![]() Both of these are going to be altered in such a way as to be different, maybe even somewhat drastically, than what most people are used to. This is because, for reasons above, there will not be enough space per area in order to add in all of the diverse cultures.Įducation and focuses. It takes time in order to replenish significant loses so do not expect a fresh army to quickly reinforce.Ĭultures are going to be in generalized forms as compared to vanilla CK:II and some other mods. The wait depends on the size of the levy. Once you raise your levy it will take some time before it is fully mobilized. Because there are less provinces per area, they will be buffed to some degree additional modifiers will exist. Retinues, levy size and reinforcement rates, and unit travel speed will all have to be tweaked in order to reflect the scale of the new map. ![]() This feature will be available to every culture present in the game once the requirements have been fulfilled. Technology level, religion, as well as a few other key components will be prerequisites before one can attempt such an endeavor. ![]() It will work in a similar fashion as in the module A Game of Thrones though it will have a few adjustments in order to fit. Generally speaking, the focus of this mod is on dukes and higher.Ĭolonies and colonization will also be a feature at some point down the road. However, if time permits at a later date, these issues may be readdressed. Histories of dynasties and titles will also not be too in depth due to a prioritized development plan. Also, this likely means that only the dynasties of some importance during the chosen start date will be included. The above also means that players who enjoy playing as minor counts and working their way up to emperor may be disappointed with how some of this is going to work. This setup will require a some fine tuning to ensure that it is both functional and enjoyable. Kings will be emperors dukes = kings counts = dukes barons = counts. Additionally this means that ranks will be switched in order to reflect this type of system. Please not that this example does not mean that this will be the exact setup for this particular duchy.īecause of how this is going to be done, there must be other changes with certain mechanics, such as to how CB's may have to work. Poitou, La Marches, Angoulême, Périgord, Auvergne, Saintonge and Limousin will be the counties (holdings/baronies). Instead of having individual provinces that make up a duchy which in turn make up a kingdom which in turn make up an empire – duchies will be featured as regions (provinces) and their holdings (baronies) will be composed of the provinces/counties.Īn example: The Duchy of Aquitaine will be the region (province). So what is the plan on how it shall be done? Well, this is another area in which this module aspires to be different and perhaps offer an alternative way to play the game. Simply put, there just is not enough room to fit in every little detail and even if were possible, the amount of processing power required would be straining on many computers. Do note however that all you can do at this point is select from a vanilla character and pan/zoom around.ĭue to the nature of the grander scale, there will be alterations in how provinces are mapped out and configured. ![]() See the end of this post for a download link if you so wish to test the map out. NOTE: This is being developed with some ahistoricism in mind. That and the EU4 map looks rather pretty if not 100% accurate. The reason being is that development can proceed much more quickly this way. The area will now consist of the entire world, minus Antarctica and is largely in thanks due to successfully porting over the Europa Universalis 4 map. One of the biggest key differences is that the map will no longer be restricted to Europe, northern Africa, the Middle East and/or India. Imperium Universalis will aspire to be different than most other modules featured for CK:II though it will at times share similarities.
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