Sebidee’s Charlemagne Expanded – Unit Roster Overhaul
Sebidee’s Charlemagne Expanded – Unit Roster Overhaul
– Updated 21.08.2019
I proudly present Charlemagne Expanded, a massive overhaul of the campaign’s unit rosters. This mod replaces the vanilla rosters and adds almost 300 new units to the playable factions. Each faction now has 37-40 units which appear throughout the playthrough ensuring that your armies are always interesting and fresh.
It’s made with great attention to detail with handmade unit cards and detailed unit variants. Each unit is balanced and fits seamlessly into the campaign and are as historically accurate as gameplay will allow. But that’s just a brief summary, here’s what this mod attempts to do!
When you start a campaign I advise you to study the tech tree and also to check out the forum page[www.twcenter.net] for more information on your chosen faction.
There are also alternate turn per year versions of this mod.
- Realistic and diverse unit variants – Each unit has a unit variant packed with variety with dozens of items of clothing which attempts to make no man identical.
- Gradual unit progression – In my opinion a good roster will progress and continue to feel new from turn 1 to 300. Even in the late game you will be unlocking new units. This will prevent your campaign from becoming boring in it’s later stages.
- Technological Upgrades and Unlocks – This mod makes use of Attila’s upgrade and unlock systems and is built on each faction’s tech tree. I believe such a system is vital for variety and player choice, it also cuts down on roster bloat meaning that you won’t have dozens of obsolete units clogging up your recruitment menu. As the player you will be responsible for deciding how to develop your units as you must decide which must be unlocked or upgraded. The choice is yours and as we all know, choice is fundamental in strategy games!
- Permanent Levy Options – In the Attila grand campaign tech upgrades would make levy units unavailable past the early game. In this mod they are untouched so you will always have cheap options for your army.
- Updated garrisons and mercenaries – Garrisons and mercenaries have also been updated to fit with the new units, nothing has been left out.
- Faction diversity – Though each faction has a wider selection of units I have made sure that each still retains their original strengths and weaknesses. The Avars have the strongest lancers and horse archers, but have relatively weak infantry. The Danes have strong melee infantry but relatively weak cavalry. Each faction also has a unique look to their units so none of your campaigns will feel the same.
- New UI Unit Groups – Each unit type with a unique role on the battlefield will now have it’s own UI unit group. This means they will have their own icon and information on their tooltip. The new UI unit groups include Berserkers, Cataphracts, Macemen, Two Handed Axemen, Ambushers and Clubmen.
- Cavalry Animations – Melee cavalry have been given new animations so that they now carry both a spear and sword and wear their shield on their back when not in combat.
- New Realistic Shot Types – Heavy and whistling shot have been replaced with Rapid Volleys and Precise Shooting. Now Archer’s tactics depend on their method of shooting rather than their projectile.
- Is this mod compatible with small unit mods and others?
This mod will likely function with most small unit mods, though balancing may be an issue. If you are the kind of person who just likes as many units as possible then I say go for it! Other small tweak mods including all of mine will also work. Needless to say it will not work with reskins of units that have been removed. - Is this mod compatible with major overhauls?
This mod will more than likely not function with major overhauls installed, and if they did then the balancing would be completely wrong. I can’t say for sure though because I don’t use those mods. - Why did you remove the vanilla units?
The vanilla roster was very generic which made it difficult to add new units. It also would have been impossible to add in upgrade chains with such a system and to add in units which are weaker than vanilla units that are avalible in the first 5 turns. Don’t worry though, the new rosters are based on the vanilla ones and each new unit is of far better quality. You won’t miss them, I promise! - Can I use assets from this mod in my mods?
I have made a modder’s resource which includes all the new armour variants used in this mod and you can find that here (Sebidee’s Charlemagne Expanded – Modder’s Resource). It also includes the UI groups and cavalry animations which are free to use, though please give credit - How can I find out how to unlock, upgrade and recruit units?
Upgrades will be displayed in the tech tree and recruitment will be displayed on buildings and in the building browser. Unlocked units will not be displayed on buildings until they unlock and the information on them will be in the technology descriptions.When you start a campaign I advise you to study the tech tree and also to check out the forum page[www.twcenter.net] for more information on your chosen faction.
This mod would not be possible without the help of my Beta testers, Rewan, Job 4 a Cowboy, Philip O’Hayda, jwalsh and Ares Total War who played countless custom battles and campaigns to make sure this mod was fit for relase. Special thanks also goes to Job 4 a Cowboy for his help on artwork for the mod and The Big Bad Wolf for his help in making a new leather armour model in the game. I must also thank everyone on the forums who followed the making of this mod on the forums for their motivation!
If you like the mod then please leave a comment and like it. You should also join my steam group to keep up with new update. Thank you and enjoy!
– Sebidee
Required DLC:
These DLC should be installed in order to use this item.
Total War: ATTILA - Age of Charlemagne Campaign Pack
Revisions:
Old revisions of this mod are available below. Click the link to download.

