RebellionsAndDemographics

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Author: kolsuztavşan

Last revision: 22 Feb at 15:34 UTC (1)

File size: 864.61 KB

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Description:

Here are all the features included in the mod:

🌍 Dynamic Demographics & Population System
In this era, manpower is power. Settlements are no longer mono-cultural.

True Population Mechanic: City populations are no longer random. They are driven by realistic Birth and Death rates, determined by settlement stability and prosperity.

Multi-Cultural Settlements: A town’s identity is defined by a dynamic mix of cultures (e.g., Empire, Battania, Vlandia) based on its history and location.

Global Culture Shift: The Dominant Culture dictates the settlement’s ownership. If a foreign population becomes the majority, the settlement’s culture will shift globally. Neglect the demographic balance, and you may lose control of your own city’s identity!

Migration & Refugees: A Rural-to-Urban migration system has been added. Furthermore, when a city is besieged or conquered, a portion of the population will flee as Refugees to safe settlements that share their culture.

👑 The Grand Council & Governance
Rule your kingdom with an iron fist or a listening ear.

The Grand Council: As a faction Ruler, you can summon a Council in your own settlement by spending 45,000 Gold and 200 Influence. Approach your lords (press ‘F’) to listen to their grievances and resolve internal issues using your own initiative. (Access via Keep -> Summon Council).

Clan Stress & Civil Wars: Every clan now has a Stress Score. High stress increases the risk of rebellion. Dissatisfied lords may demand millions in Tribute to remain loyal. Will you empty your treasury or face a devastating Civil War?

⚔️ Military System & Village Policies
Leverage your population for war, but beware the consequences.

Conscription (Drafting): Need an army fast? You can declare Conscription to draft recruits directly from your population based on its size. However, this costs Gold and takes a heavy toll on Loyalty.

Village Militia Training: You can now train village militia to convert them into professional troops of the current culture.

Shadow Garrison: Strengthened troops can be managed via the "Manage Guards (Shadow Garrison)" menu. These troops do not appear in the standard militia count but will spawn to defend the village when attacked.

Troop Inspection (3D): Perform a "Show of Force" in village scenes. Use the H, K, T, and M keys to command your soldiers to Salute, Cheer, or Taunt while villagers watch the drill.

💀 Epidemics, Starvation & Quarantine
Survival is a struggle.

Logic-Driven Plagues: Outbreaks are determined by population density and garrison overcrowding. If Food Stocks hit zero, severe starvation will cause rapid population loss.

Realistic Quarantine: Quarantine mechanics have been overhauled. If you attempt to enter a settlement under quarantine, guards will intercept you and deny entry. Access to the Tavern, City Center, and Lord’s Hall is physically blocked during the outbreak.

📜 Advanced Diplomacy & Espionage
Fracture enemy kingdoms from within.

Incite Rebellion: You can pay massive sums of Gold and Influence to shatter a rival realm. This interaction is now restricted to Clan Leaders only.

Neretzes’s Folly (1077 Start Date)
The game now starts in 1077 instead of 1084, right at the exact time the Neretzes’s Folly event took place. You will be shown a few scenes as if you were in a dream, and the events are taught to you. Additionally, shortly after the game starts, the fractured empires unite, and the empire is turned into a single civilization; you can come across rumors in the towns regarding these events. When the year reaches 1082, the empire dissolves, the unified empire shatters into three separate factions, triggering the familiar conflicts of the base game. From this moment onward, your brother will finally join your party.

Automatic Alliance: When you finance a rebellion, you automatically form an Alliance with the new rebel kingdom. Your relation with them increases, while you immediately declare war on the target clan. Signing Trade Agreements becomes significantly easier.

MCM Support: AI-triggered rebellions can be toggled via the Mod Configuration Menu.

War Council: You can now convene a War Council to strategically assign specific targets and objectives to your lords, coordinating your military campaigns like never before.

Corruption System: Your town’s income is no longer safe. Notables or Governors may attempt to embezzle funds. To detect this, use the new "Walk Incognito" option from the Town Menu to gather rumors from the populace. Once a culprit is identified, you can put them on trial in the Town Council.

Town Council: Requires a Governor in the settlement. This is a new scene/hub for managing local city affairs. Currently, it serves as the venue for judging corruption cases and interacting with local notables.

War Room UI (Lord Status): Kingdom rulers can now press CTRL+U to open a detailed dashboard. Inspect where your lords are located and view their current troop strength instantly.

Garrison Mutinies (Strikes): Neglect has consequences. Under specific conditions (such as unpaid wages), your garrison may go on strike, significantly reducing the city’s defense. You must decide whether to suppress the mutiny with force (Street Battle) or pay them off to restore order.

Field Commands: Issue orders directly on the campaign map! Approach any of your lords and press CTRL+SHIFT+K to open a command scene. You can personally instruct them on what to do (e.g., Patrol, Siege, Join Army) face-to-face.

Synchronized 3D Map Traversal
You now have the ability to roam in a 3D scene that is synchronized with the 2D campaign map. If you press Ctrl + Shift + J on the 2D map, the 3D map will appear, and you will be able to determine where you want to go by walking specific distances on the map.
There are also other parties present on these maps, but you cannot encounter enemy lord parties. I designed it this way because I thought direct combat here goes against the spirit of Bannerlord and would make things much more difficult. If you encounter an enemy, the game warns you and pulls you back to the 2D scene.

With Looters, the situation is different. If you encounter looters, the game gives you two options: you can spend 80 denars for your party and escape, or you can face the looters on the 2D map and fight.
In the 3D map, you will sometimes come across hidden treasures; you can break the breakable ones and earn denars, but be careful—there will be troops guarding this treasure right in front of you. There may be some texture problems in certain places on the 3D maps, but I have not encountered a situation that would prevent walking so far.

Battlefield Loot
If a battle took place in an area you are passing by on the map, you will receive a message. In line with this message, you are informed that there is battlefield loot and it can be taken. You can earn denars by experiencing this event, where the reward and difficulty increase according to your Clan Tier.
The method of earning denars is the same as getting loot in the 3D scene: you can take them by smashing the treasures. One point you need to pay attention to is that you must neutralize the people guarding all the loot.

War Cabinet Persuasion: Before declaring war, rulers now have a dedicated button next to the "Declare War" screen. Use the persuasion system to convince reluctant lords to support the war effort, gaining influence and cohesion.

Requirements & Notes: To summon a Council, you must be the ruler of the kingdom and the current settlement must belong to your clan. This mod is designed to add layers of realism and difficulty to the Calradia campaign. Enjoy!

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Revisions:

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