Total War: ATTILA

Total War: ATTILA

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Medieval Kingdoms 1212 AD Scripts
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Tags: mod, Campaign
File Size
Posted
Updated
343.427 MB
Dec 11, 2019 @ 6:10pm
Mar 26, 2024 @ 6:45am
50 Change Notes ( view )

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Medieval Kingdoms 1212 AD Scripts

Description
MK1212 Scripts Component:
This component contains all the scripts for Medieval Kingdoms 1212 AD, aiming to further enhance the gameplay experience with the addition of new mechanics and quality of life changes. This is a required component for MK1212's campaign.

Special thanks to Causeless, Drunk Flamingo, Marthenil, Hardballer, and various C&C Modding Den discord users for their help!

Main Features:
Annex Vassals: Diplomatically annex vassals who have been subjugated for 10 or more turns.
Buffer States: Release vassal buffer states from conquered territories where your direct control may be tenuous.
Challenges: If you find the campaign too easy or just want to shake things up a bit, challenge campaigns are available when starting a new campaign.
Crusades: Travel far from your homeland to retake the Holy Land, in service of God or perhaps in search of glory and power.
Decisions: Enact decisions that can affect your ruler or your realm.
Frontend Overhaul: The frontend has been overhauled with changes such as a Grand Campaign start date selector (currently only 1212 AD is available), a modified faction selection screen, and increased room for factions in custom battles.
Dynamic Faction Ranks: Any faction in the campaign can grow from a county to an empire.
Holy Roman Empire System: Factions in the Holy Roman Empire are represented in the HRE system, complete with elections, imperial decrees, and reforms.
Increased Building Slots: Increased the number of building slots in settlements from 6 to 10.
Ironman Mode: Play with manual saving disable and unlock custom achievements!
Nicknames: Characters gain nicknames as a consequence of their actions or the traits that they have.
Population: Cities now have population, which directly affects their squalor levels and economy. All non-mercenary units require population of their respective classes to recruit.
Region Trading: Regions can be traded with AI factions, with weighted values based on diplomatic attitude, distance from their borders, and the value of the regions' buildings.
Story Events: Various factions have scripted story events, offering unique challenges for certain factions.
The Pope: Catholic factions may find themselves with a thorn in their side in the form of His Holiness himself. However, those who placate the pope may receive certain boons.
War Weariness: Returning from Age of Charlemagne but modified to suit the needs of MK1212, War Weariness encourages shorter and fewer wars.
World Events: The world itself will not stand idle as you progress through the campaign. Invasions, great plagues, famines, and climate change can all ravage the land.

Coming Soon:
AI & Multiplayer Population System Support
College of Cardinas & Playable Papacy
New Decisions & Story Events
Republic Mechanics

Recommended Mod Load Order
Medieval Kingdoms 1212AD Scripts
All Settlement Walled - Siege Map Replacer
Medieval Kingdoms 1212AD Base Pack - Campaign Alpha
Medieval Kingdoms 1212AD Models Pack 1.v2
Medieval Kingdoms 1212AD Models Pack 2
Medieval Kingdoms 1212AD Models Pack 3
Medieval Kingdoms 1212AD Models Pack 4
Medieval Kingdoms 1212AD Models Pack 5
Medieval Kingdoms 1212AD Models Pack 6
Medieval Kingdoms 1212AD Models Pack 7
Medieval Kingdoms 1212AD Music


Note: This mod currently only supports English unless you also have a translation submod enabled.

View a more detailed FAQ on the main mod workshop page.

MK1212 Scripts Github[github.com]

MK1212 Development Trello[trello.com]

Please let me know of any bugs you encounter!
Popular Discussions View All (172)
1
May 15 @ 6:00am
Are there any AGENTS in Foreign Factions of MOD 1212 AD?
akkauntgewgler
9
Oct 20, 2024 @ 12:02pm
Saving is broken
Yf
1
May 15 @ 5:57am
Losing Religion
Marksheen5858
2,084 Comments
ambiorics May 16 @ 11:11am 
Hello, I have a problem. The Ildegezid faction was previously available in the mod, but now you can't play it. Can you make it playable again or help me enable it through PackFileManager?
akkauntgewgler May 8 @ 11:39am 
Are there any AGENTS in Foreign Factions of MOD 1212 AD?

During the gameplay I wonder, it's almost 10th turn and I still don't see any AGENTS of Foreign Factios in 1212 AD MOD. Was it designed this way? I mean if Foreign Faction APRIORI aren't able to use their own AGENTS, isn't it actually unfair from the perspective of balance of power?

So this MOD gives my faction a huge advantage then?
I get the same issue as the person two below this comment, at main menu it says missing pack files and that they're out of order but the order is as recommended. :steamsad:
ladonkakosa May 8 @ 2:30am 
викидує з гри при використанні стрелков с ружья и пушки.... и при смене вистрела на трибушете ...((
slmtrlgh May 7 @ 10:16am 
Hello, ı installed all then choose your recommended mod load order. Then ı open the game and there is a warning said 'missing pack files'. Then ı reinstall game and mode but it didn't solve could you help me for that thank you so much.
Šumař Apr 18 @ 8:54am 
im from bohemia must play it :D
Šumař Apr 18 @ 8:53am 
hi i play bohemia i dont see units + dont see horse raiders only horses :D other faction good maybe upgrade lvl ?
cla.ferr83 Apr 16 @ 5:58am 
it s first time. Before now it was all ok with 40.000 units too.
cla.ferr83 Apr 16 @ 5:57am 
Hi, now when I play in custom battle its long time to loading before battle. I have a good pc. Other mods its ok. this problem only with 1212. Can you help me please? thank fo answer
n.pedrazalis Apr 14 @ 2:27pm 
hey if you are not finishing this mod with appropriate naval ships for the time at least unlock the naval ships of the original game to be recruited, i cannot believe my byzantin navy cannot combat, i need greek fire and real ships unlock it please