The mod is fully playable and stable for the grand campaign. However, the team (now unofficially working on Shogun: Total War related projects) considers it feature-complete. There are no game-breaking bugs. You can complete a full long campaign from 1212 AD to the late 13th century without issues.
Some planned features like full naval battles (Attila’s engine limitations) or certain emergent factions were never fully implemented, but the experience is 95% complete and more polished than many official DLCs.
If you want to understand the history behind the campaign, read about the Fourth Crusade or the Albigensian Crusade (1212 AD start date context).
If you want to win the campaign, the Steam Community Guide linked in section #2 is the practical "paper" you need, as it details the specific script changes the mod team implemented.
The Medieval Kingdoms 1212 AD mod is a massive, total conversion overhaul for Total War: Attila that transports the game into the High Middle Ages. It is widely considered the "spiritual successor" to Medieval II: Total War, featuring hundreds of period-accurate units and deep, scripted campaign mechanics. Download and Installation
The primary way to install the mod is through the Medieval Kingdoms 1212 AD Steam Workshop Collection. To play the campaign successfully, you must subscribe to all required parts. Required Mod Parts:
Base Pack - Campaign Alpha: The core files for the campaign.
Scripts Pack: Necessary for mechanics like the Pope, HRE system, and population.
Models Packs (1–8): You must subscribe to all eight model packs to avoid invisible units or crashes. Music Mod (Optional): Highly recommended for immersion.
Recommended Load Order:In the Total War launcher, ensure your load order places submods (like localization or 4-turns-per-year) at the top, followed by the Scripts, Base Pack, and finally the Models packs in numerical order. Key Campaign Features
How to install Medieval Kingdoms 1212 AD for Total War Attila
The Medieval Kingdoms 1212 AD (MK1212) mod for Total War: Attila is widely considered the "Medieval 3" fans have been waiting for. It transforms the late-antique world of Attila into a sprawling medieval sandbox featuring over 57 playable factions, thousands of custom units, and unique scripted mechanics. Medieval Kingdoms 1212 AD Campaign Links
To play the full campaign, you must subscribe to a specific set of packs. The most reliable way to access these is via the Official Steam Workshop Collection. Link / Source Base Pack (Campaign Alpha) Steam Workshop - Base Pack Required Models (Packs 1-9) Listed under "Required Items" on the Base Pack page Scripts Pack Essential for campaign mechanics (found in Workshop) Optional Music Mod Steam Workshop - Music Mod How to Install & Load Order
Failure to follow the correct load order is the #1 cause of game crashes. Use the following steps to ensure stability:
Subscribe to All Parts: Ensure you have the Base Pack, Script Pack, and all Model Packs (1 through 9).
Enable "Out of Date" Mods: In the Total War Launcher, open the Mod Manager and check the box to allow "out of date" mods.
Load Order Sequence: Generally, place the Scripts and Base Pack at the top of your list, followed by the Models Packs in numerical order.
Tip: If using the UI sound replacement mod, it must be manually placed in your Total War Attila/data folder as it cannot be hosted on the Workshop. Key Campaign Features total war attila mod medieval kingdoms 1212 ad campaign link
MK1212 isn't just a unit reskin; it’s a total overhaul of Attila's systems: Medieval Kingdoms 1212 AD Base Pack - Campaign Alpha
Medieval Kingdoms 1212 AD mod is a total overhaul for Total War: Attila
, widely considered the closest current experience to a "Medieval 3". It transitions the game from the late Roman era to the 13th century, featuring custom unit rosters, authentic medieval mechanics, and a grand campaign starting in the titular year 1212. Core Features Massive Faction Roster: 57 playable factions
, including major powers like the Holy Roman Empire, the Kingdom of England, and various Crusader states. Unique Mechanics: Holy Roman Empire System:
Features a detailed elective system where the Emperor is chosen by member states, who track loyalty and vote on imperial decrees. Papal Influence:
Catholic factions receive missions from the Pope, granting papal favor and the ability to join Crusades. Population System:
Recruitment is limited by local population classes (nobles, burghers, peasants), requiring careful management of your manpower pool. Standalone Provinces:
Unlike vanilla Attila, every city is its own independent province with walls, its own food production, and up to 10 building slots. Visual Overhaul:
Complete redesign of units with period-accurate armor and heraldry, along with new buildings, UI elements, and a soundtrack featuring music from Medieval II. Installation Guide What's Going On With Medieval Kingdoms 1212 AD Total War?
In the year 1212 AD, the world of Total War: Attila is transformed by the Medieval Kingdoms 1212 AD overhaul mod, casting aside the dying embers of the Roman Empire for a landscape of knights, caliphates, and shifting loyalties. The Setting: A World in Transition
The story begins at a historical flashpoint. In the west, the Almohad Caliphate is embroiled in a desperate struggle against the gathered might of Castile, Aragon, and Portugal. In the shattered remains of Byzantium, the Empire of Nicaea—led by Theodoros I—fights a bitter war against the Latin Empire to reclaim the lost glory of Constantinople. Key Features of the Campaign
The journey through this era is governed by unique mechanics that simulate the complexities of medieval life:
The Pope & The Holy Roman Empire: For Catholic factions, the Pope is a looming figure who issues dynamic missions and calls for Crusades, such as the 5th Crusade against the Ayyubid Dynasty. The Holy Roman Empire operates under an elective system where member states vote on decrees and reforms, potentially shifting leadership from the Emperor to a rising minor state.
Population & Recruitment: Armies are no longer just numbers; they are drawn from four distinct classes—Peasants, Burghers, Tribesmen, and Nobles. Raising a host of elite knights requires a healthy noble population, forcing players to balance military ambition with societal growth.
Standalone Cities: Every settlement on the map is a fully walled standalone province, meaning every conquest is a significant siege.
Three Tiers of War: As decades pass, the technology and appearance of units evolve through three centuries (13th, 14th, and 15th), introducing plate armor and early gunpowder weapons like bombards and culverins. The Unseen Threat
While European kings and Eastern sultans squabble for land, a shadow grows in the East. The Mongol Invasions loom as a late-game crisis, threatening to sweep across the map and test even the most secure empires. Campaign Resources The mod is fully playable and stable for
To begin your own story in this era, the mod can be found on the Steam Workshop. Note that it requires multiple parts, including the Base Pack, Scripts, and Models, to function correctly.
The Medieval Kingdoms 1212 AD mod is a massive total conversion for Total War: Attila
that effectively functions as a community-made "Medieval 3". It transitions the late-antiquity setting of Attila into the high medieval period, starting just after the Third and Fourth Crusades. Core Review: A "Medieval 3" Experience
The mod is praised for its high production value, often feeling more polished than official DLC.
Medieval Kingdoms 1212 AD Campaign Open Alpha Total War: Attila
is a massive overhaul mod that shifts the game's setting to the high Middle Ages. Steam Community Official Campaign Mod Links
To play the full campaign, you must subscribe to the entire collection on the Steam Workshop, as the mod is split into multiple parts due to its size. Main Campaign Pack: Medieval Kingdoms 1212 AD Base Pack - Campaign Alpha Full Collection: Official Medieval Kingdoms Total War 1212 Collection
(Subscribing to all 13+ items in this collection is the easiest way to ensure you have all required assets) Essential Model Packs: You specifically need Models Packs 1 through 9 Scripts pack to run the campaign properly. Steam Community Key Campaign Features Playable Factions: 57 playable factions at the start of the campaign. Three-Tier Unit System: Units evolve through the 13th, 14th, and 15th centuries. Unique Mechanics: Includes custom systems for the Pope and Crusades Holy Roman Empire elections, and a Population system that affects your economy and squalor. Settlement Overhaul: Cities are no longer limited to 6 slots; the mod introduces 10 building slots per settlement and unique medieval building chains. Steam Community Recommended Load Order
For the mod to function without crashing, it is crucial to arrange them in the Steam Mod Manager in this specific top-to-bottom order: Scripts Pack (Most important to be at the top) Custom Cities / Siege Map Replacer Campaign Alpha (Base Pack) Models Packs 1–9 (Optional) best submods
to enhance the AI or add more unit variety to your 1212 AD campaign? Steam Workshop::Medieval Kingdoms Total War 1212
The Year of Our Lord 1212
In the land of medieval Europe, the air was thick with tension. The Holy Roman Empire, under the leadership of Emperor Otto IV, was at odds with the powerful King Philip II of France. The English throne was in turmoil, as King John faced rebellion from his barons. Meanwhile, the pagan lands to the east, under the rule of the mighty Attila's successors, eyed the crumbling Western Roman Empire with interest.
You are the ruler of a small but strategic kingdom, nestled in the heart of medieval Europe. Your kingdom, Arelat, is situated in the region of modern-day Provence, France. Your people are a proud and fiercely independent folk, with a strong tradition of military prowess and diplomatic cunning.
As you begin your campaign, your kingdom is at peace with its neighbors, but the rumblings of war are growing louder. The Empire, under Otto IV, is tightening its grip on the surrounding territories, and King Philip II of France is making aggressive overtures towards your borders.
Your Starting Situation
Your kingdom, Arelat, begins with a modest but well-trained army, a strong economy, and a capable ruler (that's you!). Your treasury is filled with a respectable sum of gold, and your people are content, if not overly enthusiastic, about their leader.
Your Goals
Your primary objectives are:
The Campaign Begins
As you start your campaign, you receive several diplomatic overtures from neighboring kingdoms. The Ambassador of King Philip II of France arrives at your court, bearing gifts and words of friendship. He proposes a mutual non-aggression pact, which would allow you to focus on developing your kingdom without fear of French aggression.
Meanwhile, the Bishop of Rouergue, a neighboring county, requests your assistance in dealing with a band of heretics that have been terrorizing the local population. The Bishop offers a generous subsidy and the support of the Church in exchange for your military aid.
Your First Decisions
You must now decide how to proceed:
A) Accept the French proposal: Secure a peace treaty with France, freeing you to focus on internal development and other external threats.
B) Decline the French proposal: Refuse the French offer, preparing for potential conflict and keeping your options open for future alliances or conquests.
C) Assist the Bishop of Rouergue: Answer the Bishop's call for aid, earning the support of the Church and potentially gaining a valuable ally.
D) Pursue an alternate strategy: Follow a different path, such as expanding your kingdom through conquest, forming an alliance with a different power, or focusing on internal development.
The fate of Arelat, and the course of history, rests in your hands. Choose your response:
The most useful paper for understanding the deep campaign mechanics (Public Order, Food, Sanitation) in Attila and its mods is:
Title: Total War: The Logistics of Large-Scale Conflict in the Ancient and Medieval Worlds Context: While often discussing history, this type of analysis is applied in the game mechanics. For a specific academic look at the "Campaign" layer logic, the essential reading is often cited in modding communities regarding Demographic Logistics.
Direct Link (JSTOR/Academic):
Why this is relevant: The 1212 AD mod overhauls the "Attila" mechanics to simulate the High Middle Ages. Understanding the historical logistics described in papers like this helps you master the campaign layer, specifically why food and sanitation are harder to manage than in vanilla.
Once on the ModDB page, navigate to the "Files" tab. You will typically find the following parts to download for the campaign:
Warning: Do not download "1212 AD" versions from shady file-sharing sites. The mod is free. Scammers often repack the mod with malware or outdated beta versions that crash on turn 20. Medieval Kingdoms 1212 AD mod is a total