Guv’s Bandit Campaign Overhaul Mod
DISCLAIMER: Do not subscribe to my Zheng Jiang Can Raze mod. It’s already integrated into this mod.
Are you bothered by the fact that Bandit factions are kind of… lacking? Now don’t get me wrong, I don’t mind at all some difficulty. Only when the difficulty is craftily made. So what do I find the issue with the bandits are? Well first and foremost it’s how contradictory they are. Let’s start with my personal gripe with the bandits:
Public order: High public order, reduces replenishment and income from banditry while Low public order, increases replenishment? Why? So, you don’t want high public order? But then you’ll suffer rebellions! This causes many issues where the AI bandits will crumble, because they can no longer replenish properly. It’s weird and it won’t function well in the long run.
That is just one of many issues I faced with the bandits. The bandits never get anywhere and they are often stuck in a limbo with an expected defeat.
- Bandit factions has undergone varying amount of changes to help them succeed through the campaign.
There are many changes in this mod, but not too many to not be understood in less than 5 minutes. I have written an extensive documentation on what has actually been changed.
New Save not required.
Works with MTU.
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