"Realism" mod

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Author: kubuntu1

Last revision: 24 Nov, 2023 at 12:54 UTC (2)

File size: 183.76 MB

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Description:
Please note that I am not an English native speaker, so I apologize in advance for any mistakes. Feel free to correct me.

Mod features – oversimplified version:

Battles are somewhat more realistic and some things on the campaign map are more logical.

Key features:

I strongly encourage you to read the full list of changes which you can find here. The following points are a summary and present only most notable of a great many features of this mod.

1) Tactical aspect of battles is vastly expanded. This is manifested in multiple areas:
– Units tire faster than in vanilla version and fatigue effects are more severe.
– Battles are slowed down and manoeuvring, especially flanking, is of crucial importance.
– Morale system has been reworked.
– I added four unit formations: shield wall, phalanx, wedge, and flying wedge. They are available respectively to melee infantry with shields, infantry with spears or halberds, melee cavalry and flying cavalry.
– Specialist anti-infantry/anti-large units are more useful.
– Ranged weapons are less accurate.
– Properties of several weapon types have been adjusted for better realism.
– Siege battles have been reworked.

2) Nearly all lords and heroes have a retinue, so there aren’t any human superheroes singlehandedly devastating entire armies.

3) Faction-wide unit caps have been introduced for all races, with the exception of Warriors of Chaos as their recruiting capabilities were already limited. Thanks to this change there shouldn’t be many ‘doomstacks’ wandering around the map.

4) I have introduced a mercenary system. It works similarly to Warband Recruitment or Raising the Dead. Mercenary units are recruited instantly, and they aren’t affected by unit caps, but they are more expensive and have lower morale in comparison to their regular counterparts.

5) Public order has more meaningful effects and it is harder to keep your provinces in check.

6) Several buildings and technologies have different effects. Progression isn’t always straightforward as many buildings and technologies have negative effects.

7) A bunch of units have had their stats adjusted for additional flavour.

8) A few units have changed visuals.


Closing note

• As you may have noticed by this point this mod on purpose heavily changes the game balance.
• Due to some of the aforementioned changes lords and heroes can die quite quickly and unexpectedly.
• I do not own all the DLCs, so some races, factions and units have not been tested in a satisfying manner.
• If you encounter some issue while using this mod, please let me know so that I can try to fix it.
• Any suggestions are appreciated.


Q&A – Please read this section before posting a comment

– Is this mod compatible with mod X?
– Probably not. Use other mods at your own risk and please don’t notify me about any issues unless you’ve tested it without absolutely any other mods enabled.

– Is this mod lore accurate?
– I do not know. Probably it is not. It doesn’t matter however, does it?

– Is there a way to turn off a particular part of this mod?
– I made two separate mods with only selected features of this mod, since it was requested multiple times. By clicking on one of these links, you can go to the page of the mod with only battle changes , or the mod only including general rules .

– Do all entities in a retinue cast a projectile when the character is using ‘missile projectiles’ ability?
– ‘Missile projectiles’ abilities work more or less in the same way as in the vanilla version. If all entities in a retinue cast a projectile then it’s almost certainly caused by a mod conflict.

– Will you release a particular part of this mod as a separate mod?
– I probably won’t.


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Revisions:

Old revisions of this mod are available below. Click the link to download.