Scandza: Total War version 1.0 is finally here, released to the public!
- Units & 2D Art -
- Campaign Map (slightly outdated and using normal environment) -
- Soundtrack by Krauka -
Please follow one of these links to download Scandza: Total War 1.0:
ModDB
Dropbox
Patch 1.2 (17-01-24)
ModDB
Dropbox (optional w. normal environment here)
Non-Steam installation:
- Extract the "scandza" folder into your "bi" folder inside your main RTW folder (eg. "D:\Games\Rome - Total War\bi").
- Update: Download and install Patch 1.2 (extract and overwrite the full version "scandza" folder).
- Place the "Scandza - Total War.bat" inside the main RTW folder and run it.
Steam installation:
- Extract the "scandza" folder into your "bi" folder inside your main RTW folder (eg. "D:\SteamLibrary\SteamApps\common\Rome Total War Gold\bi").
- Update: Download and install Patch 1.2 (extract and overwrite the full version "scandza" folder).
- Right click on Rome: Total War in your Steam Library and go to "Properties".
- In the "Launch Options" copy and paste "-mod:bi\scandza -nm -ne -show_err" (without quotation marks, and important to use the backslash!).
- Run your game through Steam and select "Launch Rome: Total War Barbarian Invasion".
The mod is fully mod-foldered, so it will not conflict with your clean installation of Rome: Total War - Barbarian Invasion (or Gold).
NOTE:
If your screen resolution is lower than 1080, you have to edit the preferences.txt (inside "...bi\scandza\preferences").
Set these two to your screen's resolution:
STRATEGY_RESOLUTION:1920x1080
BATTLE_RESOLUTION:1920x1080
Depending on your resolution, you may want to disable the Widescreen setting (in advanced video options).
The mod is balanced for Hard/Hard difficulty and Huge unit scale.
The mod starts in 391 AD, the same year that Theodosius I extinguishes the eternal fire in the Temple of Vesta and establishes Christianity as the Roman state religion - but very little of this matters in the far removed region of Scandza; here legends are still alive, and lasting states yet to be formed; but history is fast approaching and people will soon settle into strong tribal states, the successors of which will last until this day; others will migrate to the continent or the soon to be defenceless Britain; this is the time of the great migrations, and also the shaping of what we know as Scandinavia.
Population management:
The background script lowers the population of all settlements after each Winter, at the beginning of Spring (every fourth turn) - and additionally every Summer along the North Sea Coast. This migratory tendency will increase gradually, especially for the Western Germanic sphere.
All larger settlements (2nd tier government building and up) will also, on top of that, lose some population each season, but this can be somewhat countered by having a governor present.
Migration unrest mechanics:
The religions of Barbarian Invasion have been replaced by a stance towards migration: either a settlement will have a strong pull towards migratory tendencies, or it will be in favour of a more settled "sedentary" stance. The migratory tendency will create unrest in your provinces (just like having the wrong religion). Settlements will always officially be "sedentary", but can be almost 100% migratory (a lot of unrest).
The core migration building (present in all provinces, and indestructible) will prevent the conversion towards sedentary belief. The negative value will not in itself do anything except prevent family members, neighbouring provinces, or buildings from having an effect before they reach positive values. The migratory belief is only spread if there are foreign agents (spies or assassins) present in the province.
The agents will automatically receive the trait that spreads migratory belief when they end their turn in foreign territory. This makes it very important to hunt down foreign agents, and in turn you can use your own agents both for counter espionage, killing other faction agents, or spreading unrest in other faction provinces. When agents enter friendly settlements they will receive a counter trait that removes the spreading of migratory belief (this makes it possible to use agents defensively).
The only effective way to counter the spread of migration, and turn it towards sedentary belief, is to improve farming, build certain monuments, or mass your family members in settlements.
Settlement economy and strategy:
Stratifying society by privileging your warrior class (building recruitment buildings) and centralising decision making (building higher government buildings) especially too quickly, may weaken your finances and turn some towards migration. Recruitment buildings will lower your tax base, and each higher tier settlement in your realm will increase the migratory pull faction-wide (make it harder to convert to sedentary in all your settlements).
Urban settlements are best encouraged where trade has high potential, otherwise they may in effect be a drain on the rural provinces and lead to a collapse of control. 3rd tier government buildings and up will lower public order faction-wide (though in the higher tier settlement itself you have a much higher potential for public order, recruitment, and economy).
Conquering a settlement will always result in damage to the government building and barracks; and these buildings will also be damaged in your larger settlements (2nd tier government building and up) if you have a garrison more than half the size of the population, without a governor present - however, when this happens your settlement's freemen population will be boosted as a result of the turmoil.
Smaller factions (3 settlements or less) will, in later stages of the game, receive financial support in the form of debt forgiveness and a cash boost, to help them recover and possibly return to compete with the larger ones.
All faction starting capitals will spawn garrisons if besieged for a full turn, as long as at least one named character is present in the settlement and the population is high enough.
Also, be aware that defeating a faction by taking their last settlement could trigger a horde, so it may be wise to let them carry on as your subjects instead.
Team:
- Dansk viking: Mod lead, mapping, coding, scripting, 3D modeling, skinning, unit cards, etc.
- Joar: 2D art, UI content, ancillaries, text elements, advise, etc.
Others:
- The Arthurian: Total War team for allowing the project to start as a submod, using their base of units, and other stuff to work from.
- The Roma Surrectum 3 team for their beautiful campaign and battle map environment.
- Soundtrack by Krauka.
- Art elements courtesy of Giovanni Caselli.
- All the people, modders, guide-creators, etc. on TWCenter for support and inspiration throughout the years!