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
343.637 MB
Dec 11, 2019 @ 6:10pm
Jul 25 @ 6:01pm
51 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
Medieval Kingdoms 1212AD - Custom cities beta
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 Models Pack 8
Medieval Kingdoms 1212AD Models Pack 9
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 (175)
2
Jun 30 @ 7:33pm
Are there any AGENTS in Foreign Factions of MOD 1212 AD?
akkauntgewgler
9
Oct 29, 2024 @ 8:49am
HRE doesn't work anymore?
Luke_Lykos'91
2
Mar 23 @ 12:11am
1212 AD Holy Roman Empire Mechanics Fix is here!
Tycherious
2,142 Comments
eddiesoderberg7 Sep 22 @ 1:18am 
Try to fix it at least every time i redowndload it does not work
Souzada Sep 21 @ 4:15pm 
Anyone know why my game crashes at the loading screen when starting a battle? It's my frist time trying this mod, but the game crashes just before the battle starts during a campaing
Tycherious  [author] Sep 21 @ 3:40pm 
@eddiesoderberg7 Redownload the model packs and lith troops 'should' show up. I actually had the same issue you're having. It's from incorrectly download mod data, it happens because the workshop isn't the most reliable thing to download from. Sorry but it's not our fault and so we can't really help ya, just gotta redownload the model packs again.
Tycherious  [author] Sep 21 @ 3:38pm 
@ABC Mod is working, you're mad son.
Tycherious  [author] Sep 21 @ 3:38pm 
@lennxd12 Reach out on discord with screenshots of your issue so we can fix it please.
Tycherious  [author] Sep 21 @ 3:37pm 
@s i 1 ē n c i ø It's not out yet.
eddiesoderberg7 Sep 21 @ 12:22pm 
at least not in custom batttles
eddiesoderberg7 Sep 21 @ 1:56am 
i tried redownloading it does not work
s i 1 ē n c i ø Sep 20 @ 2:23pm 
how to play 1380 campaing?
lennxd12 Sep 20 @ 12:38pm 
when i start the modpack, there are texts missing i belief. on the nations descriptions and when in the campaign the units names and some things like public order and population growth, only the icons are there but no text