Magna Germania

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Author: Pontifexum

Last revision: 16 May, 2023 at 23:09 UTC

File size: 74.82 MB

On Steam Workshop

Description:

Magna Germania is an overhaul for the Grand Campaign that focuses primarily on the Germanic factions. There are 6 new playable factions with expanded unit rosters, new campaign/battle mechanics, revamped UI visuals, and much more — all while striving for historical accuracy and a vanilla feel overall!

IMPORTANT –
Considering the context of the overhaul, If you want to play as a non-Germanic faction I’d recommend turning off this mod in the mod manager.

Playable Factions

Kimbroz (Cimbri)
Heruskoz (Cherusci)
Frisiz (Frisii)
Gutaniz (Gutones)
Rugoz (Rugii)
Sweboz (Suebi)

Campaign

4 TPY
– Starting situations for some of the factions have been tweaked to create more of a unique challenge.
– New political parties for all Germanic factions. The generic anthropological party names have been replaced with the names of local tribes, so as to imply a federation of sorts (with the ruling party as the hegemonic leader).
– Event messages and their cover art have been restyled to have a more Celto-Germanic feel.
– The Sweboz missions/objectives have also been revamped for a more personalized experience. The minor Germanic factions do not have objectives at the moment, this may change in the future.
– Germanic factions can now loot settlements, and their sack/loot bonuses have been boosted to incentivize their use.
– Raiding a faction’s territory brings in more gold now, also penalizes the affected faction’s public order slightly more than the base game.
– Some of the campaign mission rewards have been altered to fit the scale of their objective. The vanilla incentives are pretty atrocious lol
– Unfortunately you cannot autosave when playing as one of the minor factions (if anyone knows how to fix this I would forever be in your debt)

Units/Generals

– Around 25 new Germanic units, some of which are faction specific. A couple of the vanilla units were taken out of the game to create a slightly more realistic recruiting situation.
– Most of the vanilla Germanic units have been reskinned
– All these units/factions are playable in custom battles
– About 15 new male generals and half a dozen new female generals.
– 12 new officer skins
– Includes 72 new shield designs created by AveMetal (see screenshots)
– The entire Grand Campaign roster stats have been adjusted to better reflect ancient warfare (largely influenced from Para Bellum combat), e.g. low-tier barbarian units have more men per unit (x2) and shields/armor types now have more consistency. All Germanic units (aside from heavy projectiles) can now form loose spacing to help minimalize casualties too.
– Germanic melee infantry units have the special ability ‘Tactical Retreat’, which allows them to disengage from combat without taking a high amount of casualties (thank you AveMetal for this!)

Local

– Used reconstructed Proto-Germanic for the names of the factions, characters, forces, and units for the mod. My intent was to give it a slightly more authentic playthrough experience (instead of seeing modern/medieval Germanic names). The terms are academically attested for the most part.
– Names/descriptions of most military chain buildings, settlement buildings, and religious buildings have been altered.
– Barbarian dilemmas/incidents are now more personalized to the Germanic factions.

Credits

The Gutaniz flagset was created by Ryouji. Dude’s also a skilled cosplayer y’all should check out his insta page! – Ryouji’s Insta[www.instagram.com]
The Germanic culture icon symbol and the ‘Tactical Retreat’ ability are from AveMetal’s legendary Para Bellum mod
The Sweboz flagset comes from Nordo’s Suebi Emblem mod, found here – Suebi Emblem

Special thanks to the legends M.I.B., Wolf of Iberia, and AveMetal for answering the mountain of questions I had about modding and helping with suggestions. Definitely the most hospitable community I’ve ever been part of!