The Great Garrison Overhaul – Vanilla Version
Hello again, everyone. Once again, it’s your favorite talentless hack with another horrible wonderful product of my own personal brand of madness. The aim of this project was to completely rewrite CA’s awful, inefficient garrison table while simultaneously improving the general defensive potential of all settled races, specifically to slow down expansion of the AI and player in modded games.
This version is for use WITHOUT Firepower or any other combat overhauls.
- Compressed garrison logic. CA’s garrison tables are severely bloated, partly so that CA can tweak garrisons with little thought (even though they’ve yet to re-balance garrisons).
- Tier 4 Minor Settlements: Enough said.
- No more useless units: Settlements, even at tier 1, no longer use throwaway garrison lists that offer little to no combat power*. Defending against full stacks with nothing but miners and quarrellers is a thing of the past.
- Larger and more cohesive garrisons: Even lowly tier 1 minor settlements field 8-12 regiments, even though they are not what one would call "high quality". Additionally, all garrisons are designed to be tactically viable, or otherwise play to a faction’s strengths.
- Unique special settlement garrisons: All forts and special settlements diverge from the standard garrisons given to province capitols and, for many factions, each other.
- Improved garrison mages: 60 "new" mages have been added to the various races’ garrisons, each having access to several or all of their lore’s spells. (Inspired by You’re A Wizard, Garri-son)
- Dangerous capitols: The quality of garrison troops increases significantly as settlements progress past tier three. The days of autoresolving tier 5 settlements are over**.
- Housebroken AI: The campaign AI has been retrained to place a greater emphasis on defensive structures so that it, too, may benefit from the changes to garrisons***.
- Custom garrison units: Units from Glory Mod and Shotgunners are incorporated into this, as are the aforementioned mods.
- Less garrison overflow: Most races’ garrisons will never go above 20 units now. Those that do should only overflow due to landmarks.
- This mod is balanced for vanilla unit stats. Some of the old (read: very old) glory mod units may be a bit weak or strong. It is not recommended to use this with an overhaul that changes the balance of vanilla units.
- This mod is not compatible with any mod that changes garrisons. Using this with such a mod will cause major garrison overflows or worse.
- This mod is not compatible with Mazz’s T4 minor settlements or any similar mod. It provides T4 minor settlements itself.
Do yourself a favor.
https://github.com/Kaedrin/warhammer-mod-manager/releases
- Due to the drop off in garrison size when settlements reach the level required for defense buildings, taking certain T2/T3 settlements is easier than intended. This may result in me shifting garrison troops from defensive structures after testing phase is complete.
- This mod will make certain faction starts slightly harder than they are in vanilla. Okay, this isn’t really an issue so much as a warning.
- The AI may refuse to attack high level settlements. There are several ways for me to resolve this, but it may remain unresolved until I bother to rewrite the campaign AI.
- Autoresolve heavily favors some high level and ranged-heavy garrisons. This is more an issue with autoresolve than anything and may be dealt with in the future.
Q: I found a bug!
A: Not a question. Elaborate on the bug details, and odds are I’ll resolve it.
Q: Why does this crash on launch/campaign start?
A: 99% of the time, this is due to you not reading the compatibility section or due to a recent patch. The other 1% is comprised almost entirely of compatibility issues I have not discovered.
Q: Can I use X in another mod?
A: Knock yourself out. Just provide credit where credit is due.
Q: Will you add units from X unit pack to this mod?
A: If you are the author, you have permission, or the mod is dead, I might consider it. Just be aware that meddling with garrisons is a lot of work. I have both my time and my sanity to protect.
Q: Will you balance this for X overhaul?
A: No, I have more than enough to keep track of. Do it yourself. It’s not hard to get started with modding.
I’ve restored and expanded a few other overhauls as well as made a couple of my own.
Check them out here: https://steamcommunity.com/profiles/76561198039493969/myworkshopfiles/?appid=594570
If you enjoy this mod, make sure to
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A shoutout to The Context Crusader for his (mostly complete) garrison mod template. Without it, this would have taken a lot longer than the 250+ hours that it did.
https://steamcommunity.com/id/ContextualSheep/myworkshopfiles/?appid=594570
Add him if you want access to the template.
* : Skaven still use massed skavenslaves at low levels. However, there should now be enough to function in their intended role as a tarpit unit.
** : The days of autoresolving T5 settlements may or may not be over. Waste 4 armies’ movement and/or time on settlements at your own risk.
*** : The CAI still can, in rare situations, be unable or unwilling to build defenses in settlements. This may additionally have an impact on the rosters the AI uses in armies during the early game.
Revisions:
Old revisions of this mod are available below. Click the link to download.