Classes_overhaul
Hello Guildians!
A large-scale mod — enjoy 🙂
🔄 Changes:
1. Crafting branches reworked to nerf “Yellow” professions in favor of others
2. “Red” professions buffed — now produce 2x more output
3. Each class now has an “economic ultimate” unlocked at the Viscount title
4. Smuggler buff adjusted for balance (see crafting branches)
5. More items added for crafting and selling
6. Bombs now deal more damage to buildings and guarantee fire → economic warfare is now viable
7. All names and surnames are written in Cyrillic for better readability
8. 100% success chance on long-distance trade routes
9. Increased assassination success chance for 10,000 gold
10. Each generation of every family can now have a maximum of 3 children → reduced abuse of godparent mechanics
11. More aggressive AI
12. More businesses unlocked at certain titles
13. Employees can now be trained with gold → they gain experience
14. Mercenaries can now be sent to war as soldiers and officers
15. Social skills have been buffed and made more accessible → viable builds around them
16. Guild effects significantly improved and micromanagement reduced → joining and leaving guilds is now more flexible
17. Landlord mod integrated and localized
18. Gilde ist Geil mod integrated and localized
19. Moving to a city is now more profitable
20. Ability to purchase mines, lumberyards and quarries on any map
21. Expanded combat system
22. Expanded jobs for Landsknecht
🔥 Release 11.04.2026: “By Fire and Sword”
Things are getting a lot more dangerous… and a lot more profitable 😏
🔥 Major Features
🔫 Ambush System (Pistols)
You can now use pistols outside of combat:
👉 initiate fights on your own terms
👉 disrupt targets before engagement
Requires multiple shots to incapacitate
Low chance to kill instantly
Has a cooldown
Considered a hostile action (be ready for consequences)
⚔️ Landsknecht Overhaul — Medieval PMC System
Landsknechts are no longer just fighters — they are now a fully-fledged risk-based economy system
You can assign them to different activities:
⛪ Guarding the Church
Low pay
Low experience
No trophies
Safe and fast
👉 Stable income with minimal risk
🛡 Border Service
Medium pay
Medium experience
Small and cheap trophies
Risk of injury
Small chance of death
👉 Balanced risk/reward
⚔️ Holy War
High pay
High experience
Valuable and abundant trophies
Significant risk of death
👉 High risk — high reward
🎲 Outcome System
Each mission now has dynamic outcomes:
🟢 Perfect — gold + trophies
🟡 Good — gold
🟠 Bad — reduced gold + injuries / lost equipment
🔴 Critical Failure — death, no rewards
☠️ Cyanide
Cyanide is no longer a “free kill” option:
Any use is considered a severe crime
Punishment is immediate execution
Massive reputation loss
👉 Are you ready to risk a family member… or a mercenary? 😏
🧠 Progression & Equipment
Landsknechts gain experience from missions
Veteran fighters become significantly stronger
Success chances depend on:
equipment quality
character skills
⚠️ But remember:
The stronger they are… the more painful it is to lose them
⚖️ Balance Changes
Improved combat dynamics
Better risk/reward distribution across systems
Continued balancing of economy and mechanics
🛠 In Progress
Ongoing integration of Gilde ist Geil
Further balance adjustments based on feedback
💬 Final Words
You can now:
start fights on your own terms
build your own private army
send people to war for profit
and lose everything in a single bad decision
Enjoy the chaos 🙂
And remember:
“The question is not whether your men will return…
but whether you can afford it if they don’t.” 😏
Revisions:
Old revisions of this mod are available below. Click the link to download.