Armies Without Generals – 7.0 Update

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Author: BlackJackGear

Last revision: 8 Dec, 2025 at 09:32 UTC

File size: 1.47 MB

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Description:
Report Bugs HERE [bjgmodding.atlassian.net]
Request Compatibility HERE [bjgmodding.atlassian.net]

Overview

This mod allows use of armies without a general character.
From my testing these armies are fully functional and can fight battles, conquer settlements and so on.

Features
Leaderless Armies

Armies can now exist without a general character to lead them.
The mod adds a new button to the right of the regular military force buttons, when pressing it the unit exchange panel will open and you can move units over into a new army that will be without a general character.
Armies without generals can also be split up further, they should also not count towards the upkeep increase.
Recruitment for lordless armies is disabled by default, but can be enabled via MCT.
The AI does not use this feature.

Mod Support

Should be compatible with everything.
Mods that add new factions / subcultures / cultures should be compatible.
Let me know if you find any compatibility issues.

MCT Adjustable

Recruitment for lordless armies can be enabled via MCT.

Multiplayer Support

To play this mod in multiplayer, you need Multiplayer Sync , this utility mod makes it fully multiplayer compatible.

Unit exchanges between armies are janky in singleplayer, they can be even more so in multiplayer.
If you want to exchange units in multiplayer, initiate the exchange and then don’t touch anything for a second, until the panel looks normal again.
I would advise trying it out once to get a feel for how it behaves.
See known issues below for more info.

Known Issues

Exchanging units with other armies is a bit janky since I need to add a lord character to the lordless army and remove it again after the exchange is over.
The way it currently works is that when the unit exchange panel is opened it checks for the presence of a general and if none are found and there is space in the army it adds a general character, closes the panel and opens it again.
If I find a way to know when the player is going to exchange units in advance, I can add the character before and remove it after, until then this solution will have to do.
If you end up with a placeholder character in your army, simply start the unit exchange again and cancel it, that should solve it.

During the unit exchange the army model on the campaign map will be a placeholder model.
I am lazy and dont plan on fixing this, if it annoys enough people I will see if I can use placeholder characters appropriate for the vanilla cultures.

Splitting of units does not work at sea.
Nothing I can do about it, blame weird sea regions.

Enabling recruitment works only for regular recruitment.
Recruitment from mercenary pools is disabled.
Nothing I can do about it, the game enforces this in the backend.

The game is not happy about allowing recruitment for armies without a general and will close the recruitment panel at every opportunity.
I band aid fixed this as best as possible for now, still need to think about a better way to handle it.

Images

The beautiful settlement skins are from OvN Lost World go get it!
The southlands units are from Cataph’s Southern Realms (TEB)
The albion units are from OvN Lost Factions: Albion
The araby units are from OvN Lost Factions: Araby
Campaign lighting and effects Campaign Weather Overhaul
Campaign map improvements Dynamic World
Camera Mod Screenshot Campaign Camera

If you don’t want me to display screenshots with your work in them, I will remove them!

My Mods:
Thanks

Many thanks to the people over at Da Modding Den for all the tools and help they provide!
Without them none of this would have been possible!

Anyone is free to reuse/modify/submod my mods/part of my mods for whatever purpose.
Should I ever become inactive or otherwise go MIA anyone is welcome to take over.

Report Bugs HERE [bjgmodding.atlassian.net]
Request Compatibility HERE [bjgmodding.atlassian.net]
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