Legendary Diversity (Bretonnia)

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Author: WRLegion

Last revision: 23 Jul, 2021 at 18:16 UTC

File size: 297.98 KB

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Description:
Introduction

Have you ever wondered why all your legendary lords are leading (more or less) the same army?
Have you ever wondered why Alberic, who has not completed his own grail quest (in the lore), is leading an army of Grail knights?
I have always regarded Bretonnia as a powerful but boring race in the late game. Out of a roster with 24 units, about 4 of them are viable for the late game. This mod aims to change that.

What does this mod do?

While there are already great mods out there that make people use different army compositions, most of them punishes or outright forbids player from spamming out certain units. This mod takes a different approach. Upon reaching level 10, 20 and 30, your LL will be given a trait that improves certain units in his/her army. This will hopefully encourage players to use thematic army composition for LLs. The script runs for both player and AI, so confederated LLs will come with the correct stage of their trait unlocked and AI will benefit from it.

Anti-Grind Mechanic

Leveling every single LL to level 30 is quite some grind, in order to help with that, an anti-grind mechanic has been added. Once ANY of the bretonnian LL (controlled by you or an AI) reaches a specified level, the final stage for ALL LLs will be unlocked.
This feature can be configured using Mod Configuration Tool. You can choose to deactivate it or change the triggering level. The default value (if you do not use MCT) is: Anti-Grind activated and triggers at level 30.
I do not know what will happen if you change the setting in the middle of a campaign, a fresh start is recommended if you change the setting.

Details

Follow the link below to find out what effect each stage of a trait has and the new abilities added in this mod, I recommend reading the description before playing with this mod:
Click Me[github.com]

About Balance

I have never lost a battle with a doom stack of Grail Guardian/Knights or Hippogryph Knights. So, I don’t think armies provided by this mod are “overpowered”. I have tested these armies against late game High Elf stacks and I was able to win with a decent amount of casualty, using these armies should not weaken your faction. (Tested in Very Hard battle difficulty)

Compatibility

This mod should be compatible with any other mod.

This mod is save-game compatible.

Thank you for reading and I hope you enjoy this mod

If you have any suggestions or feedback, just let me know. But please be polite and constructive.