Realistic Navy for 1212

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Author: EARL

Last revision: 22 May at 15:07 UTC (1)

File size: 2.85 GB

On Steam Workshop

Description:
a few remarks

I know this will take up quite some space, but there are some things I must get off my chest.

Games are ultimately meant to be experienced and enjoyed. A historical atmosphere is just the icing on the cake—it should never overshadow the essence. Stubbornly clinging to the idea of "100% historical accuracy" is itself a misconception, and in reality, it’s impossible to achieve a complete replica. Most historical mods make reasonable adaptations for the sake of gameplay. My creative philosophy has always been about balancing historical context with entertainment, leaning more toward the gaming experience. I’ve added numerous units to enrich the content, many of which are just fun Easter eggs—there’s no need to overanalyze or politicize them. I’m well-versed in the relevant historical materials, so please don’t assume I lack proper research.

I’d also like to address certain individuals on the Discord: You appropriated my creative work without credit, and after being exposed, your attitude shifted repeatedly. Now, you deliberately avoid mentioning the fact that you once drew from my work—such behavior crosses a line. What you call "learning and borrowing" is nothing more than tweaking others’ well-developed mods and releasing them as your own, or simply bundling others’ MODs together and presenting them as your own creation. Instead of wasting energy on networking and putting on a show for attention, why not focus on honing your craft and creating something truly original and valuable?

I create out of passion and have never been one for confrontation, but patience should not be mistaken for weakness. Though I rarely log into the platform, I’m well aware of what goes on behind the scenes: surface praise but behind-the-scenes sarcasm toward my players, mocking and suppressing discussions about my mods, and even forming cliques to disparage in private. The modding community was born out of shared passion—it should be a space for harmony and mutual appreciation, not scheming and undermining one another.

Then there are those who claim to be the "authority on historical accuracy," wielding their influence with arrogance and ignorance. They preach historical rigor, yet their own works are filled with exaggerated, ahistorical character models. The hypocrisy is plain to see. What mods players choose or which styles they prefer is entirely up to them—you have no right to mock or belittle their preferences. And while you’re at it, ask yourselves: What have you actually contributed to the 1212 community?

Nowadays, dedicated creators who quietly serve the community are often maliciously slandered, while opportunists seize the spotlight. This situation cannot be divorced from the MK1212dev team’s own responsibility. Pride is the first of the seven deadly sins, and it breeds nothing but vanity. It attracts hangers-on who latch onto prestige and feed off clout, ultimately eroding the team’s reputation and original intent.

I’ve said my piece. I’m merely speaking up for my users. From now on, I’ll continue doing what I want to do.

Summar

As we all know, the original 1212AD mod did not have a naval system. Naval battles may not be extremely entertaining, but the lack of a naval component makes the content feel somewhat incomplete. CA has also not updated the naval-related content for a long time, so this work can be said to be the swan song of the Total War naval system. To make up for this deficiency, I have created this naval mod, with the specific settings as follows:


Core Settings
  • Naval warfare is dominated by long-range naval gun duels, with boarding actions as a supplement.
  • Physical damage is the primary form of damage in naval battles, while fire damage serves as an auxiliary; incendiary attacks without special equipment will be difficult to ignite.
  • Each faction will have at least 2 types of ships: a main ship and an auxiliary ship.


Naval Unit Types
  1. WarShip: Main Ship, medium cannons (range 220~300), medium fire resistance, main battleship
  2. Artillery(Cannon) Vessel: Main Ship, siege engines (range 300-550), low fire resistance, primary maritime firepower
  3. Ranged Vessel: Auxiliary Ship, medium fire resistance
  4. Fortress Vessel: Main Ship, front/rear arrow towers, high fire resistance, sea fortification & cover
  5. Raider: Auxiliary Ship, sneak to board enemy ships
  6. Transport Ship: Auxiliary Ship, no firepower, transport army (seasickness debuff)
  7. Supply Ship: Auxiliary Ship, no firepower, low fire resistance, provide ammo/medical supplies
  8. Special Ship:Fireship etc…


All Ship Types

Light Vessels
Cog, Nave, Dhow, Ushkuy, Long ship
Medium Vessels
War Cog, Ladya, Caravel, Holk
Heavy Vessels
Ghurab, Galley, War Holk
Ultra-Heavy Vessels
Dromon
Super-Heavy Vessels
Carrack, Galleass, Göke

Ship Model Showcase
Westeur:

Carrack:

Italian:

Galleass:

Muslim:

Goke:

Russian:


Naval Power Tiers
Tier 1
Aragon, Genoa, Portugal, Castile, Venice, Hafsid,Ottoman
Tier 2
Sweden, Almohad, Denmark, England, France, Norway, Pisa, Sicily, Hanseatic
Tier 3
Abbasid, Trebizond, Epirus, Nicaea,
Tier 4
Other factions without their own navy

[/tr]


Campaign Models

Westeur

Muslim

Orthodox


Unit Card

Some representative ones


Notes
  • Due to data sharing, "Realistic Series" mods must be used as prerequisites.
  • There are many bugs in naval battles, which are inherent problems of the original Total War: Attila. If you find any bugs, you can feedback them to me, but I may not be able to fix them all.


Order:↓

Realistic Navy for 1212 – (This mod)
Realistic Infantry Overhaul 1212
Realistic Missile/Range for 1212
Realistic Cavalry Overhaul For 1212
All 1212 modules

Compatibility:

This MOD is generally compatible with existing save files, but it is still recommended to start a new game.
Any campaign script MOD may cause the inability to create an admiral in the campaign. If there are mods involving script modifications, such as bran’s, please place their load order below this MOD.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.