Make Calradia Great Again
With Make Calradia Great Again [MCGA] all factions and cultures finally get a new coat of paint offering a complete overhaul of toop trees and balancing. We have set ourselves the task of providing Calradia with more cultural immersion and diversity. All unit types were completely redesigned and present new opportunities for unique battlefield compositions.





MCGA does not change the underlying lore of Bannerlord, however, the faction colors have been adjusted to give a coherent picture of the world map.

Empire factions all get red as the primary color and each have a slight variation in the secondary color to distinguish the three empires.
Battania are given the colors of the forest – a soft green as the primary color and a soft white as the secondary color.
Vlandia get the colour black to match their mighty war horses.
Sturgia is the only faction that keep their color.
Khuzait are given a color to match the steppe.
Aserai get sand colors to match their region.


The most important change is the elimination of the standard version’s copy-paste units. Most standard units have 1 to a maximum of 3 equipment sets – far too little if we have our way. MCGA units have a large number of loadouts and body properties, this guarantees a very wide variety on the battlefield. Low level units are slightly thinner and look younger – experienced units, on the other hand, are better built, have scars or war paint, and tend to be of advanced age.
The Aserai resemble a prosperous and advanced culture. We also wanted to reflect this in their units. They wield deadly sabres, good shields and ride heavy camels and fast horses. Aserai troops are competent all-rounders.

As in Standard, the forest dwellers excel at archery. Their noble fighters are bowmen capable of inflicting heavy casualties on the enemy – not to be underestimated even in close combat. They also field decent cavalry and javelin units. Battania Tactics: Decimate the enemy from afar and let them come if they are still alive.

The Knights of Calradia – field above average and well armoured cavalry units. Their longbow and crossbowmen also ensure low enemy morale reaching far on the battlefield.

Fast soldiers who excel in martial arts, endurance and speed. Byalic Sea Warriors and Shieldmaids that make the enemy feel the ax from afar. Well-armored varyargs on foot or on horseback, ready to take on anyone.

Imperial armies have highly disciplined soldiers and foreign mercenaries. Fast archers, good cavalry and well armored foot soldiers.

Similar to Standard, the Khuzaits field a variety of mounted units capable of dealing significant damage at range or in close combat.

Small factions, kingdom mercenaries or clans have also been revised, renamed, recolored and equipped with new default troops.


Rebels, bandits, deserters. These factions have also been reworked.
Standard Looters are now called Rebels and have more equipment (not just ax and rocks) – Can be upgraded to Imperial Troops at the moment. A new Bandit Trooptree will be created in the future. (WIP)

There are new subdivisions for Deserters (Bandits)
These are not ordinary bandits, but deserters who try to steal your hard-earned butter and gold. Teach them manners and put them back into service if you want.
5 new cultures with their new Deserter / Bandit factions.
- Northlanders and their new Northland Deserters can be upgraded to Sturgians
- Eastlanders and their new Eastland Deserters can be upgraded to Khuzaits
- Midlanders and their new Midland Deserters can be upgraded to Vlandians
- Highlanders and their new Highland Deserters can be upgraded to Battanians
- Southlanders and their new Southland Deserters can be upgraded to Aserais


Flying arrows and bolts now look realistic – instead of flying straws.

All horses and camels have been enlarged to make them look a bit more powerful.
Also we done some adjustment to mount movement.

We also added a bunch of new weapons. For example spears, which some units can also throw.
Adjusted some shields to hang directly on characters’ backs – no more floating shields. The physics of the shield carried on the back have also been adjusted. Stuck projectiles on shields are now displayed on the correct position.
In the standard version, all crossbows are displayed on the back near the neck when holstered. In MCGA, Crossbows are now worn on the left hip near the strap.
We made also some changes to combat. For example, depending on the level, archers now also shoot indirectly at the enemy from a greater distance and not only at 50 meters.

… and much more


Furthermore, balancing was an important point when creating the mod. Each faction has its strengths and weaknesses based on equipment, skills and levels. We have achieved a sufficiently good balancing for us with the help of calculations and of course through intensive testing in the game. Of course, this is an ongoing task because something can change at any time with future updates from Taleworlds and from us. We would be happy to receive constructive feedback.


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