Ntw eras total conquest3/14/2023 This campaign is designed with a greater emphasis on religion and longer time-frame in mind. Reconquista (1146 - 1280) campaign focusing on Spain and the warfare involved between Europeans and the Moors.This campaign is designed to be fast-paced and challenging. The player must, in order to win, hold 20 provinces and is allowed 75 turns to do so. Hundred Years War (1337 - 1450) campaign which focuses on England, France and Scotland.The modification also features three regional campaigns: Settlement names also vary from Era to Era. The starting conditions differ in each campaign according to the historical state of Europe at each point, with different starting territories, alliances and initial military entanglements for each Era. They each have separate starting dates, starting in 1080, 12 respectively. In terms of campaigns, the modification features Early, High and Late Era campaigns that are based on the original Grand Campaign map. exe, it does not modify the Kingdoms campaign. There are also three regional campaigns based on the Hundred Years War, Italian City States and Reconquista, each with their own unique maps focusing on different parts of Europe. There are the Early, High and Late Era campaigns that are based on the Grand Campaign map from the Medieval II: Total War and start in 1080, 12 respectively. Lands to Conquer replaces the tutorial and Grand Campaign and instead provides the player with a choice of six campaigns. It also features improved campaign and battle AI. The modification also takes advantage of several new possibilities that are able to be modified in the expansion. The modification utilises features from Kingdoms: boiling oil, controllable reinforcements and unit balances are all included in Lands to Conquer. Napoleon with mods is a great game, it's entertained me for thousands of hours and eventually you'll find the trick to keep a campaign interesting and fun Enjoy.Lands to Conquer is a modification for Medieval II: Total War that focuses mainly on improving and balancing gameplay. I do like the system of NTW3 more, but there is nothing stopping you doing the same thing with the starting treasury and also throwing a no recruitment cap pack file in the data folder to overide the lack of trade ships. But the cost of units is more reasonable with that mod, so you can at least build a couple of army stacks and set of on conquest of other regions to bring you extra income or loyalty payments from liberated countries. As far as I can tell, in SP there is a cap on trade ships, they will only bring you so much coin and until you improve your buildings and infrastructure you have to balance income with expenditure. In comparison, I also play NTW3 which is a different kettle of fish. And with me being a huge Napoleonic era buff, I know that in no way were these factions dealing with loose change to run an empire lol So I try to make that aspect more historically correct. That's why just for my own sake and want of a fun campaign with plenty of action, I play harder difficulties but I change the starting treasury for all nations, so we all don't have to depend on the sketchy trade/tax/deals situation. The only difficulty setting that keeps things relatively calm is Normal, but that is quite a boring campaign, no one really makes any real movements to make it enrertaining apart from the factions in central europe. If you play on Very Hard, you'll have trouble holding allies and trade agreements long term, the AI will work everything against you. What is also important to state is it all depends on what difficulty you choose too. But it all depends on Spain staying friendly too, if they don't it's a big help to kick em in the nuts and take the Balearic Isles and capture Madrid, which will bring you a huge number of extra ports. So balancing making armies and trade ships is vital, as the trade income increases you'll be able to slowly build a decent fleet to protect the med trade. The ports in the med are the ones that will bring you your income along with whatever land based trade routes exist. With France in any campaign year, you can basically just write off any ports in the north and west of France until you deal with Britain. It is the mod that makes the difference, I've played LME4 for years and know what to expect from the various factions. Now Prussia's becoming a threat it might even get harder, but from what you said maybe it's just in the mod. But even with that when I play other mods the income is still ok, while now I cant build any ships or upgrade buildings. Originally posted by Huskii:Thanks a lot! The thing is France in 1805 has a trash navy that just couldn't fight against the UK, which keeps raiding the ports near the English Channel and there's nothing I could do.
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