Barbarian Hordes Expanded
This mod adds the existing units that are missing from the migrating horde buildings, it also adds 9 extra migrating buildings which gives the improvements for fletching, horse breeding, armour and weapons. Additional buildings have been included for those missing buffs, and some game fixes.
Save compatible.
Additional note, this mods does even more than the details covered below, from a choice of two settlements for the ostrogoths, to garrison numbers increased, even some fixes made in the technology trees.
This mod isn’t friendly and can conflict with other mods, it requires PFM to make it more compatible. Feel free to any persons who wish to download this or any of my mods, PFM these mods to make them more campatible, and re-distribute via workshop, the only thing I request is to be mentioned.
This mod will continue to be updated for the time being, I still have some ideas for improvements.
Migrating Herds buildings
Cattle Herders
Cattle Herds – Horse Breeding 1
Cattle Pens – Horse Breeding 2
Migrating Artisans buildings
Wood Carver
Carpenter’s Workplace – Fletching 1
Tinker’s Camp – Fletching 2
Metalworker’s Workplace
Blacksmith’s Workplace – Armour Smithing 1 and Weaponsmithing 1
Outfitter’s Camp – Armour Smithing 2 and Weaponsmithing 2
Western Roman buildings
Horse Breeder – Horse Breeding 1
Stables – Horse Breeding 2
Nisean Stable – Horse Breeding 3
Ostrogoth buildings
Western Roman Settlements (optional), 4 tier Military Barracks that allow recruitment of roman units.
Existing Units added to migrating buildings
Shelters – Young Wolves
Tent Camp – Warhounds, Burgundian Warhounds, Suebi Warriors.
Gathering of Elders – Scatha’s Teachers (Previously Horde Encampment)
Raider’s Gathering – Slavic Axe Levy
Hunter’s Camp – Celtic Bows, Celtic Berserkers, Nordic Skirmishers, Nordic Axe Warband, Bagaudue, Saxon Mounted Warband, Slavic Large Shields
Archery range – Celtic Archers, Ebdani Raiders
Hunter’s Encampment – Gothic Archers
Sparring Fields – Nordic Axe Warriors, Langobard Clubmen, Saxon Lancers
Warrior’s Encampment – Ebdani Cavalry Raiders, Antrutiones Cavalry Guard, Protectores Defectors, Gothic Palatina Defectors, Light Moorish Cavalry
Royal Pavillion – Cateran Brigade, Fianna
Royal Encampment – Horse Whispers, Black Blades, King’s Warband, Chosen Warriors, Royal Anstrutiones, Heroic Cavalry, Royal Suebi Cavalry
Militia Quarters – Desert Mounted Skirmishers
Tribal Tents – Desert Levy
Infantry Barracks – Tanukhid Ambushers
Militia Compound – Jamal al-Rumha (Moved from Adobe of Sham’s Champions and Dwelling of the Khagyalium)
Artillery has been moved over to Wood Carver migrating artisan, missing Large Onager added to Tinker’s Camp.
Champion Recruitment – Noblemen’s Camp (Barbmigs), Noblemen’s Camp (Hunnic), Rebal Base, Governer’s House (West and East Roman), Courthouse, Meeting Hall.
Dignitary Recruitment – Storyteller’s Tent, Tribal Assembly, Sacred Marsh, Sacred Forrest, Arian Martyium, Latin Martyium, Greek Martyium, Hilltop Shrine, Clifftop Monastery, Large Stelae Field, Monumental Mikve, Shamanic Circle, Sun Shrine.
Building Instances
Farms and Artisans can now be built three at a time, industry buildings two at a time for romans and sassanids, and other eastern factions.
Town Centre, Meeting Hall, Market Stalls, Forum, Plaza, Courthouse, Bazaar, Tabernae can all have 3 instances at one time.
Leader’s Tent, Gathering Place, Travelling Artisan, and Recruitment Tents can all have 2 instances at one time.
Additional Fixes
Burgundian Building – Curing Shack and Goat Herd no longer share the same building plot.
Celtic Building – Enclosure and Pastures no longer share the same building plot.
Desert Enclave – Added missing Tax rate -5% (all hordes) effect.
Western Roman Empire now have the following buildings – Horse Breeder, Stables, Nisean Stables.
Eastern Roman Empire now have the following buildings – Guardhouse, Garrison Encampment, Garrison Quarters, Veteran Garrison Quarters.
The following tables have been edited
building_chain_availabilities, building_chain_availability_set_ids, building_chains_availability_sets, building_culture_variants, building_downgrade_junctions, building_effects_junction, building_level_required_technology_junctions, building_levels, building_instances, building_units_allowed, building_upgrades_junction.
Recent updated additions armed_citizenry_unit_groups, armed_citizenry_units_to_unit_groups_junctions, building_level_armed_citizenry_junctions, commander_unit_permissions, technologies technology_effects_junction, technology_nodes, technology_unit_upgrades, units_to_groupings_military_permissions
I really like the idea of playing as a horde, but the missing units make it unappealing, this mod gives those missing units. Ideally there should be some extra migrating buildings, and all the unit recruitments should be placed in more suitable buildings, to provide a more fair and balanced gameplay.
Barbarian hordes are weak compared to hunnic, the migrating buildings don’t give off the same benefits, either less money or bigger integrity penalty, and while hunnic hordes can have horse breeding, weaponsmithing etc, along with large onagers, the barbarian horde didn’t have these options.
Update 26/07/2015
Curing Shack no longer disables Goat Herd and visa versa, Enclosure no longer disables Pastures and visa versa.
Update 28/12/2015
Additional Celtics Levy, Germanic Levy, Nordic Levy, Sarmatian Band, Desert Levy added to cities and towns recruitment. West roman Rally Field has been added to Ostrogoth building selection, three db tables added to mod to make it possible. Recruitment of dignitaries and champions have been adjusted, tier 2 and tier 3 buildings for all factions.
Update 26/02/16
Additional Slavic Levy Spearmen added to cities and towns recruitment, added missing Alani Onager and Slavic Large Shields to migrating buildings, moved Slavic Axe Levy one tier down on migrating buildings. Developement points for upgrading migrating horde buildings has been removed, lowering the amount of developement points to a more reasonable value.
Updated 08/01/16
The following table "building_instances" has been added to this mod, getting slightly annoyed only being about to build buildings such as farmsteads and artisans one at a time, hordes are fine but non-hordes are currently a joke.
Updated 05/01/18
Additonal db tables were added, removed Germanic Pikemen from Ostrogoths and Visigoths, moved Ras Guards and Zafar Sentinels from commander unit to tier 4 City Infanty barracks for Aksum and Himyar, added Light Moorish Cavalry to Garmatians. Broke up the Tuareg Camel Spearmen, Alani Horsemen, Cavalry Raiders technology unit upgrades and made those units recuitable. Fixed caledonian sighthound spears and mounted spear raiders tech upgrades, edited religion tech buffs for Aksum and Himyar, added garrison units to lots of buildings.
Other mods
Horde Variables
http://steamcommunity.com/sharedfiles/filedetails/?id=485653867
No AI Razing except Huns and No AI Start Migration
http://steamcommunity.com/sharedfiles/filedetails/?id=485654082
No AI Razing and No AI Start Migration
http://steamcommunity.com/sharedfiles/filedetails/?id=488491462
Note: No AI Razing except Huns and No AI Start Migration, No AI Razing and No AI Start Migration, and AI Occupy Only use the same db tables, they will conflict, only use one at a time.
Unit Tweaks
http://steamcommunity.com/sharedfiles/filedetails/?id=599049692
Very Heavy Cavalry 65
http://steamcommunity.com/sharedfiles/filedetails/?id=599051335