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
11 Dec, 2019 @ 6:10pm
26 Mar @ 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 (165)
9
20 Oct @ 12:02pm
Saving is broken
yf
10
9 Mar @ 1:39pm
Mod missing
Squee
9
29 Oct @ 8:49am
HRE doesn't work anymore?
Luke_Lykos'91
2,036 Comments
Tycherious 18 Nov @ 9:13pm 
Hi everyone,

I've noticed that many of you have been experiencing issues with the HRE mechanics over the past three years. To address these concerns, I've developed a working submod that effectively fixes and enhances the HRE mechanics, making the gameplay more balanced and enjoyable.

If you're interested: "Tycherious' - Script/HRE/Mechanics - Fixed"

I'd love to get feedback and suggestions for further improvements!
SU1C1D3C0MMAND0 16 Nov @ 10:33am 
Does this mod replace the base game modes like the campaign or give it an entirely new mode to itself??
WholeLottaWhiske 13 Nov @ 10:41pm 
Im not sure whats causing this, But all of this mods custom movies/cutscenes, They dont have their audio. They just play the cutscene audio of the movie you get when you start the game, Any fixes?
daki 11 Nov @ 6:53am 
Famine 1313-1317 doesn't impact invading armies -- I think it's a huge bug. Famine would have devastated invading armies even more than local populace.
MiF 6 Nov @ 10:39am 
Any info on what's wrong with the game? In multiplayer it crashes after 2-3 moves. And the scripts for the population and solutions do not work. I installed everything strictly according to the instructions.
Horsti 4 Nov @ 7:18am 
Why doesn't Bavaria show up in the faction selection screen (both for campaign and custom battles)?
MakeAmericaGreatAgain2024 3 Nov @ 3:54am 
Is the Buffer State feature gone?:steamfacepalm:
I can no longer find the "release buffer state" button.
Do anyone else have the same problem??
Carlos Danger 1 Nov @ 6:11am 
anyone know if it is possible to play as or restore a Jewish state? Can factions convert religions? Would I have to take a specific faction and build the Jewish Diaspora building and go from there? thanks!
Iviatus XII 29 Oct @ 8:56am 
Great Mod but please add Knights Templar and Hospittaler for England and France, the main european crusaders, bcs it doesnt make sense that they dont have order knights and factions like Scotland, Wales or Norway have.
Pedro Crq 28 Oct @ 6:37pm 
Please fix after-battle-crash. Im playing with Seljuk Sultanate