About this mod
A light gameplay rebalancing mod that restricts how much cultures can upgrade troops from other cultures. I have always found it odd how a Vlandia lord knew how to train a Khuzait Noble's Son into a Khan's Guard, despite Vlandia lacking mounted archers. It is small things like that, that my mod is here to address.
- Requirements
- Permissions and credits
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Translations
- Changelogs
The main idea is that cultures wouldn't know how to use/train/upgrade troops using equipment they're unfamiliar with, unless they seek help from someone who knows and is willing to help. This concept in implemented by allowing these usually restricted troop upgrades to take place while within a walled settlement, town or castle, of the appropriate culture, that the kingdom the party is part of owns.
These restrictions are made to work for the player and the AI, both with the aim of making it more rewarding and challenging to obtain that perfect army of elite troops, but also to help the balance. Here the idea is that it puts an invading culture at a disadvantage as they're not necessarily able to fully utilize the locally hired troops, without having to return to a town or castle to upgrade them.
By default, unless something else is stated, a culture can upgrade other troops to tier 5, the tier being the highest for regular troop and one below the highest for noble, after all, why would one culture know how to train another cultures troops into the very best that culture has to offer?.
By default I have set the restrictions as following:
- Aserai: If the troop uses maces/hammers, one handed or two handed, two handed swords, pikes or crossbows, then they can't upgrade to them.
- Battanians: Can't upgrade other cultures mounted units unless they're mounted skirmishers; Cavalry with throwing weapons.
- Empire: Doesn't have restrictions to troop type or equipment, but cannot upgrade other cultures troops past tier 4.
- Khuzaits: Can only upgrade troops from other cultures if they're mounted.
- Sturgians: If the other culture's troop is a horse archer, then they can't upgrade them.
- Vlandians: Can't upgrade troops from other cultures if they're bowmen, mounted archers or mounted skirmishers.
That being said, nothing is set in stone and the mod also provides a dynamic mod configuration menu. It will only appear in the mod options while you are in a campaign, as it looks for which cultures there are in the game, sorts out the bandit once, and adds them. What this means is that it also adds minor factions cultures such as Nord (Skolderbroda), Vakken (Forest People) or Darshi (Ghilman), but it also means that any custom added cultures will also be added to the list for be altered. There has only been made a default preset for the main six cultures, so any additional once uses restrictions similar to what the Empire has.
Since people have kept on asking if it's compatible with x, y, z mods. The answer is yes, most likely. The mod doesn't change or edit cultures or equipment, it only looks at what's already in the campaign and sorts them into presets and categories for if that culture can upgrade other cultures troops if they use that equipment. All this happens dynamically and the only thing this mod changes is preventing the AI or player from upgrading troops if they don't fulfill the requirements. What this means that even with mods that adds new custom cultures, troops or equipment or even changes the original once, this mod is most likely still compatible. I have not been able to test all other mods, but I believe this mod should still be compatible.
I have added txt documents in ModuleData that has the default preset for each culture, so if a mod adds new cultures or wishes to change the default preset, simply use those as templates. Otherwise the in game MCM still works and can easily be changed and applied from within the campaign, without needing to restart the game.