Skidvar’s Garrison Overhaul (Grand & Belisarius Campaign)
Content
This is a complete overhaul of the vanilla garrison system for the Grand & Belisarius Campaign. For this particular mod I want to thank Xeryx, mainly for motivating me to finish it (as I was not actually planning on bringing out this mod and had stopped working on it after finishing the land garrison), but also for the feedback, etc. I also highly recommend his AI mods which are compatible to this one.
I will some up some of the content:
- Larger starting garrisons than vanilla, without making them overkill. This mod is NOT a double garrison mod, but was started from scratch. There are no more unit than the system supports, so that the weaker (e.g. missile units) do not get replaced by others. Also single hordes will still have a chance early in the campaign and later as well as garrison units do not upgrade.
- Garrison units are distinguishable from regular units at a glance, because I have added different unit category icons. This is new in Total War games, done in a subtle way.
- Allowing for more tactical options as even at level 1 all garrisons have two spear, melee, archer, & horse units.
- Requiring considerations on a campaign level as garrison units are free, but will take more time to replenish than regular units.
- Designed to be logical, both from a player’s and a modder’s perspective compared to vanilla.
- Almost entirely based on the main building tree for infantry units. Roman garrison buildings (like e.g. in Argentoratum) are the only exception.
- Garrison units remain the same throughout the game, they do not upgrade, but they will gain experience. Units are mostly basic units,representing levy: town guards, citizens/villagers etc. Only the sword/axe melee units are stronger units representing regular armed forces. Per main building upgrade one basic bow and one stronger melee unit gets added to the starting garrison.
- Almost entirely based on the main building for land units. The only exception is the Roman garrison tree.
- One onager bastion more than in vanilla which renders 2-5 onagers according to the main building level.
Land Garrisons according to main building level:
- Level 1: 8-10 units
- Level 2: 10-12 units
- level 3: 12-14 units
- level 4: 14-16 units
More detailed:
- 2 basic spear
- 1 sword/axe melee
- 1 basic bow
- 2 basic melee cavalry
- (+1 sword/axe melee +1 basic bow per garrison level)
- (+1 mid-tier spear, for large settlements only)
- (+1 gov)
Factions that have the Western Roman culture in the main campaign as well as any faction in the Belisarius campaign can have a complete 20 unit garrison if they have a Roman garrison building. It adds 1 stronger melee unit per level. I think this is enough as this kind of building does not need any research and can be upgraded immediately in the campaign.
Naval Garrisons according to port level (3-6 units)
- 1 melee + 2 bow
- (+1 basic melee per level)
Garrisons with a main/port building from another culture will be very basic:
- Land garrison: 2 basic spear units at level 1, +1 basic bow at level 2, +1 basic melee cavalry at level 3, +1 sword/axe melee at level 4
- Naval garrison: 1 melee
To support a logic system this mod also adds several copy units which only appear in the garrison. The land units have their own unit cards based on the existing vanilla ones:
- Sarmatian Mounted Warband
- Sarmatian Bows
- Nordic Mounted Warband
- Slavic Mounted Warband
- Celtic Mounted Warband
- Desert Scouts
- Sarmatian Levy
- Sarmatian Spearmen
- Germanic Marauders
- Slavic Marauders
- Sarmatian Marauders
Note: I have only added example images from garrisons for some Germanic factions, but the other factions have similar garrisons. Also note that since I have not touched the campaign .esf files, existing vanilla garrisons will be reset at turn 1. Your own faction will have the above garrison immediately, but other factions will have vanilla garrisons, which will be reset after the end of the first turn to slowly replenish the garrisons (building up from 1/5 of full unit strength). It will appear that they have less units, but it is merely that they are shown as if they are joined together, which is not the case in battle.
This mod should work with any mod that does not make changes in the garrison tables. Also with all DLCs apart from Charlemagne, so disactivate when playing Charlemagne campaign as it will interfere with the garrisons. Unit mods should be okay, as I use a system that adds units or actually duplicates vanilla units. I have done this for several reasons, the main one being the new unit category icons (which make garrison units distinguishable from regular units), but also to have a slower replenishment time for garrison units.
Revisions:
Old revisions of this mod are available below. Click the link to download.