TroopTree Forge – Procedurally Generated Troop Trees
New kingdoms are given instantly built custom troop trees using the kingdom’s name and culture. AI kingdoms can be given unique troop trees too. Also includes clan/household troops, hybrid cultures and more.
UPDATED FOR WAR SAILS! NORD FACTION SUPPORTED AND MARINER TROOPS FOR ALL FACTIONS.
Procedurally generates unique troop trees live in-game.
No more generic "one-size-fits-all" armies. When you create or rename a kingdom, the mod instantly builds a custom troop tree using your kingdom’s name and culture. Each troop tree is completely unique.
A menu in the settlement allows you to edit troop trees, re-generate troop trees, create troop trees for AI kingdoms, and more. By default any new kingdom created in the background will have its own troops generated.
- Fully compatible with rebellions, new factions, and custom kingdom starts
- No reload required — troop trees update instantly. Troop trees are also unique to saves
- Compatible with most mods, including automatic detection of items added by other mods
- Instant Generation: New troop tree created the moment any new kingdom is formed
- Cultural Integration: Troop stats, loadouts, and upgrade paths based on the kingdom’s culture, with a customisable option to enable a mix of armor chosen from a different culture
- Custom Kingdoms: Ability to replace all AI kingdoms with uniquely generated troop trees and tailor these to your liking
- Troop Replacement: Kingdoms with custom-generated troop trees will spawn recruits of that type at their settlements. Customisable options to replace existing troops with custom troops on generation
- Customisation UI: Option to re-generate and customise troop trees using an in-game UI where you can choose secondary culture, naming conventions, uniformity, gender, and of course – troop types
- Editable Custom Troops: You can edit custom troops and change their names and loadouts
- Mod-Friendly: Designed to slot into complex modlists without breaking saves. Works particularly well with mods that generate new Kingdoms (e.g. rebellions in Diplomacy)
- Compatible with Warsails: Create unique Nord troop trees, or hybrids between Nord and Vlandia, choose your mariner troops and more!
- Install mod as normal
- Start or load a game (Should be compatible with existing saves)
- When you create a new kingdom a new troop tree will be generated instantly
- If you have already created a kingdom, or are a vassal in an existing kingdom you can use the TroopTree Forge UI to generate a new troop tree manually
- Access the Troop Tree Generation UI from the Keep menu in a town to customise:
• Secondary culture
• Unit types
• Elite unit type
• Naming tradition
• Troop replacement options
• Skill/equipment level (by allocating troop points)
• Uniformity (number and variation of loadouts)
• Gender - Recruit your unique units from fiefs owned by the kingdom
- Customise AI kingdoms too if you want a completely unique playing experience!
- Generate Clan troops right from the outset – unique and powerful troops for every clan including yours that will grow with you through your campaign!
- Edit your troops with Ctrl + Left Click if you want more customisation!
Join the discord here to help with bugfixing or ask questions: https://discord.gg/UryMEb975j
- Compatible with the vast majority of mods
- Safe to add to existing saves (troop trees will only generate for new/rebel kingdoms). Be aware some of the changes may be irreversible!
- Removing mid-save will result in some oddities (garrisons and parties that contain custom troops will lose those troops and thus may be empty) – but SHOULDN’T result in a fatal exception. Recommend using ‘reset’ menu option and playing for a couple of days to get rid of any troop stubs left in rosters before remvoing the mod.
- If your mod has new cultures, TroopTree Forge will default to using a native culture for the custom troop tree unless your mod adds weapons and equipment for that culture
- Items added by other mods are automatically detected by TroopTree Forge and used during generation if they are under the culture of the kingdom that is generating them. I.e. OSA is fully compatible, so is swadian armory for Vlandia etc
- Currently TroopTree Forge can’t use new naming templates for non-native cultures and will default to Vlandia – there are patches for Shokuho built in, and ROT can be downloaded too on Nexus Mods.
- To manually add a new culture for troop naming purposes, you will need to create a new xml file under Config/Cultures labelled appropriately and follow the convention in the other xml files. Be warned this is a painstaking process!
- Generated troop trees are saved to a unique XML in the Config folder. These are formatted correctly to be used as troops.xml files in other mods
- Note that while the Alpha release was compatible with Shokuho and ROT, until these mods release public versions of their 1.3 versions I won’t be able to troubleshoot any new errors.
Q: Can I edit individual troop names/loadouts?
A: YES! By popular demand. Ctrl + Left Click to access.
Q: Why can I only have one troop type in my troop tree?
A: You probably need more ‘Troop Points’. Troop points correlate to the size of your kingdom.
Q: How do I get more Troop Points?
A: Troop points roughly work out to one per every two towns or castles in your Kingdom. You can change the default minimum and maximum in the MCM menu.
Q: What do Troop Points do?
A: Troop points allow your troops to max out at higher tiers (level 1 troops max out at Tier 4), have better skills (every point gives a flat increase to skills), and better equipment (level 3 and higher have better equipment).
Q: Can I use this in the middle of a campaign?
A: Yes. It will only generate trees for newly created kingdoms or rebellions. Existing kingdoms remain unchanged unless you choose to change them in the town menu.
Q: How do I access the Custom UI?
A: Under the Keep menu in towns. Ctrl + Click to edit an individual troop in the encyclopedia. Only works on custom troops.
Q: Does it replace native troop trees?
A: Only for the kingdoms it generates. Vanilla factions remain vanilla unless you replace them manually in the town menu, or when the prompt comes up at the start of the game.
Q: Will this work with [xyz] mod?
A: Probably. If the mod affects recruitment/recruit spawns, then load order will affect which mod recruitment logic takes priority.
Q: Multiplayer?
A: No. This is singleplayer only.
- Please copy any exception messages from your rgl log if you get a fatal exception and let me know which other mods you are using. The mod saves a copy of this to Config/Crashes inside the mod folder
- Please report minor bugs as well as fatal exceptions (e.g. troops appearing without armor, naming oddities such as "Swadian Guard Guard")
- Some players have reported some budget oddities with Improved Garrisons – if this happens please let me know and give detailed steps to replicate.
- The Patron-updated ROT version seems to have a conflict that makes TTF troops not recruit properly. I won’t be able to fix this until ROT publicly releases their update.
Required items:
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ButterLib — Steam Workshop
Harmony — Steam Workshop
Mod Configuration Menu v5 — Steam Workshop
UIExtenderEx — Steam Workshop