This is the third full version of my Kingdoms Grand Campaign Mod. This mod uses the Retrofit mod as a base and adds 7 new factions from Kingdoms into the
Grand Campaign, including Jerusalem, Antioch, Ireland, Teutonic Order, Lithuania, Norway and Wales. I have also added every new unit from Kingdoms into the
Grand Campaign and made many new improvements. I aim to try and not lose the flavour of the original game. And I have therefore not added any new graphics into
this mod. All of the new features are taken from the Kingdoms expansion campaigns. This includes new interfaces, movies, music, sounds and events. Kingdoms
Grand Campaign Mod plays and feels just like the original campaign, except for being much bigger and far more challenging. The new campaign map is stunning and
is at the maximum size allowed for the game. Many extra regions have been added to make the GC a truly epic TW experience.
STEAM USERS
===========
Before you download this new full mod version be aware that this installer may not work for steam users. I am sorry about this but there is not much I can do to support Steam versions of Kingdoms. If you are determined enough to play my new mod update (or any other major mods). You may want to consider buying the retail version and saving yourself a lot of hassle. Trying to get a steam version to work with this just isn't worth it imo, but good luck.
VERSION 3 DOWNLOAD LINK
PATCH 4.1 DOWNLOAD LINK
PATCH 4.1 ALTERNATIVE DOWNLOAD LINK
INSTALLATION
============
YOU MUST HAVE THE MAIN GAME UNPACKED OR YOU WILL EXPERIENCE A DISPLAY PROBLEM. Next make sure you have any
previous versions of Kingdoms Grand Campaign Mod uninstalled. Also do not forget to delete the two geography files (descr_geography_new.db and
descr_geography_new.txt) in the unpacked data folder.
The Mod installs all game files into a separate mod path and does not modify any existing M2TW or M2TW: Kingdoms files. This protects the existing M2TW and
M2TW: Kingdoms installations and allows multiple mods to be run from the same M2TW installation. To uninstall the mod run the uninstaller in the start menu and
then delete the folder kingdoms_grand_campaign_mod.
VERSION 4.1 OVERVIEW
===================
-Aztecs can now be made playable, just put them in playable and move another faction to non playable.
-Aztec interface added.
-Aztec music and sounds added.
-New religion added for Aztecs "Sun God".
-Movie intro's for Aztecs, Mongols and crusaders added.
-EDU improvements including unit cost increases.
-Finally you can choose your next faction heir! the Privy Seal now gives +6 authority and guarantees anyone who is granted it the throne.
-Secondary fire back in for elite archers only.
-A vastly improved garrison script, now takes 10 turns until the next respawn. This allows for the surrender times of the Fortress and Large City levels. Also
some cities now give a script to more than 1 faction. For example Jerusalem will now give a defensive garrison to Egypt. While Antioch and Constantinople will
give scripts to the turks.
-The new world can now discovered at any time in the campaign. This allows you to rewrite history instead of having to follow historical accuracy. And it
really does add a whole new dimension to many campaigns in KGCM. This also helps make the Aztec campaign work.
-Campaign end date now moved to 1380. This gives you 400 turns to complete your victory conditions. Please note that it is still possible to continue playing
on until much later in the campaign (again this is for victory conditions only).
-Merc cost improvements and Elephant Artillery Mercs added.
-Princess comes of age added for local faction only (thanks to Dearmad).
-Fixed starting growth levels in some regions which were too high before.
-Map pathfinding fixes in the America's.
-Changed accent of mongols to islamic.
-1 extra free upkeep slot for forts.
MAIN FEATURES
=============
-Lithuanian conversion to Catholicism added.
-Changes to the Teutonic Order, they now have a family tree.
-Fixed Hanseatic League, now only factions around the Baltic can build the headquarters.
-New mini map showing the americas.
-Included new difficulty ratings for each faction at the campaign selection screen.
-Mercenary recruitment improved. Greek Firethrower mercs are no longer recruitable to invading Catholics.
-Fixed a few region religion levels.
-Slightly improved armour of cavalry and increased costs a bit.
-Increased movement of diplomats to 200 points.
-Reduced priest piety requirement for jihads to 3 points.
-Made a few changes to starting alliances.
-Fixed a few resourses on the map that were giving to much money.
-Ancona now starts as a rebel region.
-Spain start off with only 3 settlements.
-Added some new map textures in Spain, Sicily and Malta.
-Brazil given to Aztecs at the start.
-Advanced high/late era recruitment system.
-Huge new campaign map with many extra settlements added.
-New faction Norway added!
-Mongols now a playable faction.
-Mongols religion paganism, with ability to build pagan temples.
-Every new unit from Kingdoms added into the Grand Campaign.
-Teutonic Order and Lithuania added.
-Hanseatic league added.
-New BAI (Lusted).
-New CAI also from Lusted (improved by me).
-Retrofit mod by Unspoken Knight included.
-Hotseat mode fully supported and fixed!
-Red brick castles added.
-Harder victory conditions.
-Ireland added.
-Added working stone forts to the campaign from patch 1.5.
-Further map improvements and new regions.
-Alliances are not as unbreakable as they were before.
-Battle models for Kings added from Kingdoms.
-Unit stat improvements for better balanced campaign.
-Kingdom of Jerusalem and Antioch added.
-New Kingdoms interfaces added for every faction.
-New Kingdoms music added.
-Heroes added to the campaign! including new hero Frederick Barbarossa.
-Garrison script to defend major cities (for AI only)
-Recruit priority offset settings perfected for every unit in the game.
-Faction standing script completely redone, starting faction relations more historically accurate.
-Character movement points increased (military stays the same for 0.5 years)
-Money script for all AI factions for a harder AI opponent.
-Less aggressive Pope.
-Longer building times for 0.5 years per turn.
-Improved each level of gates slightly to compensate for lack of fire arrows for defenders in a siege.
-Every settlement on the campaign map starts with more advanced buildings and roads.
-Every faction starts with more regions and has at least a level "city" capital.
-More recruitment slots and free upkeep slots.
-Size of all cavalry units reverted back to 80 men for bigger battles (new balance changes stay the same).
-More units added to the tech tree including Dismounted Gothic Knights.
-DFK now recruitable earlier from the Drill square!
-Recruitable generals available at barons stables or above.
-Venetain Heavy Infantry (primary attack) increased from 7 up to 9.
-Removed secondary fire from archers to avoid fire spam (AI skirmish better with primary fire only).
-Slight increase in morale for all units for longer lasting battles.
-Cheap missile units now not buildable above bowyer!
-Removed the Timurids.
-0.5 years per turn, 1180-1400 (very long campaign)
-New historical faction leaders added to many factions in year 1180 AD.
-Becomes King script added.
-Victory, Defeat and Death movies added for KOJ and Antioch.
-Arguin now reachable by boat!
-Elephant Mercs recruitable in west africa after gunpowder discovered.
-AI debt script.
PLAYABLE FACTIONS IN KINGDOMS GRAND CAMPAIGN MOD
==========================================

CAMPAIGN SCREEN SHOTS
==================
Following the Northern Crusades, the Teutonic Knights have moved their headquarters to Marienburg. And a new Monastic state has been created in Prussia.

After the conquest of Prussia the Order now prepares itself to invade the Grand Duchy of Lithuania.

Wales are the latest faction to be added to the Grand Campaign.

Russia and Lithuanian regions completely remapped.
Red Brick castles added to the campaign and on the battlemap!

The Kingdom of Jerusalem prepare to defend the Holy Land from Saladins armies.

The time has come for the Irish to stand up and reclaim their lands before the might of England.

New Regions and settlements added for many factions.

Lusteds Campaign AI attacks you with more powerful armies than any other AI.
CREDITS
=======
Creative Assembly for the Kingdoms expansion pack.
Unspoken Knight for Retrofit mod/new installer.
Lusted for his help and latest CAI.
New BAI also from Lusted.
Repman for map improvements and more.
Tokus Maximus for Tokus graphics.
Spurius for his great map.
Dearmad for new ancillaries.
Harry Lime help and support.
Yakaspat helped me add units.
Dr Jambo feedback and suggestions.
Blackader help with unit balance.
Thank you for downloading Kingdoms Grand Campaign Mod.
Bossdave
AKA Dave Scarface

Also the Papal states are not so weak in this mod. I have tried to get
the pope to be able to call a crusade against Constantinople as well, but he never does. I've never seen one called against Russia either. Something that
I'd like to change..
But I can say that I would only add 1 more. Wales will not be added, even this map is not big enough. Lithuania can stay as rebels in this mod.
Maybe I will add one of the others, but which one? I will let you guess