THE BLACK SEA CONQUESTS! Medieval Kingdoms 1212AD - Teutonic Order - Episode 9

2024 ж. 9 Мам.
1 042 Рет қаралды

Today we take command of the Teutonic Order in this Medieval Kingdoms 1212AD mod let's play, using the March 26th, 2024 update. It is time to survive in the bitter harsh north surrounded by enemies who threaten our crusade!
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0:00 - Intro
0:46 - Campaign Map
23:18 - The Battle of Chernigov
34:07 - Campaign Map
43:34 - The Battle of Bilgorod
54:21 - Campaign Map
Please note this is an unofficial video and is not endorsed by SEGA or the Creative Assembly in any way. For more information on Total War, please visit www.totalwar.com.
Intro Song:
• Edgar Hopp - And the S...
Links to social media
Discord Server: discord.io/Rampaned
Twitter: / rampaned
Twitch: / rampaned
Facebook: / rampaned
Patreon: / rampaned
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About the Mod:
MK1212 Campaign Open Alpha:
It's been over 5 years in the making across 2 games, but the Medieval Kingdoms 1212 campaign is finally available to all! Our Open Alpha phase starts today. The campaign as it stands is obviously in an incomplete state, missing technologies, naval units, and mercenaries, though we have plans to add much content in the near future. It currently includes 57 playable factions and various scripted mechanics, such as population and a pope system. The campaign release is also accompanied by a great deal of new content in the form of new factions and units, as well as revamped rosters for preexisting factions.
Campaign Features:
57 playable campaign factions.
Completely custom building chains.
Single region provinces, where every region on the map has 6 slots.
Over 4,000 beautifully modeled and period-accurate units (
Optional music mod.
Optional UI sound effect replacement mod
Three Tier Unit Upgrade System based on the three centuries this mod covers (13th, 14th, and 15th Century)
10 Building Slots per Settlement: No longer your cities be limited to 6 or 4 buildings.
#totalwar #medievalkingdoms1212ad #teutonicorder

Пікірлер
  • Time to claim another sea for the Order! and don't forget the algorithm demands sacrifices if you're enjoying the campaign!

    @Rampaned@Rampaned12 күн бұрын
  • Hello friend. good game, and good battles too. just a suggestion or two if I may: first: now that you have reached the Black sea: it will be faster to get to the holy lands when a crusade occures, just a small tip: when you join a crusade with one of your armies: in that army: you can recruit an entire full stack army of crusaders units for free immediately without even having to wait for even one turn, so that's a way to quickly recruit a crusaders army and send it on a crusade to the holy land without losing time to recruit a new army. second: I don't know when you will wrap up this campaign, but at least try to reach the date of 1380: tha's when the Mongol Timurid invasion take place in this 1212 AD mod in the far eastern side of the map, which you are very close to right now: that will be a good place to conclude this campaign by defeating the Timurid invasion. and finally, good luck.

    @theblackwolf8798@theblackwolf879811 күн бұрын
  • I know Im a little late but Just a quick tip with vassal units, they change region to region and turn to turn based on the buildings the ai has constructed, so in regions with a castle you could potentially recruit their elite units if you get lucky on the given turn. Not really worth actively pursuing necessarily but it is something that can be helpful in a pinch, especially if mercenaries aren’t available or if there’s a specific unit you want that isn’t available to your faction(i.e. horse archers, nafatuns, etc.)

    @onionknight92@onionknight9210 күн бұрын
    • Oh nice! I thought it was always pretty static based on what they had constructed.

      @Rampaned@Rampaned10 күн бұрын
  • Do the other Agents do much? I remember that in base Attila, some of the other Agents could help stabilize regions, steal food from neighbors, or improve campaign marching speed. You might want to see if you can grab some of those to help out, especially with how much gold you're cranking out.

    @AkodoAkira1@AkodoAkira110 күн бұрын
    • Oh they definitely do but unlike Rome 2 you have to unlock those abilities most often so I tend to forget about them.

      @Rampaned@Rampaned10 күн бұрын
  • I do wonder what the late Teutonic units will be like.

    @patrickrobinson4263@patrickrobinson426310 күн бұрын
    • Before the update I know some of the units in the intro were the late teutonic units, but they were supposed to receive an uplift with the update.

      @Rampaned@Rampaned10 күн бұрын
  • I guess I'm not super familiar with Attila mechanics. It looks like you're getting replenished pretty well in your territory after walking through winter. Do you take even more attrition if you don't enter encampment stance or if you end your turn in forced march? Whether you do or not, would it be faster to eat the attrition instead of burning movement on encampment and/or not taking advantage of the extra forced march movement and then taking 1 or 2 extra turns to replenish at the edge of your territory? Just curious how that works.

    @TMilla0@TMilla012 күн бұрын
    • I'm pretty sure I'm only replenishing because I'm in encamp stance. If I took the attrition moving, I would just take more at the start of the turn as well? I'll have to test that.

      @Rampaned@Rampaned10 күн бұрын
    • @@Rampaned Hmm. I thought you still showed some possible replenishment before you entered encamp stance, but even if you didn't, you definitely get replenishment during the not winter turn. If you aren't going to have a fight, do you get enough replenishment that the movement speed is better? Again, I have no idea the mechanics for this game so I don't know what other penalties you get for doing that. Does the unit lose experience and chevrons? Do you lose population you could use to recruit otherwise? Does it cost extra to replenish?

      @TMilla0@TMilla09 күн бұрын
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