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Thread: ALMORAVIDS (Moors, Maghreb)

  1. #41
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: CUMANS (Cuman-Kipchak Confederation)

    Quote Originally Posted by j.a.luna View Post
    Great work Jurand! I also see "Berber help for moors" , is it the "almohad invasion" in Iberia? Also you think that for moors faction is possible make a "transition script" similar to fatimids-ayyubids-mamluks?
    For moors would be Almoravids-Almohads-Benimerin/Nazaries
    The almohads would have more berber and african troops from Morocco and North Africa.
    it can be interpreted as the Almohad invasion, even though Almohads would rather disrupt political system of the Almoravides than help them.
    Yes, transition of the Almoravids is possible, if I'd have some time in the future - or somebody else would do analyse Fatimid-Ayyubid-Mamluk script, check it, and then make a similar one for Maghrib.
    Code:
        ;======================================================================================================	;------- Berber Help for Moors  -----------------------------------------------------------------------
    	;======================================================================================================
    	; by JoC 2021
    	
    	;====================================================================================================== Berber Help for Moors
    	; historically, two major events occured: the Almoravid and the Almohad invasions
    	; the goal is to provide some help to Almoravids if they have problems
    	; script is a replica of Turcoman Help for Rum script
    	; it does not have a time limit
    
    
    		
        monitor_event PreFactionTurnStart FactionType moors
    		and I_NumberOfSettlements moors < 5
    		and RandomPercent < 20
    		and I_EventCounter Berber_Help_for_Moors < 1
    	
    		log -------------------- Script : Berber Help for Moors (1) INFORMATION ---------------------
    		
    		historic_event BERBER_HELP_MOORS
    
    
    		log -------------------- Script : Berber Help for Moors (2) TERMINATION AFTER ? -- to be modified in the future
    
    
    		if I_NumberOfSettlements moors < 1
    			terminate_monitor
    		end_if
    
    
    		log -------------------- Script : Berber Help for Moors (3) FUNDING FOR THE ARMIES -----------
    		
    		if I_EventCounter temp_purse_moors < 1			; in case it was increased somewhere else in the script
    			add_money moors 5000						; in case the faction is in debts and would disband the armies outright			
    			increment_kings_purse moors 5000			; to ensure the AI doesn't disband the armies for some time
    			inc_event_counter temp_purse_moors 21		; this counter goes down in another script and after 20 turns this additional income is removed
    		end_if
    
    
    		log -------------------- Script : Berber Help for Moors (4) SPAWN OF ARMIES ------------------
    		
    		log --- Script start : Berber help for the Moors
    		if RandomPercent > 80
    			log ------ spawn Ali ibn_Zuhr
    			spawn_army
    				faction moors
    				character	Ali ibn_Zuhr, named character, age 35, x 37, y 108
    				traits LoyaltyStarter 3 , MilitaryInclination 1 , Military_Edu 3 , GoodCommander 3 , ReligionStarter 1 , Handsome 7 , Intelligent 8 
    					unit		ME Bodyguard				exp 4 armour 0 weapon_lvl 0
    					unit		Berber Light Cavalry		exp 7 armour 0 weapon_lvl 0
    					unit		Berber Light Cavalry		exp 4 armour 0 weapon_lvl 0
    					unit		Berber Light Cavalry		exp 1 armour 0 weapon_lvl 0
    					unit		Berber Light Cavalry		exp 0 armour 0 weapon_lvl 0				
    					unit		Lamtuna Spearmen			exp 7 armour 0 weapon_lvl 0
    					unit		Lamtuna Spearmen			exp 4 armour 0 weapon_lvl 0
    					unit		Lamtuna Spearmen			exp 1 armour 0 weapon_lvl 0
    					unit		Lamtuna Spearmen			exp 1 armour 0 weapon_lvl 0
    					unit		Lamtuna Spearmen			exp 0 armour 0 weapon_lvl 0					
    					unit		Berber Javelinmen			exp 4 armour 0 weapon_lvl 0
    					unit		Berber Javelinmen			exp 1 armour 0 weapon_lvl 0
    					unit		Berber Archers				exp 7 armour 0 weapon_lvl 0
    					unit		Berber Archers				exp 4 armour 0 weapon_lvl 0
    					unit		Berber Archers				exp 1 armour 0 weapon_lvl 0
    					unit		Berber Archers				exp 0 armour 0 weapon_lvl 0					
    			end
    			
    			inc_event_counter Berber_Help_for_Moors 30		; it goes down in another script			
    		end_if
    
    
    		if RandomPercent > 60
    			log ------ spawn Mujahid ibn_Sayyid
    			spawn_army
    				faction moors
    				character	Mujahid ibn_Sayyid, named character, age 32, x 38, y 108
    				traits LoyaltyStarter 2 , MilitaryInclination 1 , Military_Edu 1 , GoodCommander 1 , ReligionStarter 1 , Handsome 6 , Intelligent 7 , GoodCavalryGeneral 2 , Miserly 2
    					unit		ME Bodyguard				exp 4 armour 0 weapon_lvl 0
    					unit		Berber Light Cavalry		exp 7 armour 0 weapon_lvl 0
    					unit		Berber Light Cavalry		exp 4 armour 0 weapon_lvl 0
    					unit		Berber Light Cavalry		exp 1 armour 0 weapon_lvl 0
    					unit		Berber Light Cavalry		exp 0 armour 0 weapon_lvl 0
    					unit		Lamtuna Spearmen			exp 4 armour 0 weapon_lvl 0
    					unit		Lamtuna Spearmen			exp 1 armour 0 weapon_lvl 0
    					unit		Lamtuna Spearmen			exp 1 armour 0 weapon_lvl 0
    					unit		Lamtuna Spearmen			exp 0 armour 0 weapon_lvl 0					
    					unit		Berber Javelinmen			exp 4 armour 0 weapon_lvl 0
    					unit		Berber Javelinmen			exp 1 armour 0 weapon_lvl 0
    					unit		Berber Archers				exp 4 armour 0 weapon_lvl 0
    					unit		Berber Archers				exp 1 armour 0 weapon_lvl 0
    					unit		Berber Archers				exp 0 armour 0 weapon_lvl 0					
    			end
    			
    			inc_event_counter Berber_Help_for_Moors 30		; it goes down in another script			
    		end_if
    
    
    		if RandomPercent > 40
    			log ------ spawn Utba ibn_Ja_qub
    			spawn_army
    				faction moors
    				character	Utba ibn_Ja_qub, named character, age 28, x 39, y 108
    				traits LoyaltyStarter 2 , MilitaryInclination 1 , Military_Edu 1 , StrategyDread 3 , ReligionStarter 1 , Handsome 5 , Intelligent 5 , GoodCavalryGeneral 2 , Generous 2
    					unit		ME Bodyguard				exp 4 armour 0 weapon_lvl 0
    					unit		Berber Light Cavalry		exp 4 armour 0 weapon_lvl 0
    					unit		Berber Light Cavalry		exp 1 armour 0 weapon_lvl 0
    					unit		Berber Light Cavalry		exp 0 armour 0 weapon_lvl 0
    					unit		Lamtuna Spearmen			exp 4 armour 0 weapon_lvl 0
    					unit		Lamtuna Spearmen			exp 1 armour 0 weapon_lvl 0
    					unit		Lamtuna Spearmen			exp 1 armour 0 weapon_lvl 0
    					unit		Lamtuna Spearmen			exp 0 armour 0 weapon_lvl 0					
    					unit		Berber Javelinmen			exp 4 armour 0 weapon_lvl 0
    					unit		Berber Javelinmen			exp 1 armour 0 weapon_lvl 0
    					unit		Berber Archers				exp 4 armour 0 weapon_lvl 0
    					unit		Berber Archers				exp 1 armour 0 weapon_lvl 0
    					unit		Berber Archers				exp 0 armour 0 weapon_lvl 0						
    			end
    			
    			inc_event_counter Berber_Help_for_Moors 30		; it goes down in another script			
    		end_if
    		
    		log -------------------- Script :Berber Help for Moors (5) CHANGES IN DIPLOMACY & ADDITIONAL UNREST ------------------
    
    
    		; ------ SEVILLA
    		
            if I_SettlementOwner Sevilla = portugal
                console_command diplomatic_stance moors portugal war
    			add_settlement_turmoil Sevilla 8						; set public unrest to 40% - it will decrease over time				
            end_if
    
    
            if I_SettlementOwner Sevilla = spain
                console_command diplomatic_stance moors spain war
    			add_settlement_turmoil Sevilla 8				
            end_if
    
    
            if I_SettlementOwner Sevilla = aragon
                console_command diplomatic_stance moors aragon war
    			add_settlement_turmoil Sevilla 8				
            end_if
    
    
            if I_SettlementOwner Sevilla = france
                console_command diplomatic_stance moors france war
    			add_settlement_turmoil Sevilla 8				
            end_if
    
    
            if I_SettlementOwner Sevilla = england
                console_command diplomatic_stance moors england war
    			add_settlement_turmoil Sevilla 8				
            end_if
    
    
            if I_SettlementOwner Sevilla = hre
                console_command diplomatic_stance moors hre war
    			add_settlement_turmoil Sevilla 8				
            end_if
    
    
            if I_SettlementOwner Sevilla = pisa
                console_command diplomatic_stance moors pisa war
    			add_settlement_turmoil Sevilla 8				
            end_if
    
    
            if I_SettlementOwner Sevilla = sicily
                console_command diplomatic_stance moors sicily war
    			add_settlement_turmoil Sevilla 8				
            end_if
    
    
    		; ------ GRANADA
    		
            if I_SettlementOwner Granada = portugal
                console_command diplomatic_stance moors portugal war
    			add_settlement_turmoil Granada 8						; set public unrest to 40% - it will decrease over time				
            end_if
    
    
            if I_SettlementOwner Granada = spain
                console_command diplomatic_stance moors spain war
    			add_settlement_turmoil Granada 8				
            end_if
    
    
            if I_SettlementOwner Granada = aragon
                console_command diplomatic_stance moors aragon war
    			add_settlement_turmoil Granada 8				
            end_if
    
    
            if I_SettlementOwner Granada = france
                console_command diplomatic_stance moors france war
    			add_settlement_turmoil Granada 8				
            end_if
    
    
            if I_SettlementOwner Granada = england
                console_command diplomatic_stance moors england war
    			add_settlement_turmoil Granada 8				
            end_if
    
    
            if I_SettlementOwner Granada = hre
                console_command diplomatic_stance moors hre war
    			add_settlement_turmoil Granada 8				
            end_if
    
    
            if I_SettlementOwner Granada = pisa
                console_command diplomatic_stance moors pisa war
    			add_settlement_turmoil Granada 8				
            end_if
    
    
            if I_SettlementOwner Granada = sicily
                console_command diplomatic_stance moors sicily war
    			add_settlement_turmoil Granada 8				
            end_if
    
    
    		; ------ CORDOBA
    		
            if I_SettlementOwner Cordoba = portugal
                console_command diplomatic_stance moors portugal war
    			add_settlement_turmoil Cordoba 8						; set public unrest to 40% - it will decrease over time				
            end_if
    
    
            if I_SettlementOwner Cordoba = spain
                console_command diplomatic_stance moors spain war
    			add_settlement_turmoil Cordoba 8				
            end_if
    
    
            if I_SettlementOwner Cordoba = aragon
                console_command diplomatic_stance moors aragon war
    			add_settlement_turmoil Cordoba 8				
            end_if
    
    
            if I_SettlementOwner Cordoba = france
                console_command diplomatic_stance moors france war
    			add_settlement_turmoil Cordoba 8				
            end_if
    
    
            if I_SettlementOwner Cordoba = england
                console_command diplomatic_stance moors england war
    			add_settlement_turmoil Cordoba 8				
            end_if
    
    
            if I_SettlementOwner Cordoba = hre
                console_command diplomatic_stance moors hre war
    			add_settlement_turmoil Cordoba 8				
            end_if
    
    
            if I_SettlementOwner Cordoba = pisa
                console_command diplomatic_stance moors pisa war
    			add_settlement_turmoil Cordoba 8				
            end_if
    
    
            if I_SettlementOwner Cordoba = sicily
                console_command diplomatic_stance moors sicily war
    			add_settlement_turmoil Cordoba 8				
            end_if
    		
    		log ------ Script end
    
    
        end_monitor

  2. #42
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: CUMANS (Cuman-Kipchak Confederation)

    I'm thinking about degrading the city of Tunis to lower level. It became the seat of power of the local rulers (the Hafsids) only in the mid-13th century, and our mod starts over 100 years earliers. The city must have been smaller at that time.

  3. #43

    Default Re: SSHIP - General Discussion

    A little issues for developers, is possible change some names of units more correct historically?
    1.Saxon huscarls--- Mercenary Anglosaxon Huscarls. Because in 1132 they already were mercenary soldiers for normans and also in Constantinople (after the battle of Hastings in 1066) and also were anglos and saxons in these troops...
    2.Varangian Guard- Anglovarangoi Guard. Same answer, they were formed also for english men in this time, not only nordic people.

    For other hand, about recruitment of black troops (african soldiers) for fatimids at the beginning of the game, where is possible recruit them???the backbone of the Fatimid armies were black Sudanese and southern African troops, I think it should be possible to recruit them as AOR units in their barracks at least in the Egyptian zones, because currently in the game we only have the initial armies and then only we can recruit shutah militia, andath militia and
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  4. #44
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by j.a.luna View Post
    For other hand, about recruitment of black troops (african soldiers) for fatimids at the beginning of the game, where is possible recruit them???the backbone of the Fatimid armies were black Sudanese and southern African troops, I think it should be possible to recruit them as AOR units in their barracks at least in the Egyptian zones, because currently in the game we only have the initial armies and then only we can recruit shutah militia, andath militia and
    ;====================================================================================================================================;--- African Archers (AoR Bowyer)
    ; this unit is called Sudan Archers
    ; at the moment they have mercenary_unit attribute


    recruit_pool "African Archers" 1 0.05 2 0 requires factions { all, } and hidden_resource africa
    ;====================================================================================================================================;--- African Tribal Warriors (AoR)
    ; Africa (5 provinces)
    ; number of recruits does not grow with the urbanization level

    recruit_pool "African Tribal Warriors" 1 0.077 2 0 requires factions { all, } and hidden_resource africa
    ;==============================================================================================================================;- EGYPT castle barracks mustering_hall -----------------------------------------------------------------------------------------------------------
    recruit_pool "Shurtah Militia" 1 0.15 1 1 requires factions { egypt, }
    recruit_pool "Ahdath Militia" 0.5 0.1 1 0 requires factions { egypt, }


    ; must be multiplied to the other levels of the building, if decided so
    recruit_pool "African Spearmen" 1 0.25 1 0 requires factions { egypt, } and not event_counter ayyubids_rise 1 and hidden_resource egypt and hidden_resource capital
    but: there might still be an unfinished coding for the upper levels of a few buildings.

  5. #45

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Jurand of Cracow View Post
    but: there might still be an unfinished coding for the upper levels of a few buildings.
    Ok Jurand, but my question is if this 4 african units (african javelinmen, african, spearmen, african archers and african tribal warriors is possible to recruit in egyptians quarters (cities or castles) or only as mercenaries in the egyptian areas??
    I say this because at least at the beginning of the game could be recruited in the quarters of Cairo( the capital and famous for much slaves) and the southest settlement of egyptians (named Qus???), It is for make more unique and historical fatimids from other muslims factions
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  6. #46
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by j.a.luna View Post
    Ok Jurand, but my question is if this 4 african units (african javelinmen, african, spearmen, african archers and african tribal warriors is possible to recruit in egyptians quarters (cities or castles) or only as mercenaries in the egyptian areas??
    I say this because at least at the beginning of the game could be recruited in the quarters of Cairo( the capital and famous for much slaves) and the southest settlement of egyptians (named Qus???), It is for make more unique and historical fatimids from other muslims factions
    as could be seen in the code: this is code in EDB, this means they're recruitable in the buildings in the settlements, incl. Cairo and Qus. The code for mercenaries' file is a bit different - and again, they're recruitable there as well.
    There's also a late era unit - Sudanese Gunners.

  7. #47

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by j.a.luna View Post
    Ok Jurand, but my question is if this 4 african units (african javelinmen, african, spearmen, african archers and african tribal warriors is possible to recruit in egyptians quarters (cities or castles) or only as mercenaries in the egyptian areas??
    I say this because at least at the beginning of the game could be recruited in the quarters of Cairo( the capital and famous for much slaves) and the southest settlement of egyptians (named Qus???), It is for make more unique and historical fatimids from other muslims factions
    In my last campaign with the Fatimidids I saw that it was possible to recruit only Sudanese archers and Sudanese warriors then Sudanese gunners with buildings-only Sudanese troops precisely; African spearmen and javelin only mercenaries.

  8. #48
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Mattus View Post
    In my last campaign with the Fatimidids I saw that it was possible to recruit only Sudanese archers and Sudanese warriors then Sudanese gunners with buildings-only Sudanese troops precisely; African spearmen and javelin only mercenaries.
    I wonder to what extend the gunners are historical unit? It seems to me to be one of the SS un-historical units...
    Another issue: I'd think javelinmen double with tribal warriors, actually. In Africa I'd go for:

    - Sudanese warriors - standard unit: armed with javelins and spears, no armour
    - Sudanese archers - weak bow unit, reflecting hunters in this area
    - African spearmen - professional African unit, with padded armour as they're

    You may don't know, @Mattus, but there's a limited number of units in the Med2 engine (500) and we're looking on opportunities to free up some of them to introduce other units in other areas in other eras.
    Last edited by Jurand of Cracow; August 11, 2022 at 01:09 AM.

  9. #49

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Jurand of Cracow View Post
    I wonder to what extend the gunners are historical unit? It seems to me to be one of the SS un-historical units...
    Another issue: I'd think javelinmen double with tribal warriors, actually. In Africa I'd go for:

    - Sudanese warriors - standard unit: armed with javelins and spears, no armour
    - Sudanese archers - weak bow unit, reflecting hunters in this area
    - African spearmen - professional African unit, with padded armour as they're

    You may don't know, @Mattus, but there's a limited number of units in the Med2 engine (500) and we're looking on opportunities to free up some of them to introduce other units in other areas in other eras.
    Yes Jurand, i agree with you in remove african javelinmen, but maybe is possible make another african/dessert units as Numibian cavalry--- Famous african cavalry with javelins and axes and swords, or Camel Riders ( Tuaregs), Camels with spears and swords with typical tuareg dress, in north Africa and middle east, also in North Egypt. Also for moors and egypt should make a elite black unit on foot with maces,swords and armour.
    I think also that is work for kostic units...
    Here, in my dessert proposal unit for sship exist some changes for these units and also the regional building of caravansary.... Here the link:
    https://www.twcenter.net/forums/show...cussion/page42
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  10. #50
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    In the next version of the SSHIP there'll be actually three regional buildings available for the Almoravids:






  11. #51

    Default Re: ALMORAVIDS (Moors, Maghreb)

    wow wonderful Jurand!!! although I thought that "Oasis" was also for Egyptian regions and Arabia...
    As for the Alcázares for the Moors they already repeat a berber light cavalry unit, I think the Alcázares could provide them with an infantry unit like Andalusian spearmen in Andalusian regions and berber spearmen in North Africa.
    Caravansary and slave markets would also be regional buildings for the Moors, right?
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  12. #52
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: ALMORAVIDS (Moors, Maghreb)

    Oasis - all deserts regions, Arabia of course, but also Sijilmasa and Tarabulus in Africa.
    Units will be gradually attached to the buildings, in the future (and some removed).
    Caravanseray and Slave markets - as they're until now, I haven't dealt with them yet.

  13. #53

    Default Re: SSHIP - General Discussion

    I bumped into this Almoravid unit which appears in the late era gameplay of Almoravids. It's an Armoured Urban Militia which looks very cool, yet with a werid Attack\Defence ratio. wouldn't it be fair it had at least the attack level of 4?


  14. #54
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by a Dictator's Cigar View Post
    I bumped into this Almoravid unit which appears in the late era gameplay of Almoravids. It's an Armoured Urban Militia which looks very cool, yet with a werid Attack\Defence ratio. wouldn't it be fair it had at least the attack level of 4?

    yeah, I don't know - I haven't delved into those stats. You might be right, we'll take this observation into considerations, thanks!

  15. #55

    Default Re: [F] - Almoravids

    well the mod is great but the names are strange except the names of the generals and members of the house (female names are really strange) just get the usual arabic names given for al fatimids .
    forts should be added ( idk if it's already i'm playing 0.9.7)
    the game start in 1132 with almohad rise + abdulmumin as a general in fez you can make the sultan with low reputation his sons you can make em rebels after a time + you can make abdulmumin more likely to be a familly member once he get in house tree and get title of heir , once he's a sultan the almohad era start . + when its 1268 you can spawn again the leader of almarinids with notification of the beggining of marinid rule .
    for andalusia toledo is the heart of castille (it should be the capital or at least a large city) so it should be surrounded by more cities in south and west ( JAEN , BAEZA , TALVERRA , TRUJILLO , MALAGON , CACERES , SALAMANQUA , ALBACETE , ALARCOS fort , CALATRAVA fort , MAGACELA fort in sevilla's north even it's under moorish rule ) chapters of santiago and calatrava to be added to settlements + make Toledo under supervision of papal state so if its conquered by moors the pope must launch a crusade whenever it's possible.
    portugal contain only coimbra it's easy to destroy it just add Santarem and Oporto because santarem was the real capital before lisbon ( beja can be added) + adding the knights of aviz .
    aragon you can add Tarragona or tortosa to protect Zaragoza + some forts
    one more thing add malaga or almeria

  16. #56

    Default Re: ALMORAVIDS (Moors, Maghreb)

    Spoiler Alert, click show to read: 


    THOSE ARE THE REAL FLAGS TO BE ADDED

    Spoiler Alert, click show to read: 

    Last edited by Jurand of Cracow; July 28, 2023 at 01:02 AM.

  17. #57
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: [F] - Almoravids

    Quote Originally Posted by MoorsihSultan View Post
    well the mod is great but the names are strange except the names of the generals and members of the house (female names are really strange) just get the usual arabic names given for al fatimids .
    forts should be added ( idk if it's already i'm playing 0.9.7)
    the game start in 1132 with almohad rise + abdulmumin as a general in fez you can make the sultan with low reputation his sons you can make em rebels after a time + you can make abdulmumin more likely to be a familly member once he get in house tree and get title of heir , once he's a sultan the almohad era start . + when its 1268 you can spawn again the leader of almarinids with notification of the beggining of marinid rule .
    for andalusia toledo is the heart of castille (it should be the capital or at least a large city) so it should be surrounded by more cities in south and west ( JAEN , BAEZA , TALVERRA , TRUJILLO , MALAGON , CACERES , SALAMANQUA , ALBACETE , ALARCOS fort , CALATRAVA fort , MAGACELA fort in sevilla's north even it's under moorish rule ) chapters of santiago and calatrava to be added to settlements + make Toledo under supervision of papal state so if its conquered by moors the pope must launch a crusade whenever it's possible.
    portugal contain only coimbra it's easy to destroy it just add Santarem and Oporto because santarem was the real capital before lisbon ( beja can be added) + adding the knights of aviz .
    aragon you can add Tarragona or tortosa to protect Zaragoza + some forts
    one more thing add malaga or almeria
    Don't play 0.97, play 0.98 ! Especially for the Almoravids faction, there're many changes
    If you're versed in the Maghrebi medieval noble names, just correct the list
    forts are disabled by design in the SSHIP, explained here.
    initial character setting - yes, this is to be done in the later future. incl. Almohads and Almarinids.
    military orders chapters - to be reviewed in the future. I'm not sure if in 1132 Santiago and Calatrava should be there.
    automatic crusade on Toledo - also not sure how historical it would be.
    List of the cities - due to the hardcoded limit of provinces in the Medieval2 engine, it's not possible to add any more. Plus you should think in terms of regions, not cities.

    Code:
    	women
    		A_isha
    		Amat
    		Amina
    		Asma
    		Baraka
    		Bazzu
    		Fatimah
    		Hadija
    		Hafsa
    		Hamda
    		Hamduna
    		Hind
    		Ishraq
    		Jariya
    		Jawla
    		Judur
    		Kitman
    		Lubna
    		Mahja
    		Maryam
    		Maymuna
    		Nuzha
    		Rima
    		Safiyya
    		Safya
    		Sama
    		Sara
    		Sayyida
    		Sitt
    		Su_a
    		Sukayna
    		Suna
    		Sut
    		Ta_zunt
    		Tamu
    		Urtatim
    		Yamina
    		Yanduza
    		Zannu
    		Zarru
    		Zaynab
    		Zummurrud

  18. #58

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by a Dictator's Cigar View Post
    I bumped into this Almoravid unit which appears in the late era gameplay of Almoravids. It's an Armoured Urban Militia which looks very cool, yet with a werid Attack\Defence ratio. wouldn't it be fair it had at least the attack level of 4?

    in my sicilian campaign and fighting against the moors this "armored urban militia" unit is too OP, they have almost as much armor as the knights and they appear after the heavy mail event for the moors in their cities, which can recruit enough, to be an urban militia I think they should be weaker and perhaps cheaper, I also comment that their unit model is old and ugly (vanilla model) I think kostic should give it a more current model focusing on the Andalusian urban militias (they had crossbows and swords) I hate seeing old vanilla models in this beautiful mod.


    HERE MY ANDALUSIAN AND IBERIAN PROPOSAL FOR KOSTIC UNITS:

    https://www.twcenter.net/forums/show...stumes)/page34
    Last edited by j.a.luna; August 01, 2023 at 12:18 PM.
    THE MORE YOU SWEAT NOW,
    THE LESS YOU BLEED IN BATTLE!!!



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  19. #59

    Default Re: ALMORAVIDS (Moors, Maghreb)

    Quote Originally Posted by j.a.luna View Post
    Hello Jurand adn sship team , I want to continue and be more specific about the unit roster (Moorish-Andalusian) for Iberian peninsula.

    As for the "Berber" unit roster, I agree with both proposals from both @WeekendGeneral and @Thorbjorn Jagelund, in addition to including the attribute of "combat bonus in deserts" for all Berber and African troops (it is logical because it was their environment of origin).
    Here are the proposal threads of both players:

    1.- https://www.twcenter.net/forums/show...Moors-Maghreb)

    2.- https://www.twcenter.net/forums/show...nd-Suggestions

    MY ANDALUSIAN PROPOSAL:

    3.- https://www.twcenter.net/forums/show...N-amp-CASTILLE


    Regarding my proposal for the Andalusian troops, I have been learning about and reading articles / books about the reconquest and the Andalusian and Christian armies and I think I could do the descriptions of the units if you wanted to, in addition to trying to guide you with their recruitment and skills since They would be AOR units that only occurred in that wide region called "Andalusia" or "Al-Andalus" by Muslims, in addition to being a very peculiar troop because they were made up of a mixture of Christians, Muslims and MOZÁRABES (Christians who lived since long ago in Muslim lands), therefore the military equipment of these lands was very similar to the European one but included variations in its style due to being in continuous contact with the Muslims (Almoravids and Almohads).
    I leave you some images of how these troops would be so that Kostic can one day represent them in sship mod.


    Spoiler Alert, click show to read: 







    AND FINALLY AN INTERESANT LINK WITH AN ANDALUSIAN UNIT ROSTER FOR MEDIEVAL KINGDOM TOTAL WAR MOD with models for andalusian troops:

    4.- http://www.twcenter.net/forums/showt...esearch-Thread
    Hi Jurand, in this old entry still exist good proposals for moors unit roster , i think that should not be forgotten, and when you have time and ii it is possible it would great make it happen
    THE MORE YOU SWEAT NOW,
    THE LESS YOU BLEED IN BATTLE!!!



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  20. #60

    Default Almoravid

    So apparently Almoravid will have a unique mechanic that isn't implemented yet and it make me want to talk about them.

    From what i know from my limited gathering on Almoravid is their manpower are largely relied on their Moors holdings because the Andalusian while wealthy makes for a poor combatant while in the game the military power are tied by how large and wealthy your city/castle are.

    In addition they have always been described as poor at sieges although i think this one would be tricky to be implemented in the game.

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