The Great Empires, Mundus Magnus Submod
Important Note: This is a sub mod for Mudus Magnus V1.1, it is not a stand alone mod and Mundus Magnus is required for this mod to work. Maybe in the future i’ll make a stand alone version if I can add additional content to this mod.
Make sure the mod load order has this sub mod above the Mundus Magnus main mod file in the mod manager.
This mod will only work with Mundus Magnus and is incompatible with all mods that change the Campaign files, unit files and building files. Visual mods like the loading screens, music changes, wonder events or unit textures mods should work.
-This mod works in the same way my previous mods do as it combines each of my mod features together into a single package.
-Mainly giving rebel settlements to the playable factions to make them stronger at the beginning of the campaign. Helps out the weaker factions that usually die every campaign and don’t make it into late game.
-Adjusting Unit stats, abilities, availability and costs.
-Adjusted building effects for campaign bonuses, costs, and training capabilities.
-All specific changes will be stated below.
Campaign Map
-Better infrastructure for the weaker factions at the start to help build up easier.
-+25% more movement points for all unit types to help AI defend their lands better at the start of the game.
-Generals can be trained from the main settlement building at the minor city level and above.
-The Greek city states control regions in mainland Greece, the black sea, the western Mediterranean, and in the far east to represent the kingdom of Bactria.
Buildings
-Increased income from building sources to help build economy easier, effects player and AI.
-Settlement upgrade buildings provide an additional tax bonus.
-Mines can get income from all mineral types (gold, silver, tin, lead, and copper).
-Barbarians can build tier 2 mines.
-All factions can build tier 1 trade caravans
-Eastern factions can build paved roads and highways
-Greeks, Carthaginians and Egyptians can build highways
-Eastern factions can build sewers and bath houses.
-Eastern and Greek factions can build tier 5 farms
-Barbarians can build tier 3 farms.
-Farms will have a negative population increase to match the growth rate of vanilla so settlements do not upgrade to quickly.
-Barracks, archery ranges, and stables give +1 recruit exp for new units trained at the max build level for that faction.
-Low tier units get more exp recruit bonuses at higher tier recruitment buildings to make them a more viable option in late game.
-Blacksmith gives +1 to armour, melee attack, and missile attack to max of +3 at foundry level.
Units
-All units have a complete stat re-balance to lengthen the time of battles for a more tactical experience.
-Battle movement speed reduced by 25% except on paved surfaces for longer battles and more control of large armies.
-Units armour, morale, and defence skill increased.
-Charge bonus increased for cavalry making their use and role more valuable.
-Infantry unit sized normalised (Ultra Size) to 240 troops, archers at 160, cavalry at 120, general 100.
-Eastern cavalry set to 140, and nomadic cavalry set to 160.
-Unit depth is increased to resemble squares instead of rectangles for easier movement in sieges.
-Infantry is 10 troops deep, pike-men are 8 deep, cavalry are 6 deep, elephants and chariots are 3 deep.
-Since missile units are smaller, they got a boost to ranged damage and an increase to missile capacity.
-Egypt has Greek units to resemble a Hellenistic faction.
-Hoplites have changed animations changed to more historically accurate. Thanks to the RTR: Imperium Surrectum team for porting the animations from Roma Surrectum 2.
-Roman legionary units have a changes animation, also ported over from the Roma Surrectum 2 mod.
-Most units have a captain and 2 standard bearers, others just have 3 standard bearers.
Additional Units For Other Factions
-Several factions got additional units to bolster their rosters.
-Armenia:scythed chariots, war elephants, Persian cavalry, slingers.
-Britons:archer warband, noble archers, barbarian cavalry, noble cavalry, ballista, onagers.
-Carthage:Carthaginian archers, scutarii.
-Egypt:militia hoplites, hoplites, levy pikemen, pikemen, royal pikemen, militia cavalry, cavalry, royal cavalry, war elephants.
-Gauls:archer warband, ballista, onagers.
-Germans:archer warband, ballista, onagers.
-Greeks:small elephants, war elephants, levy pikemen, pikeman, royal cavalry.
-Macedon:Greek cavalry, small elephant, war elephants, hoplites, heavy peltasts.
-Parthia:cataphract archer, scythed chariots, east heavy infantry, peltasts.
-Pontus:slingers.
-Scythia:ballistas, warband, chosen axeman.
-Selecids:cataphract archers, ballistas, heavy onager, heavy peltasts, hoplites.
-Thrace:ballistas, heavy onagers, heavy peltast, hoplites, levy pikemen.
UI
-Changed faction names to be more historical.
If there are any imbalances, let me know and I will fix them. If changes do not appear in the campaign, you may have to re-sub to the mod.
Required items:
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Mundus Magnus Map on v1.1 3D map mesh — Steam Workshop