La montée de l'Empire (LME) is an extensive modification of the standard Napoleon Total War game with a true historical focus that strives to make the game more realistic without destroying the gameplay. The mod changes most aspects of the game and adds additional non-vanilla campaigns to the game all spanning from the French Revolutionary Wars until the defeat of Napoleon and beyond.

Unit access and availability are controlled via a complex Area of Recruitment structure for a truer historical gameplay.  All factions have reworked and expanded unit rosters (including uniforms and equipment), based on historical sources, which should make it more enjoyable to play LME compared to vanilla.

Campaign AI (CAI) is modded/reworked and should be much more challenging than it is already.

Battle settings have undergone an extensive overhaul that will make them feel more realistic with artillery ballistics modified to resemble cannons and howitzers of that timeframe. Units and other campaign and battle graphics are extensively modified. 

Artillery and naval units are completely reworked and overhauled with many new and special units that will make the game feel much more varied and diverse, when playing different factions.

LME includes its own unique game music made by ReignTerror at TW Center and also a refined Graphical UI made by KDK. Different submods are also available as part of the installation.

 

The LME mod was created by Iutland, KDK, ReignTerror and Icebear77 with many other fellow TW Center modders contributing in one way or another. You can find out more about the mod at Total War Center forums. All available files for LME are available here.

Custom made LME Mod Launcher (integrated with Steam interface)

 

1792 Revolutionary Campaign and

1796 Revolutionary Campaign and

1805 Campaign, with 1807, 1812 and 1813 not shown.

And finally 1815 Campaign.

Retextured Ship hulls and

Marines and

 

Artillery and

Battle flags,

Campaign map flags and

 

Naval Flags.

Retextured Units and

 

Saddle cloths.

 

Land of the Rising Sun Mod (RSM) is a major overhaul of Shogun 2 Total War with the aim to improve gameplay, make it more historically correct and infuse some diversity to the vanilla game.

The mod is compatible with an unmodded version of S2TW (latest build) and supports all DLCs and Campaigns (Senguko, Genpei, Boshin) meaning that you will not need different versions of the mod to play the different campaigns. Although not tested, it should also be compatible with any mods that add new units, changes in-game graphics or sound.

The major highlights of this mod are the following:

Shogun 2 (Senguko), Rise of the Samurai (Genpei) and Fall of the Samurai (Boshin) campaigns are extensively modified and part of the RSM pack.

Campaign AI (CAI) is modded/reworked and should be more challenging than it is already.

Land combat Battle AI (BAI) for all campaigns are extensively modded/reworked to be more diverse and realistic; including fatigue and morale.

Samurai units are now the elite on the battlefield and Monks are no longer Supermen.

Naval combat is modded/reworked to be more diverse and realistic; including morale.

Almost every unit’s uniform model is modified based on the scarce historical resources available.

Faction leader models are modified for all campaigns and goes all the way from faction selection screen to battle play.

General models are modified for all campaigns and should be more interesting now.

Campaign map and battle banners are modified with focus on Senguko and Boshin campaigns.

A number of new Western units are made available to the Boshin war and Senguko war periods to add to the overall flavour of the game.

A number of extra units are available for the Senguko campaign play.

 

RSM is created by Iutland and you can find out more about the mod at Total War Center forums.

RSM can be downloaded as Mod type pack or Movie type pack. All other available files for RSM are available here.

Rise of the Samurai Faction Leaders

 

New Campaign Map Generals

 

For all factions.

 

Additional special units,

Equipment (bayonets),

 

Uniforms,

And flags.

 

 

Conflictus Antiquarum Culturarum (CAC) is an extensive modification of the standard Rome 2 Total War game with a historical focus that strives to make the game more realistic without destroying the gameplay. Therefore the mod changes most aspects of the game but maintains the overall concept of the game and you will notice that the campaign setup differs from standard Rome 2 TW and that it will be a bigger challenge for you to forge your Empire.

Unit access and upgrades are controlled via Historical events (scripted) and/or technology reforms and in addition to that, CAC makes use of a complex Area of Recruitment structure for a diverse gameplay.  All factions have reworked unit rosters, based on historical sources and archaeological findings, which should make it more enjoyable to play CAC compared to vanilla.

Battle settings have undergone an extensive overhaul that will make them last considerably longer and with far more casualties. Unit fatigue influences a unit’s ability to survive and prevail in combat and fresh reserves can actually tip the balance against better opponents if committed at the right place and the right time. This allows for realistic and tactical gameplay where position of units and their timely commitment in battle is crucial to achieve victory.

 

CAC is created by Iutland and il Pitta and you can find out more about the mod in the CAC manual and at Total War Center forums. All available files for CAC and the CAC manual is available here.

 

CAC includes a modification of all the available campaigns in Rome 2, including the DLC campaigns:

Grand Campaign, 272 B.C.

 

 Secundo Triumviratus 

 

 De Bello Gallico 

 

Secundum Bellum Punicum

 

Archidamian War

 

Welcome to Iutland Mods, home of mods developed by Iutland.

 

The purpose of Iutland Mods is to modify computer games to make them more realistic, seen from a historical perspective, and at the same time add more depth to the basic game. All this is for the benefit of passionate players of the gaming community, who also strives for historical realism!

Currently four major overhaul mods are released and available for download:

·        La Montée de l'Empire (LME) for Napoleon Total War

·        Land of the Rising Sun Mod (RSM) for Total War Shogun 2

·        Conflictus Antiquarum Culturarum (CAC) for Total War Rome II

·        Imperia et Barbari (IEB) for Attila Total War

with plans to modify future Total War releases from Creative Assembly etc.

Modification of computer games, to the level achieved by the above releases, is time consuming and sometimes costly. Therefore feel free to support Iutland Mods with a donation to keep this site alive and help further modification of games for the community.

 

Thank you!
Iutland  

IMPERIA ET BARBARI (IEB) is a major overhaul of Attila Total War with the aim to improve gameplay and add diversity to the vanilla game. The mod is focused on history and Realism (but it doesn’t mean that it is 100% historical correct), within the limits the CA source data and game engine provides. Most aspects of the game and all factions have undergone changes as part of this mod.

The work behind IMPERIA ET BARBARI is highly influenced by Peter Heather’s EMPIRES AND BARBARIANS – The fall of Rome and the birth of Europe, which explains the name of the mod.
IEB is at its initial release state with the Main Campaign, The Last Roman DLC Campaign and Age of Charlemagne for Attila Total War extensively modified and feature complete. What you see is the result of fifteen months of modding Attila Total War.


General Changes:

All Faction Unit Rosters are completely reworked.

Battle AI and settings are reworked

Campaign AI and settings are reworked

Battle and campaign diversity is much improved compared to vanilla

Graphical improvements are added to units etc.

Custom load images are included with a theme showing Late Antiquity/Early Medieval artifacts and architecture in high resolution

Land combat is reworked

Naval combat is reworked

Garrison units are completely reworked

Mercenaries are completely reworked

Building effects are modified

Most unit upgrades via technology research are omitted

Most units are available from Tier#2 buildings

Faction names are changed to more historical correct ones

Settlement names are changed to more historical correct ones

Unit names are changed to more historical correct ones, where relevant

Faction colours changed, where needed

Faction Leader uniforms reworked, where needed

Regional effects added to all regions (comparable to the changes in CAC for Rome2)

Many other minor changes to the game


Main Campaign, 395 A.D.

Completely reworked campaign starting position.

There are significant changes in the easternmost part of the map: Sassanid vassals are made emergent and Sassanid Empire now owns the regions. Hara Huna (Red Huns) occupies the regions between Kushanshas, Sassanid Empire and Afrighids. Hara Huna is represented as a settled faction (in contrast to Sveta Huna - White Huns), which has absorbed the culture and religion of the local population. This is done in order to differentiate it from Sveta Huna. At the same time the Avar hordes are on the East of the Caspian Sea and can either move South or North around the Caspian Sea on their journey westward. Abasgia is made emergent and Egrisi (Lazica) holds both regions.

In the North and West, the Suebians are back on the Germanic side of the Rhine, as they didn’t migrate in force before 406 A.D, where they crossed the Rhine. Alans and Vandals have already joined forces, where the latter is represented by the Hasdingi (playable) and Silingi (non-playable). Bastarnae is replaced by the Heruli that are positioned in Olbia.

The following factions are made playable: Avars, Magyars, Hara Huna, Gepides, Iazyges, Gaetuli, Makouria, Armenia, Arran, Kushanshas

Area of Recruitment System for specific units (example: Palatini units are recruitable in Italy and in the area near Constantinople)

Faction, region and settlement names are edited



The Last Roman DLC Campaign

Reworked campaign starting positions

Area of Recruitment System for specific units

Faction, region and settlement names are edited



Age of Charlemagne DLC Campaign

Reworked campaign starting positions: Duchy of Provence is made emergent and Carloman has taken over the regions.

Region ownership changes between Bavaria, Avars, Lombard, Sicily, Papal States and Croatia

Area of Recruitment System for specific units

Faction, region and settlement names are edited

 

IEB is made by Iutland and hosted at Total War Center Forums.

 

For the main campaign the Avars, Magyars, Hara Huna, Gepides, Iazyges, Gaetuli, Makouria, Parskahayastan, Aguank and Kushanshas are made playable with campaign victory conditions enabled.

For The Last Roman DLC Campaign, the factions are modified and no new ones are playable.

For the Age of Charlemagne DLC, the factions are modified and no new ones are playable.