SP Native Expanded Native Mod (now with screenshots!)

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Cirdan

Master Knight
The idea behind this mod is to expand the game, to add a viable backstory, a more believable social model and recruitment system, and additional content. Although I'd considered making a mod in an original setting, I decided instead to stick with the Calradian setting, which is sufficiently generic to be bland and malleable. So far, I've been reworking the troop trees, re-balancing the items (and adding a few) and working on a new recruitment system. I'm also considering replacing the Rhodoks with a more interesting faction, as right now I find they have really nothing going for them; I will also turn Zendar into a faction in its own right. In the long term I plan to enhance the economic system, add more gameplay options (especially in terms of fief management and relations to your kingdom and the other characters within it) in order to create a more in-depth playing experience. If anyone is interested in helping the project, I'd greatly appreciate it--especially modellers/texturers/scene editors but any help is welcome.

Without further addo, I present to you what I plan on using as a backstory:
Calradia was once at peace, prosperous and united. All the petty kings, dukes, and chieftains payed allegiance to the Swadian Emperor, who guaranteed peace and security. Of course, this system did not work seamlessly; not everyone was happy with Swadian hegemony, and the land had no unified laws or administration. But when a petty ruler rose against the Emperor, he always fell before the might of the warlike Swadian nobility. But the Swadians grew complacent. Their nobles turned their attention to the squabbles at court, and forgot to keep their weapons ready for war.

In the East, the King of the Vaegirs was perhaps the mightiest of the Emperor's vassals. And the King Yaromir was a very ambitious man. He bided his time, making alliances with the city-states of the North and the tribes of the steppes to the South and South-East. When he had grown greatly in strength, he challenged the Emperor Harlaus openly. The war was brutal and indecisive for three years, for, although many Swadians had grown soft, their ancient orders of chivalry still fought with valour and determination. Then Yaromir hired the aid of the men from the islands to the North of Calradia, men who often raided the Northern coast by sea; although among themselves they had distinctions between several nations, in Calradia all were known as Nords. Drawn to promises of gold and plunder, thousands of Nords landed on the coasts of Calradia, and with their aid, Yaromir defeated the Swadians and drove them back till they only ruled Swadia proper. To the hegemony of Swadia, Yaromir substituted that of Vaegr, demanding that his allies pay him homage even as he planned the final campaign to subjugate Swadia.

But the Nord mercenaries were not satisfied. They had earned riches in the wars against Swadia, to be sure, but their homelands were poor and overcrowded, while Calradia was rich and her people weakened after many years of strife. Many of the Nords had no intention of going home, even laden with loot, and their leaders asked Yaromir to grant their men land in Calradia. This he refused to do, for Yaromir was a proud man, and besides, he little cared to settle a powerful force on his lands, where it might upset him even as he had upset the Emperor. Then, Ragnar, the greatest leader among the Nords in Calradia, plotted to slay Yaromir and take the lands he coveted by force. Ragnar and other Nord chieftains invited Yaromir to a feast in Sargoth, where they were garrisoned. When the King arrived with many men, the Nords brought forth the strongest mead they had, and started pledging the downfall of the Swadians. Unsuspecting, the King and his men drunk much mead, but the Nords dipped only their lips into the beverage, so that soon all the Vaegirs present were drunken and could barely stand, whereas the Nords were all sober. Then, at a sign from Ragnar, they barred the gates and seized their weapons, and the Vaegirs were all put to death.

At the news of Yaromir's death, much of Calradia rebelled against the Vaegirs, who were weakened by the quarrels between the six sons of the dead king, all of which claimed the throne. Meanwhile, the Nords seized control of all the cities and lands of the North, except for Zendar, the richest and greatest of the Northern city-states, which had a powerful army. Their leaders distributed lands and slaves to their men, and then they elected Ragnar to be their king. And even more Nords came from over the sea, to seek their fortunes in the new kingdom. In the South-East, a new nomadic tribe, or confederacy of tribes, appeared; the Khergits subjugated the people of the steppes that had previously dwelled on the edges of Calradia, and seeing that the settled peoples were fighting among themselves and their riches were there for the taking, they began raiding first, and then forcing the cities and towns to pay them tribute and acknowledge their rule.

Now, Calradia is torn by war. Yaroglek, the second son of Yaromir, has killed or blinded all his brothers and is now the king of the Vaegirs, although his kingdom is greatly diminished; yet he still hopes to rule all of Calradia, and makes a fierce war against his father's murderers. Harlaus is old and weary of war, but he remains the Emperor and Swadia herself is still rich and powerful, and strives still to regain her hegemony. Ragnar's thirst for land and gold is still unquenched, and his men press ever further south. And the rapacious Khergits seek still to extend their dominions from the furthest mountains beyond the steppes all the way to the sea.


Troop Trees

Currently, I've got the troop-trees of Swadians and Nords fully worked out, coded and in-game. The troops are classified according to the social background from which they are recruited, and come in four tiers.


The Empire of Swadia
The Swadians are a proud people. For centuries they dominated Calradia, and though their dominion has been broken, it is not said they will not succeed in re-establishing it. The Swadians pride themselves on having the finest crafts, the best textiles and metals, and generally on being the most civilised people in Calradia. Their enemies characterise them as being perfumed, arrogant pricks. But those who have witnessed the thundering charge of the Swadian knights add that they are brave and powerful as well.


Rural units
Swadian rural units are recruited from among the villeins, the free peasants who work lands they have rented in perpetuity from their lords. Their social status is low and their life hard, but they are proud of their Swadian heritage and proud to be free men, above the serfs who toil solely for the lord's benefit.

Swadian Villein(tier 1 conscript light infantry): traditionally, the Swadian lands belong only to the noble warrior classes. Under the feudal system, the serfs receive protection in exchange for their work: they are allowed to keep only enough produce to feed themselves and their family, and not always at that. But they cannot be levied for war, and they can seek shelter from raiders within the castle walls. The villeins, however, are a relatively new class of peasant. They hold a perpetual lease on their lands, which they can sell or pass on to their sons; in effect, they own their lands in all but name. They pay a fixed rent to the lord and keep any surplus for themselves. They often improve their lands and work hard to increase their gains, making them more productive than serfs. In these times of war, the fixed income they guarantee their lord is very attractive, especially since serfs are prone to escape (often ending up as beggars or vagrant sin the cities) when the lord's control becomes slack. Unlike serfs, they do not work in exchange for protection and can be levied to fight for their lord. Few of them possess much by way of weaponry but these are hardy men, used to a life of toil, who are typical more robust than the burghers.

Swadian Footman(tier 2 light infantry): many Swadian lords increase their military strength by distributing lands to villeins who pay less than the usual rent, or even none at all, but must instead maintain simple military gear and train regularly, forming a kind of reserve army or militia.

Swadian Skirmisher(tier 2 missile troops): like footmen, but specialising in missile weapons.

Swadian Man-at-Arms (tier 3 heavy infantry): in the traditional Swadian society, the Lord's professional retainers form the next highest rung of the social ladder. The men-at-arms and their families are provided for and often equipped by their lord. They fight on foot, wearing heavy armour and typically armed with a sword or other one-handed weapon and a shield, although in recent times heavy two-handed weapons like the bardiche have been gaining in popularity.

Mounted Man-at-Arms (tier 4 medium/heavy cavalry): the elite of the men-at-arms are entrusted with a horse and trained as cavalry, to fight alongside their lord as a mounted bodyguard.


Noble units
The Swadian nobility is both the country's political elite and a professional warrior class, forming the backbone of the Swadian military. While most nobles can be found in their country manors, from where they administer their domains, some have also settle din the cities.

Swadian Squire (tier 1 light infantry): The squires are young nobles who serve an experienced nobleman in order to learn all that will be expected of them--from the best way to cleave an opponent's skull open to the etiquette of courting. It is common for teenage squires to follow their lord to battle; although they commonly ride from place to place, they do not yet own a warhorse and normally fight on foot, in the traditional Swadian manner, with sword and shield.

Swadian Nobleman (tier 2 medium cavalry): The raison d'être of the Swadian nobility is war, and a when a nobleman is called up for military service by his suzerain, he must respond fully armed and on horseback. Swadian noblemen are proud and determined fighters, charging into melee with a shield and a sword; some of them use a lance which can be couched during the charge, for maximum impact.

Swadian Knight (tier 3 heavy cavalry) : actual knighthoods are rewards for great feats of arms performed by the Swadian noblemen. The bravest, most glorious noble-born combatants can be knighted by their suzerain after a battle and introduced into one of Swadia's many orders of chivalry. Knights are the most bellicose, bravest, and usually most experienced members of the Swadian nobility. They maintain the best weapons and armour and often prefer death to flight and dishonour.

Knight of the Eagle (tier 4 elite heavy cavalry): the Order of the Imperial Eagle is the most prestigious order of Swadian chivalry. Candidates must have been already knighted, be supported by at least two members, pass a series of tests of their strength, skill, and knowledge of the code of chivalry, and finally receive the approval of the Emperor himself, who is the Order's grand master. On a battlefield, the Knights of the Eagle are a fearsome force and an inspiration to all Swadian troops.

Swadian Shield Maiden (tier 1 missile troops): the Shield Maidens are an ancient tradition, but one that had been all but abandoned until the recent times of war. With so many noble men falling in battle, the daughters of the Swadian nobility now marry later, and sometimes have difficulty finding a suitable husband. In response, more and more families send their daughters to serve as shield maidens, effectively the female equivalent of the squire, in attendance upon a prominent noblewoman. Traditionally, the women of Swadia's nobility use the bow or the cross-bow as their main weapon for war as well as hunting.

Swadian Noblewoman (tier 2 missile cavalry): the feudal law of Swadia mandates that all landowners answer the call to arms personally. Usually the landowners are men, but sometimes a widow or heiress finds herself in a position where she must ride to war. Swadian noblewomen, although armed with the traditional sword and shield, rely mostly on their bows or cross-bows fight from a distance.

Swadian Dame-at-Arms (tier 3 medium cavalry with crossbow): the dame-at-arms is the female equivalent of the knight, a noblewoman who has earned a knighthood.

Lady of the Gryphon (tier 4 heavy cavalry with crossbow): the Sisterhood of the Gryphon is exceedingly ancient. The most prominent women of Swadian history were members, and while it is less martially orientated than the Order of the Imperial Eagle, the Ladies of the Gryphon are nevertheless expected to be effective warriors.


Urban units
The cities of Swadia are autonomous, their rights, privileges and duties being fixed in ancient charters. The burghers, traders and craftsmen, are at the heart of economic life and their economic clout gives them real political importance. The cities are defended by their own militias which they contribute to the Empire's defence.

Swadian Burgher (tier 1 light infantry): while the cities rely on their regular militias for their defence, desperate times call for desperate measures. Emergency levies of ordinary burghers or companies of volunteers sometimes take the field. The levies are raised by guild or corporation, and each guildsman is expected to contribute towards the equipment of those sent, while the volunteers outfit themselves. Their equipment is better than that of the villeins, but they are no more used to fighting and frequently are less robust physically.

Urban Militiaman (tier 2 light infantry with polearms and crossbows): Swadian Urban militias are outfitted with light-weight, cost-effective armours, armed with deadly polearms such as the voulge or the glaive and crossbows, the weapon of choice for defending ramparts. they are trained to fight in tight, cohesive units, and while they will not stand up to equal number of professional, heavily-armed troops, they nevertheless form an effective and reliable fighting force.

Swadian Voulgier (tier 3 medium infantry with polearms): Swadian cities maintain companies of professional voulgiers, and others can be found serving as mercenaries. These troops can prove formidable against both infantry and cavalry, but they are vulnerable to archers.

Swadian Sergeant (tier 4 heavy infantry with polearms): the most experienced voulgiers are called sergeants. Besides being expert fighters who often own the best equipment available, they are also tasked with instructing new recruits.


Crossbowmen
Swadian warfare is traditionally dominated by a nobility which has little regard for bows, and consequently Swadia never developed a strong tradition of archery. However, more recently urban militias have demonstrated the effectiveness of the crossbow. Professional crossbowmen have become highly sought after mercenaries, and they have grouped themselves as the Guild of Crossbowmen. Expecting and receiving good wages, they are disciplined and effective troops; their guild's imperial charter bans them from serving under Swadia's enemies, but they serve in the Emperor's hosts and in internal conflicts.

Swadian Crossbowman (tier 3 professional crossbowman): Exactly what it says on the lid. Can be upgraded either from the Urban Militiaman or the Swadian Skirmisher.

Swadian Picked Crossbowman (tier 4 armoured elite crossbowman): the Picked Companies are the best of the Guild of Crossbowmen, and while their services are expensive, most commanders will say they're well worth the gold. Not only are they exceptional marksmen, but they also wear heavy armour and can usually hold their own in melee, against all but the best of soldiers.


The Kingdom of the Nords
The Nords are a warlike people, by necessity more than by choice. Their home islands are cold and bleak places where they live under a constant threat of famine, for there is but little farmland, and a single storm can destroy all of a village's fishing boats. They could trade their valuable natural resources for food, if only they had any valuable natural resources. Often, to raid and pillage is the only way to keep their villages and families fed; but all that matters little to their victims. For over a century, the Nords' longships have raided the Northern coast of Calradia for valuables and slaves, and more recently Nord warriors led by Ragnar Egilsson have seized most of Northern Calradia for themselves. The promise of new lands and plunder in King Ragnar's employ draws ever more Nords from their homelands, and while some return home with their arms laden with riches, many settle in the new kingdom, especially young men who frequently take native wives. In the countryside, the Calradian landowners have been expropriated and many of the natives reduced to slavery, although, for the mass of serfs and bonded labourers, this is not a very great change in condition. In urban centres the Nords have had little choice but to allow the craftsmen and merchants to continue their activities almost unchanged.

The Nords sometimes seem like barbarians, who respect nothing but force and are over-fond of fighting and strong mead. But they are also skilled craftsmen, daring navigators, clever merchants and poets.


Common Units
Be they farmers, merchants or craftsmen, all free Nords have the duty to own arms, and the right to bear them in all circumstances. Many of the Nords in Calradia have settled in fortified farms in the countryside, with many men in attendance upon the farm's owner, but there are also craftsmen and merchants who have congregated around the Nordic lords in the cities. Nord settlers are everywhere in their new kingdom, and they can all be levied to fight.

Free Man (tier 1 light infantry): every free Nord has some basic weapons, often a spear that can also be used for hunting or an axe that can be used to chop wood. Many also possess a simple wooden shield, and some have a helmet as well. Fights are commonplace among them, often erupting for reasons that might seem trivial to outsiders, and because of this the average Nord is more skilled with arms than one would expect of a civilian. Despite that, levied Nords will not stand up to real soldiers, although they will outclass the conscripts of other nations.

Nord Warrior (tier 2 medium infantry): the weaponry of the Nords is simple, but effective. They protect themselves with large round shields of linden or pine and helmets of iron, and strike down their foes with heavy axes and stout spears. Many Nords carry an additional axe or spear to throw at their foes while charging. The Nords who make war their main activity are fearsome warriors, fierce yet disciplined.

Nord Veteran (tier 3 heavy infantry): the more experienced or successful Nord warriors armour themselves with chain mail, making them harder to kill. They are easily a match for enemy heavy infantry, and can even be a problem for cavalry.

Huskarl (tier 4 elite heavy infantry): Huskarls are the most successful Nord warriors, picked by a leader to be his personal guard. The Huskarls are armed with good quality chain mail and helmets, stout shields and swords or axes. They fight with courage, skill and discipline, and only the heaviest of cavalry has a chance to break their shield wall. Like most Nord warriors, they are partial to throwing spears and axes at the enemy.

Berserkr
(Tier4 elite unarmoured warrior): Berserkir are members of religious cults dedicated to the chief gods of the Nords, and they have no fear of death, for they believe that they will be welcomed into the heavenly armies of their gods. They wear no armour and keep their chest bare even in the coldest weather; in battle, they bite their shields and hew their foes with almost superhuman strength. They wander the land, looking for battles to join; the Nord chiefs try to keep them constantly employed to minimise the trouble they cause, for if they find themselves unoccupied they are prone to wanton destruction. Nevertheless, they can sometimes be found offering their services as mercenaries, for they seek battle for its own sake.


Archers
The Nords generally think of archery as more useful for hunting than for battle. However, some of them specialise in the use of bows for war. Unlike the Calradian archers, who use composite bows, the Nords use only self-bows, and build bigger bows when they need more power. This is partly because some of the materials for building composite bows were scarce in their home islands, but also because, as a seafaring people, they find that having bows that are glued together and can be damaged by water a severe drawback.

Nord Bowman
(tier 2 archer): while all Nords know how to use a bow, few make it their principal weapon. Those that do, however, can be quite effective on a battlefield.

Nord Archer
(tier 3 archer): Experienced Nord archers can reach a great degree of proficiency and skill, and despite the Nords' usual contempt for the bow as a weapon, all their lords keep a number of archers at hand.

Nord Greatbowman(tier 4 elite archer): The Nord Great Bow is a weapon of enormous size, as tall as its user, and requires exceptional strength to use effectively. Those who have mastered it become fearsome archers, who can strike their opponents down for afar.


Noble Units
The concept of nobility among the Nords is perhaps inappropriate. Nevertheless, their society has a ruling class of wealthy merchants, landowners and master craftsmen, although it is less rigidly stratified than Swadian or Vaegir society.

Nord Youth (tier 1 light infantry): its is the custom among wealthy Nord families to foster out their children, who spend much of their youth in a different family. The bonds they tie with their foster-family are an important part of the Nord social fabric, and serve to create alliances between families. The young Nords learn the skills that their culture values most, fighting and poetry, and while they do not yet possess the best weapons they are eager to prove themselves in battle.

Bondi (tier 2 heavy infantry): the Boendr are the wealthy class of the Nords. Each bondi is expected to maintain a set of good quality weapons and to know how to use them.

Hyrðman (tier 3 heavy infantry): the Hyrð is the following a Nord chieftain. Each Hyrðman (or more properly, Hyrðmaðr) spends part of the year in attendance on his lord and the rest of the time manages his farm or his business. They are often richly rewarded for their service, and are picked according to their skill with arms but also their witt and their wisdom. In battle, Hyrðmen serve as their lord's bodyguard and elite troops.

Thegn (tier 4 cavalry): in order to qualify for Thegn status, a farmer must own at least five homesteads and a merchant must have made at least three profitable trips over the great sea. In peacetime, Thegns serve as minor officials, keeping the peace and enforcing the laws. In times of war, the rich Thegns are the only Nords to fight on horseback.

Ulfheðnar (tier 4 elite heavy infantry): the Ulfheðnir are members of a religious brotherhood, and like the berserkir excect to become part of their god's heavenly army after death. However, the similarities stop there. Ulfheðnir wear armour and fight in silence, unlike the raging berserkir. They believe they have bonded with the spirit of a wolf and an Ulfheðnir warband fights with the same coordination and aggressivity as a pack of wolves.



The Kingdom of Vaegr
Vaegr and the Vaegirs are the result of a long process of intermingling in the East of Calradia, between the natives, defeated nomad tribes driven off the steppes to the South, refugees from central Calradia and even immigrants arriving by sea from the North. The Vaegirs have coalesced into a specific culture, and Vaegr is now severally centuries old as a kingdom. Historically its wealth was based upon control of the trade route that connects the steppe, the frozen East and the sea together, and the production of amber within Vaegr's borders. However, the betrayal of the Nord mercenaries has endangered these sources of long-term prosperity; the Vaegirs no longer have access to the sea-trade in the North, and the amber-bearing forests between Rivacheg and Wercheg are within raiding distance of the Nords' new bases.

The assassination of King Yaromir has been a serious blow to Vaegir power, although at the height of his power he ruled most of Calradia. However, he had not the time to prepare his succession by choosing one of his sons to succeed him and giving out fiefs to the others, as was the custom. When he died, the princes fought a fratricidal civil war for the throne and much land was lost to outside enemies during this time. Eventually, Yaroglek, the second son of Yaromir, stepped over the dead bodies of his brothers to seize the crown, and now he rules Vaegr with an iron fist. Yaroglek is an intelligent, courageous and honest man; but he is also cruel and wrathful, and his burning hatred of Nords and Swadians is slowly consuming him.

As a people, the Vaegirs are deeply religious and proud of their traditions. They are generally hard-working and loyal, but capable of brutal and mindless uprisings. The Swadians often portray them as drunken, superstitious and unwashed louts; but they can also be amazingly brave, honest, and resilient folk.


Rural Units
The Vaegir peasantry is overwhelmingly made up of serfs, who are bound to the land and its masters. Traditionally the serfs had the right to change masters during the religious festivities of the New Year, but in recent decades this right has been removed by the king and the lords. Unlike the paternalistic feudal system of Swadia, in the Vaegir social order serfs toil not because their lord protects them, but because it is their lot to do so. Thus they are available for conscription into their lord's armies.

Vaegir Serf (tier1 conscript): Vaegir lords do not commonly permit their serfs to own real weapons, so conscripted serfs must make do with agricultural implements and other improvised weapons. Their life is hard, and conscription and war is just another unwelcome burden. They are their master's chattel and can even be sold (but only as whole families, not as individuals). Despite this, they hope that hard work and a virtuous life will be rewarded after death and generally submit to their master's orders; nevertheless, when horded to battle, they can serve as little besides fodder for the sword and the bow.

Vaegir Spearman (tier 2 light infantry): Vaegir serfs are generally docile, but when they get excited they can rise up with great violence and massacre their masters, and their huge numbers make large-scale revolts extremely difficult to quell. In order to nip potential revolts in the bud, most lords maintain a militia on their domains. They secure the loyalty of the militia's members by granting them privileges (relative to the other serfs), and arm them with inexpensive weapons--a simple spear, shield and helmet. Although their primary purpose is to keep order, they can also be sent to fight in wars, but, although they are a cut above ordinary conscripts, they cannot stand up to true soldiers.

Vaegir Pikeman (tier 3 medium armoured pikeman): Vaegir pike units are a recent development, based on the servile militias. In order to increase their military strength for a minimal cost, Vaegir lords have begun training the best and most loyal militiamen in the use of three-metre pikes in a close formation. These troops are cheap, but when deployed in large number they can repulse the charges of the enemy. Their main weakness is a lack of heavy armour or shields, which leaves them vulnerable to ranged weapons.

Elite Vaegir Pikeman (tier 4 heavy armoured pikeman): in order to increase the effectiveness of their pike formations, Vaegir lords arm picked soldiers with shorter pikes which can be more easily wielded against infantry or out of formation. In battle, their mission is to fight in the thickest of the melee, using their superior skill to prevent the enemy from breaking the pike block. These well-trained soldiers are more valuable than their fellows, and consequently are given better armour, typically a solid coat of scales.


Ranged Units
The Vaegirs have a proud tradition of archery, and even their nobility practise it. Soldiers who specialise in archery are always appreciated by Vaegir commanders and given an honoured place in their armies.

Vaegir Skirmisher (tier 2 missile troop): lightly armoured skirmishers armed with bows or javelins have always been a part of Vaegir armies. They can be used to harass the enemy and slow his advance, to provoke him into abandoning a good position and attack, or simply to cause casualties before the melee. Raised from either Vaegir serfs and recruits.

Vaegir Archer (tier 3 archer): Vaegir archers use powerful recurved composite bows and vicious barbed arrows which inflict terrible wounds upon their foes. At range they are devastating, but in melee combat their light armour, light weapons and lack of experience means they will be butchered by any good infantry force.

Vaegir Marksman (tier 4 pincushion manufacturer): the best Vaegir archers, armed with the most powerful bows, can wreak havoc from afar like nobody else. They are elite troops, and they have the corresponding wages and social status. Although better armoured than their lesser brethren, they should be shielded from the enemy, who will no doubt try to take them out if he has the opportunity to do so.


Urban Units
If it is the countryside that is the backbone of Vaegr, her heart and head are in the cities. Vaegir towns are bustling economic centres where everything can be bought and sold: ordinary oats and exotic spices, basic tools and specialised slaves, plain wool and fancy silk, useful iron and beautiful bronze. The cities have a blooming free population, including the usual craftsmen and merchants but also aspiring warriors.

Vaegir Recruit (tier 1 light infantry): warrior is perhaps the most prestigious position in Vaegir society, and a lord will usually have no trouble finding recruits for his army if he promises them glory and plunder. More often than not, these recruits possess only the most basic of weapons and no experience, but they are still better armed than conscripted serfs.

Vaegir Footman (tier 2 light infantry): the basic foot soldiers of Vaegir armies are armed with a one-handed weapon, a shield and a helmet--an un-original but time-tested combination. Most Vaegir cities have no shortage of men who won these arms and have a minimum of military experience, and they can be frequently found in various civilian occupations, which they will usually desert promptly if offered the chance to participate in a fresh campaign.

Vaegir Veteran (tier 3 medium infantry): veterans of several military operations typically possess better than average military equipment, and are often employed as full or part-time soldiers by a lord.

Vaegir Guard (tier 4 heavy infantry): Guards are the permanent retainers of Vaegir nobles. Besides serving as elite foot troops, their duties also including being their master's bodyguards, and defending his home and family while he is away on campaign. They are well armed, typically with a sword or axe and a shield, although they sometimes make use of heavy two-handed weapons. For protection, they wear a helmet and heavy chain or scale armour.


Noble Units
Like the Swadians nobles, those of the Vaegirs are a professional warrior class in addition to being the ruling elite. Unlike their counterparts in Swadia, the Vaegir nobility is primarily city-dwelling. A further difference is that noblemen are not necessarily landowners or even wealthy; much of the lower nobility is made up of families in the hereditary service of the king or a great lord, who grants them stipends in return.

Vaegir Squire (tier 1 light infantry): Vaegir Squires are no more and no less than an imitation of the Swadian tradition, and of the Nord tradition of fostering. Squires are the sons of noble warriors serving an apprenticeship with an experienced warrior.

Vaegir Nobleman (tier 2 light cavalry): Vaegir noblemen fight from horseback, but they are typically less heavily armed than their Swadian counterparts. Nevertheless, they form an effective cavalry force.

Vaegir Druzhinik (tier 3 heavy archer cavalry): Every Vaegir lord is surrounded by a Druzhina, a household of handpicked noble warriors. The generosity of their lords enables the Druzhiniki to be well equipped. In their fighting style, they are influenced by the cavalry traditions of both Swadia and the steppes: they are heavily armoured, but armed with a bow as well as a sword or axe. They are versatile warriors who can counter any threat, but they are also jacks of all trade and masters of none.

Vaegir Boyar (tier 4 heavy archer cavalry): the oldest and most experienced members of a lord's Druzhina form his Duma, or council, and are known as Boyars. In combat, these veteran warriors are a cut above the regular Druzhinik.

 
I love the idea of dividing troops by social class.

Are they all going to be recruited in the same manner as in vanilla, except from different locations? Or do you have something else in mind?
 
I'm also considering replacing the Rhodoks with a more interesting faction

I suggest a faction with an arab influence. It would provide a lot more contrast in terms of culture, troops and how they are armed.
 
Excellent choice!
I always wanted a mod that just expanded the core game without lobotomizing it. :grin:
Also, your a great righter.
Its rare to see such detailed backgrounds in a game, let alone a mod.

PS: I really think that you should team up with the guy from the choices mod.
 
I 2nd the part about joining forces with Thetwodud of Choices mod. You both seem to have great ideas, and you've started in different ends; seems to me that together you'd make a terrific team and make us a sweet mod!

Btw, your mod looks really interesting, will follow it closely.

Thanks
 
Impressive; you definetly do have a way with words.

When you finish this mod I could really use someone with your skills. (Join the dark side... *Vader breathing* :smile:)

If at any time you feel like checking out the WOE mod then go ahead; the information is not yet as advanced as yours, but then again I only started a short while ago... :wink:

The curious thing is that lots of people check out ideas like ours, but very few actually post...

Oh well... I hope your mod is blessed with success.

I might be able to contribute a bit to your mod soon; I have a weekend coming up and tonight I've only got some light MAE homework... btw it's about 8:00 pm here in Oz. :wink:

I'm going to post some ideas soon; I just need to check a few things. Here's the little bit so far:

Here are some ideas for the Vaegirs (note that my ideas are usually sketchy :wink:):

VAEGIR EMPIRE

The Vaegirs have long since been hardy and determined people; their toughness is almost legendary and both their soldiers and economic units reflect their empire's values. After losing much of their new lands to the Nords and to the Khergits raiders they have become far more careful and are very alert for any information that might allow them to force either of these factions to give back the ground that they stole... though their hatred of these two peoples is nothing compared to the age-old hatred they have for their enemies; the Swadian Empire.

Lower Tier Soldiers:

Vaegir Villagers - The backbone of the Vaegir empire; these tireless folk toil endlessly for their superiors, but sadly receive very little. Their combat skills are very basic and without stronger allies they will fall easily to stronger enemy soldiers. The standard villager is armed with little more than their trusty tools; a scythe or other farming implement is common. Despite their lack of training they are still formidable en masse and can prove to be deadly for weak missile units at close range.

Vaegir Footmen - The Vaegir armies are comprised of numerous footmen and it's no wonder why; the footmen's inexpensiveness means that their wages are minimal, but their combat skills are reasonable and they are difficult to defeat if they are in groups. These fighters are not what could be called 'proper' soldiers due to their relative lack of combat experience; these soldiers are little more than militia and so can be defeated relatively easily by more skilled opponents.

Vaegir Veterans - These seasoned fighters are said to be gruff and aloof, but their loyalty to their empire is unwavering; they will fight until death to protect their people. Their combat skills are good, but their true strength lies in their ability to move rapidly due to their lack of heavy armour. None of these brave warriors is to be underestimated; they are powerful even in small groups.

Vaegir Skirmishers - These brave troops understand the value of ranged weapons and so have made an effort to become quite proficient with them. Like their veteran counterparts they are skilled fighters, but unlike them they cannot hold their own effectively in a melee, so they should always be carefully protected or told to take up positions on top of a hill or mountaintop.

Higher Tier Soldiers (Infantry):

Vaegir Infantry - These hardy men wield fearsome weapons of war and can be found battling their enemies with remarkable skill; only soldiers who are tough enough to survive many great battles rise to the rank of infantrymen. In groups or alone these powerful warriors are to be feared by all but the most elite enemy soldiers.

Vaegir Guards - Only the mightiest and most dedicated soldiers of the Vaegir empire will be given the revered rank of guard; these unmounted soldiers are the most elite Vaegir infantrymen and are almost unstoppable in large groups, but even in small groups they are truly dangerous; their impressive melee skills are truly formidable and whether they are protecting their missile troops or charging their enemies they are truly awe-inspiring combatants.

Higher Tier Soldiers (Archers):

Vaegir Archers - The deadly archers are quick to let loose volley after volley of lethal arrows on their hapless foes; these soldiers can reload and fire far more rapidly than their Swadian counterparts; a standard Vaegir archer can fire several times in the time it takes for a Swadian crossbowman to fire once and reload. These units are the bane of infantry without shields, but are vulnerable to cavalry.

Vaegir Marksmen - These ranged nightmares can hit an enemy at tremendous range and their melee combat skills are quite impressive; these men can hold their own against any lower tier melee fighter with ease. Due to their excellent skills they demand high wages, but any commander who has been on the receiving end of one of the volleys that these sharpshooters can unleash so rapidly will tell you that an army of these men are almost beyond value.

Higher Tier Soldiers (Cavalry):

Horsemen - These rapid and versatile mounted soldiers are the bane of both enemy infantry and archers; their araments make them excellent for hit and run tactics and due to their speed they can easily flee if the enemy are going to win, though with an army of these mounted veterans on your side of the field a defeat is going to be a rare event.

Knights - The fierce knights of the Vaegir empire are the epitome of grace and deadliness. Their hunters' versatility is matched only by their own. The knights of the Vaegir empire have combat skills that are certainly a match for their enemies. The nemesis of the Vaegir knight is the Swadian knight and to see an army of these two mighty champions clashing is a truly unforgettable experience; it is glorious beyond words.

Elite Soldiers (made up by yours truly :wink:):

Guards of the Falcon - The most powerful melee units in all of the Vaegir empire. These legendary and widely feared soldiers are King Yaroglek's most powerful unmounted enforcers; their combat skills are terrifying to behold and armies of hardened enemies have been know to flee from small groups of them.

Marksmen of the Unicorn - The deadeyes of the Vaegir empire. These incredibly strong and agile soldiers are the fastest archers in all of Calradia; these men make their Marksmen cousins look sloppy in comparison and so the cost of these men is great. But to have but a dozen of these men is to command 12 of the deadliest units on the face of Calradia.

Knights of the Lion - The hammer of King Yaroglek. These knights are selected from among the most valourous and honourable knights of the Vaegir lands and are then sent to be trained in a secret place that is known only to King Yaroglek. When a single Knight of the Lion is present the morale of his allies will soar; with an army of them your troops will never know fear.

Female Equivalents (to mounted units):

Horsewomen - The bravest women take their places as soldiers among their male counterparts and often display far more sense, since, unlike their male counterparts they do not simply charge into battle, heedless of everything else. Their combat skills are just as impressive as those of their male counterparts' and they ride on horses of great speed. Their warcries are truly to be feared; for they signal the arrival of women of deadly speed and skill.

Ladies of Valour - The knight equivalent. These women are knighted like their male counterparts, but they are only ever knighted as 'Ladies of Valour', due to the fact that females never carry the title of knight. These valourous women are every bit as deadly as their male counterparts.

War-maidens of the White Rose - These women are the equivalent of the Knights of the Lion. Their skills are honed daily and their speed is truly a cause for terror; they ride not only the fastest horses, but their watered-steel scimitars and balanced swords are every bit as swift as the wind.

So what do you think, Cirdan?




 
Edited the top post, with the Nord troops tree. I had no idea it would take so long to type! :shock:

Valentin the II, Hayabusa12, Janrok, SnorriSturluson: thanks for the encouragemnt people  :grin:

Italiano: Yes, I am definately thinking Middle Eastern in flavour, but more original or at least generic, rather than a straight rip-off of a real-world culture.

Thetwodud: No, the recruitment process is being radically rehauled. I will assign a population divided into different social classes (slaves/serfs, free men, nobles...) to each settlement, and these will determine the ammmount of troops available. However, not all will be raised in the same way, and some will be recruited in more than one way. Some troops will owe service, and will be recruitable for free, but in limited ammounts; others will volunteer if you offer them money. Conscription of the lower social classes will be possible, but will have negative effects on your relations with them. Mercenaries (some of which will still be faction specific) will also be recruitable, but only in the cities and they will be expensive.

Zathan: Well, Choices seems interesting and if Thetwodud is interested in co-operating, I'm open to his proposals...

TIK: while I appreciate the effort you must of put into such a long post, I'm afraid to say I already had plans for the Vaegirs...I will post up their troop tree description tomorrow, but I've already got the troops coded in Python and working in-game.

And now, for the sake of pointless screenshots, here's some Swadian cavalry attacking Vaegir pikemen:

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There's a few models from that stapple of modding, Raptor's Weapon Pack, in there, and I've also used some of the textures which Septae Scarabae recently released to make the warhorse I'm riding and the scale armours you see on some Vaegirs.
 
Oh well. The post took a while, but I don't mind too much; I have plenty of things to burn off my conscience... prayer and helping others might help me get my life fully back on track...
 
Screens look cool
This mod would really make a great combo with the choices mod.
Both of you plan to make the game deeper (not just adding stuff in) and give it allot more background storey.
It would be really cool to see your mods intwined togethere.

PS: I've got an idea, a really simple one.
At-least for the swedians, the recruitment could be very simple.
Leaders will recruit rural unit from castles and villages, urban units from cities, and noble units from castles.
Also, do you plan on putting some bezerkers in nord taverns (so you could recruit theme)?
And lastly, you could make a new army type: renegades.
They will appear every time some army releases prisoners but doesn't take them in.
They could be like man hunters, but more varied.
 
This mod shows some promise... I'd join your team, but I have to keep my teammates together; we are going to create a mod of epic proportions! (One step at a time. :wink:)

But I will still contribute ideas to this mod when I get some spare time.

See you later.
 
The_Ignorant_Knight 说:
This mod shows some promise... I'd join your team, but I have to keep my teammates together; we are going to create a mod of epic proportions! (One step at a time. :wink:)

But I will still contribute ideas to this mod when I get some spare time.

See you later.

No offence, but your mod sounds generic.
Not only are elves dwarves and all that crap really overused, they are also hard to implement, and there is another great mod already working on that (TLD).
Its almost certain that your mod will never be finished (like 90% of the "total conversions" on this forum).

Still, GL with that, and I hope I'm wrong about your mod.
 
I love your idea to use my idea of splitting the troop trees into noble and common background.
 
Assuming that our current team can get some support and perhaps a few more members we'll have a very interesting mod working soon enough... our current team members are great, but we need as many as possible for maximum results.

We'll start basic then keep going unti we've changed the game as much as the TLD mod has (if not more.)

I've played the TLD mod and it is pretty charming... but the movie's still the best way to experience the excitement for me... of course the books are very good reading too.
 
Updated the top post with the Vaegir troop tree.

Ingolifs:I love your assumption that I'm even aware of your idea. I just had a look around the King's Court/Privy Council and didn't see any thread you might have made about it :???:

Valentin the II:
Adding in "renegades" sounds interesting, but we've already got deserters to play with; rather than adding a new type of party, I think it would be simpler and more coherent to just rework what happens when an NPC-led army releases prisoners: same faction prisoners join the victorious army, enemy faction prisoners become the victor's prisoners, out of the prisoners from neutral factions some join the victor's army but more generally, a new party could be created for most of them, who would then return to their faction's nearest centre.

Berserkir will show up in taverns as mercenaries. Currently they can show up in any tavern at random, but when I've reworked the mercenary system they'll show up mainly in Nord-controlled lands and in nearby cities.

For the Swadians, I'm planning more complicated than that :wink:

Two things to note first; one, I've added in an option to choose the size of the parties you want to have running around. If the player chooses to have warbands, it's the standard M&B size. If s/he chooses large warbands, all parties are twice as large, and the PC is able to lead twice as many soldiers. If s/he chooses to have real armies, then the parties are five times as large, and the PC is able to lead five times as many troops. The player party's morale penalty for having many men is also adjusted accordingly, of course. Two, in the player's fief(s) the game will track his popularity with the various social groups--so it will possible to have the peasants hate your guts while the nobles love you. With settlements not PC-owned the current global relations value will be kept.

Each settlement will be assigned a maximum number of soldiers of each type available for recruitment. Different social classes will provide troops in different proportion; for a Swadian settlement you'll have up to one Squire per two noble households, two Noblemen and one Knight per three households and occasional a Knight of the Eagle if there are enough nobles in your settlement. In a rural area, footmen, men-at-arms, and mounted men-at-arms will depend upon the lord, although each village/castle (I'm considering that there's a village around the castle, actually) will start out with a set ammount of each. The maximum number of villeins will be the number of villein households minus the number of footmen.

The current number of available troops will replenish slowly up to the maximum, at a rate I'm at yet unsure of (and advice would be welcome :wink:). Ultimately, it will have to be compromise between realism (new generations don't grow up overnight) and gameplay (the player shouldn't have to wait for years in order to raise new troops). The number of troops from his fiefs the player currently has with him will also need to be tracked--a soldier can' tbe on campaign and at home, ready to be recruited, at the same time, now can he?

When visiting the village, the player will have four options relative to troops: raise a feudal levy, which will call up, for free, all the currently available noble units, footmen, men-at-arms and noble-men-at-arms; recruit additional troops which will allow him to hire a few additional noblemen and a portion of the available villeins for money; and two more complex options.

Conscript peasants
will allow him to set a rate at which he will conscript the available villeins (between one in twenty-five and everyone). Depending on how popular he is with the villeins and which proportion of them he tries to enlist, some conscripts may try to run away; the player will then have the options of letting them go, calling up others to replace them, and chasing down and executing the deserters. Obviously, the harsher the conscription the more it will reduce the lord's popularity. Also, once I get around to coding that part of the economy, the village's harvest will be affected by how many villeins are available.

Establish new retainers will be the option to increase the ammount of footmen, men-at-arms and mounted-men-at-arms the village furnishes. Making a villein household responsible for furnishing one footman will increase the village's maximum number of footmen by one, but cause the lord to lose the rents from that household. This will be free, since the new footman will purchase his own basic equipment. Promoting a footman to man-at-arms status will cause the village to lose a villein household, and maintaining households which provide men-at-arms will actually cost money. Moreover, the lord will have to pay money to perform this operation, since the equipment for men-at-arms is very expensive and his retainer won't be able to afford it on his own. Promoting a man-at-arms to mounted man-at-arms will also cost money, and the lord will have to pay more to maintain the family of a mounted man-at-arms.

Promotions in the field, when the troops are in your party, will be unaffected by this system, but won't affect it either.
 
Vaegirs are Russians here eh?
Here's some advice:
-Vaegirs are supposed to be a multicultural society. Where are the levies?
I suggest that Vaegir forces should rely heavily on nord and steppe mercenaries, something in the line of Varangians and kozaks. :wink:
-Why do Sweadians have women warriors and Vaegirs not?
Russian women are some of the most manly women in the world (but in a good way).
-Also, why do Sweadians have more kinds of troops then anyone else?
-Lastly, history shows us that multicultural and religious societies don't mix, the Sweadians sound allot more traditional and religious ( with all these secret orders and traditions ) then the Vaegirs whos kingdom existed for only 200-300 yers. Just wanted to point that out.


PS: Troops should be replenished every weak, the number should depend on the battle size.
And (obviously) nobles should replenish alot slower then serfs.
 
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