No Walls Needed – Read Description!
Basically this mod rolls the extra garrisons from walls/garrison buildings in to the main settlement upgrade themselves. At minor settlement level 2, you will have the extra garrison as if you had level 2 wall building. At minor settlement level 3, you will have the extra garrison and the walls as if you had a level 3 wall building. To compensate, main settlement upgrade times are increased by 2 turns each and each upgrade costs another 1000-1500 gold.
Walls are made useless for the time being, and the AI shouldn’t be building any either.
Known bugs:
This doesn’t seem to work on rogue armies and I’m not sure if it can – I had to manually add the garrison to every individual settlement, but rogue armies all share the same settlement building – I’m not sure how they assign the garrison properly so they have different ones.
This mod will likely break when new factions get released: currently I’m almost certain it won’t work when Norsca is released, Tomb Kings will probably also break it. I’ll update as needed.
This mod takes a bit of fangling to get working with SFO and Radious, or any mod that updates garrisons: the problem right now is that this mod gets loaded first, and -then- SFO mod’s garrisons, which leads to super-garrisons for everything. To fix this for now, unfortunately the best option is to fix it yourself, since I don’t want to be reposting versions of SFO/Radious that are compatible, but thankfully modding is pretty simple and it’s useful to know to help make this compatible if you have some obscure mods.
1. You’ll want to download Pack File Manager 5.0 from here: https://sourceforge.net/projects/packfilemanager/files/Release/ This is what I used to make this mod.
2. Once you have that, use that program to open up the .pack file that contains either SFO, Radious, or whatever other mod that overwrites garrisons.
3. Navigate down to db/building_level_armed_citizenry_junctions_tables in the overhaul you have opened. Select the "building_level_armed_citizenry_junctions_tables" part, and delete it entirely – this is where garrisons are held. Save the pack file.
4. If you did everything right, then the next time you start up with both the overhaul and this mod selected, it should be using this mod’s garrisons.
(The reason that this mod is difficult to make compatible whereas other mods are able to make compatible patches has to do with how garrisons work. Basically, if you modify a building to say "It gives 15% extra ambush chance instead of 10%", then the game recognizes that only the value for that is changed and updates the entry accordingly. However, garrisons are not modified in this way – each settlement has multiple rows that correspond to one building that tell it what the garrison is. What I think is going on is that my mod says "these buildings have 10 garrison units", and then SFO, by modifying the garrisons, is also telling "these buildings have these 10 garrison units", but they do not overwrite eachother – they add to eachother.)
If the garrisons don’t appear to update, roll over to the next turn – garrisons are updated at the start of next turn.