Full new Seljuk Turk culture with multiple village types, city walls and lone buildings:
- New culture-specific variations on the mud bricks already used by the Indians
- Elaborate wall ...
Full new Seljuk Turk culture with multiple village types, city walls and lone buildings:
- New culture-specific variations on the mud bricks already used by the Indians
- Elaborate wall carpets
- A new pistachio tree used to produce unique food items
- Unique tools and armours
Other updates:
- Floating icons above villagers' heads now indicate special interactions (village chief, traders, hirable villagers...)
- Reworked Byzantine lone buildings
- Spawned buildings will no longer cause animals to suffocate or leave broken items everywhere
- Improved the clearing of trees around new buildings
- Norman and Indian controlled villages can now be spawned with walls
- Reviewed biomes for lone buildings leading to more diversity
- Villages with hamlets no longer spawn by default (they can be re-enabled with a setting) as they took too much space for many players' liking
- The player will now lose reputation when taking items from a village's furnaces or when harvesting a village's crops (Millénaire crops only for technical reasons)
- Villages can no longer spawn with duplicate family names
- Fixed bug where the village map panel would cause errors in custom villages
- Fixed bug preventing village generation above an altitude of 127 (and causing issues for villages just below the limit)
- Many minor bug fixes and small improvements
Have you tried this in Millénaire?
Hiring a villager to fight for you
Defending a village against a raid
Buying a Wand of Summoning and generating a village with it
Becoming leader in a culture and starting a controlled village
Meeting the Sadhu or the Alchemist to start the Creation Quest
Buying the Amulet of Sköll and Hati and using it to turn the night into day
Getting villages of different cultures to trade with each-other by boosting their relation