Faerun: Total War Version 0.3 - Custom Campaign Playtest- 6 new factions + 1 heavily updated faction
This is the additional Custom Campaign from the 0.1 version of Faerun: Total War but updated for 0.3 to use the new UI, and with the campaign up to date with all the new factions, garrisons and what-not - the main difference is that there are many forts with names placed out on the map, which is the work of Vladyvid/Wizard of Turmish - he also had done a cool merchant-script but as I'm playing on a HDD harddrive instead of an SSD it took forever to play with the scripts active, so I only kept the script for the naming of forts. As such this campaign is slightly slower than the other campaign but not a lot.
One main difference when having lots of named forts on the map is that many factions that were super aggressive in the other campaign are kind of turtling now. It took longer for some to advance, the Thayan Nation didn't do much.
This video is slightly more updated than the previous one, as I've added the Thayan Mercs, some rebels etc, the vanilla peasants are gone. This video still doesn't have the Empire of Mulhorand as it was recorded on wednesday six days ago. And Mulhorand was implemented yesterday.
I'm letting the AI playtest the campaign for about four hours as every faction in the campaign. There are 6 new factions implemented - The Elves of Cormanthyr, the Kingdom of Aglarond, the Nation of Rashemen, the Thayan Nation, the Shadovar and the Kingdom of Damara.
All 18 factions are fully playable, including the 12 older ones - the Magocrazy of Unther has a new unit, and the Empire of Calimshan has 20 new units. Other unimplemented factions are still present on the map with their regions, family members and general's bodyguard but no units.
There are some new strat-models too.
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