (150) |
0.60 |
0.69 |
0.80 (1.0) |
1 |
20 |
4 |
Yes (no) |
|
Crossbow |
24 |
5000 |
225 (250) |
0.70 |
0.90 (1.00) |
0.35 (0.4) |
2 |
10 |
9 (15) |
no |
|
Arbalest |
24 |
6000 |
275 (250) |
0.75 |
1.15
(1.25) |
0.25 (0.3) |
3 |
10 |
15 |
no |
|
Javelin |
4 |
2500 (1500) |
100 (80) |
0.70
(.15) |
1.10 (2.00) |
0.30 |
2 |
0 |
2 (3) |
yes |
|
Arquebus |
12 |
4000 |
330 (300) |
0.15
(.07) |
4.00 |
0.015 |
4 |
0 |
20 (30) |
no |
|
Handgun |
12 |
2500 (2000) |
300 |
0.15
(.05) |
4.00 |
0.015 |
4 |
0 |
20 (30) |
no |