Garrison Overhaul for MK1212 AD

If you liked this item, please rate it up on Steam Workshop page.

Author: EARL

Last revision: 27 Dec, 2025 at 14:01 UTC (1)

File size: 2.07 MB

On Steam Workshop

Description:
Summar

This submod for the Medieval Kingdoms 1212 ADoverhaul completely rebuilds the garrison system from the ground up. It ensures all buildings provide corresponding garrison units based on a "recruitable as garrison" principle, filling in missing recruitment options to establish complete upgrade chains from T1 to T3. It is designed to work seamlessly with Realistic Overhaul Series (Realistic Cavalry, Realistic Infantry, Realistic Missiles).


Core Mechanics

Garrison Limit & Priority: A hard cap of 20 units per settlement garrison is enforced. Unit priority is determined by their elite rank, with lower numbers indicating higher priority for retention. The hierarchy is as follows: ​​Premier​ (0) > Elite (1) > Superior (2) > Normal (3) > Inferior (4) > Levy (5).
Faction Uniformity & Quality: All factions now have a consistent base number of garrison units. The defensive quality of a settlement is consequently determined by the individual strength of the units, which varies by faction and recruitment building.
Unit Composition Logic: Ranged units primarily consist of crossbowmen, with bows used only if crossbows are unavailable. The mod aims to create garrisons that are more proactive in defense.

Garrison Structure

The garrison is composed of units from two primary sources:
1. Main Walls (Settlement Center)
This structure provides the core defensive force, consisting mainly of melee troops (spearmen) supplemented by a smaller number of ranged units.

  • City (Spear-focused):
    Level 1: 5 units (3 Melee + 2 Ranged)
    Level 2: 9 units (6 Melee + 3 Ranged)
    Level 3: 11 units (7 Melee + 4 Ranged)
    Level 4: 15 units (10 Melee + 5 Ranged)
  • Castle (Spear & Sword):
    Level 1: 5 units (2 Spear + 1 Sword + 2 Ranged)
    Level 2: 9 units (4 Spear + 2 Sword + 3 Ranged)
    Level 3: 11 units (4 Spear + 3 Sword + 4 Ranged)
    Level 4: 15 units (5 Spear + 5 Sword + 5 Ranged)

Note: This includes 1 General unit and reserves 4 slots.
2. Garrison Buildings (Barracks)
These buildings provide a mirror of the units recruitable from their corresponding military recruitment buildings. The composition is designed to be more aggressive for active defense.

  • Garrison Buildings:
    Level 1: 3 (4) units ([1 Sword + 2 Ranged] + 1 extra Handgun unit)
    Level 2: 5 (7) units ([1 Sword + 3 Ranged + 1 Melee Cavalry] + 2 extra Handgun units)
    Level 3: 7 (10) units ([2 Sword + 3 Ranged + 1 Melee Cavalry + 1 Special Unit] + 3 extra Handgun units)
    Level 4: 10 (14) units ([2 Sword + 4 Ranged + 2 Melee Cavalry + 2 Special Units] + 4 extra Handgun units)
    PS:Sword-type (Offensive Infantry)
  • Noble Buildings:
    Level 1: 1 units (Noble)
    Level 2: 2 units (Noble)
    Level 3: 2 units (Noble)
    PS:Not all factions have them.

Note: Numbers in parentheses indicate total after Handgun units are added post-research. Special units are typically effective in defensive siege warfare, such as Siphonatores for the Byzantine or Naphtha Throwers for Arabic factions. Musket units, if available, will occupy slots from the standard Handgun allotment.

Integration with Realistic Infantry Mod

This section activates when used with the Realistic Infantry mod, adding levy units to cities only.
Main Walls (Levy Additions):

  • Level 1: +1 Levy Peasants, +1 Armed Citizens
  • Level 2: +2 Levy Peasants, +1 Armed Citizens
  • Level 3: +3 Levy Peasants, +1 Armed Citizens
  • Level 4: +3 Levy Peasants, +2 Armed Citizens
Priority System

The following priority system (lower number = higher priority) ensures the most effective units remain within the 20-unit cap:

  • Special Units (e.g., Siphonatores)
  • Musket units (+1 priority modifier)
  • Standard Handgun Units (+2 priority modifier)
  • Cavalry (+3 priority modifier)
  • Offensive Infantry (Swords) (+4 priority modifier)
  • Ranged Units (+5 priority modifier)
  • Spear Infantry (+6 priority modifier)
  • Levy Peasants (Fixed at priority 20)

Order:↓

Garrison overhaul for 1212 – (This mod)
Realistic Infantry Overhaul 1212
Realistic Missile/Range for 1212
Realistic Cavalry Overhaul For 1212
All 1212 modules

Compatibility:

This MOD is generally compatible with existing save files, but it is still recommended to start a new game, as playing on an old save may result in some minor issues.

Important: And after starting a new campaign, it will take about five turns for the garrison to be fully replenished. As long as the garrison count in the building description is correct, there is no issue.

Final Notes

Parameters described are subject to change based on ongoing gameplay balancing. Your feedback and bug reports are highly valuable for improving this mod. Please share your experiences and suggestions in the comments section.

Download
Revisions:

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