Autonomous Vassals + RTL Compatibility
This version of Autonomous Vassals has been made compatible with my other Baron mod Raise the Levies!. It requires Raise the Levies to be used – if you do not want to use Raise the Levies please use the normal version of Autonomous Vassals instead.
Main differences in this version:
– The ‘Appoint Vassal’ and ‘Raise the Levies!’ rituals cannot be used in the same Motte & Bailey, you must choose one or the other. Raising Levies will provide a greater immediate bonus to your economy but Vassals will heavily outpace this in the long term. Choose wisely.
– When appointed the Vassal will raise his own groups of levies whenever none are present in his home.
– Siege Spikes cannot be placed by a Marshal in a fort belonging to a Vassal, they must be constructed by the Vassal’s Siege Master retainer instead.
– A conflicting Yeoman Archers spawn event has been removed.
Unlike the normal version of Autonomous Vassals I have not extensively tested this version. If you encounter any bugs please report them here.
Summary
45+ Units
– Noble retainers, each of which enhances the defenses of the fort as well as offering special bonuses
– Bailifs, who wander around the surrounding area, taxing the peasants and improving the local infrastructure
– Men-At-Arms & defensive siege equipment
– Local patrol forces
– Vassals can now be placed in Castles
– Several small features from Raise the Levies! such as buffed Unicorn Knights
– Numerous Easter Egg units
Vassal Retainers
Each retainer a Vassal hires will have an effect upon the fortress. Whether its the Master-At-Arms organizing new groups of defenders, Blacksmiths to improve the armaments of the Vassal’s army, personal Court Mages, Plague Doctors to heal diseases – and numerous other retainers are available to these fledgling lords. Via Retainers, with enough time Vassals will eventually generate well over 1500+ gold worth of defenders for their fort, given they don’t run off and suicide charge the local magic library of course.
Realm Management
Your Vassals will now send out Bailiffs, whose duties consist of shaking down the local peasantry for more taxes, stationing garrison forces in valuable locations, and converting underutilized land into productive farms, villages and mines.
Castellans
Vassals can now be given Castles to govern, and may even convert their Motte & Bailey into a Castle given sufficient time to improve their demesne. Vassals who are lords of their own Castle will send out patrols to defend the surrounding land and have access to a greater number of Retainers than their poorer backwater Bailey counterparts.
Unicorn Vassals
Unicorn Vassal Knights and normal Vassal Knights have access to a number of different Retainers and are prone to developing their surrounding areas differently from one another. Give both a try, different locations may benefit more from one or the other.
As stated above, this mod is NOT compatible with my other baron mod, Raise the Levies. Aside from that however it should be compatible with pretty much any other mod, as it alters very little of the base game.
If there is a compatibility issue it is probably related to conflicting numbers being used, if that is the case simply find the conflicting numbers and alter them in the c5m of this or the other mod. The following are the relevant numbers used in the mod:
Custom Terrains N/A
Terrain Groups -1055 & -1081
Variables N/A
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Required items:
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Raise the Levies! - Baron Class Mod — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.