File information

Last updated

Original upload

Created by

Zazaoazao

Uploaded by

Zazaoazao

Virus scan

Safe to use

About this mod

Made for Realm Divided by ObiVV, Open Source Armory (OSA), and Realistic Battle Mod (RBM) by the OSA and RBM teams respectively. This mod overhauls all the vanilla armies as well as the two new armies added. Focused around tactical game play and more involved commanding. Highly recommend Breakable Polearms and Recruit Your Own Culture.

Requirements
Permissions and credits
This mod is a redesign of all the troop trees of the base game in addition to the two added in Realm Divided in order to give each culture’s units more artistic consistency/uniqueness (thanks to the amazing
work of the Open Source Armory/Weaponry/Saddle Team), better balance,
and add a strategic distinction on how you can use each one. Requires
RBM, Open Source Armory/Weaponry/Saddlery with the RBM compatability patch (All found on the same page), and Realm Divided. Links to the required mods are at the bottom of description. *Highly* recommend Breakable Polearms, Parry Breaker, and Recruit Your Own Culture.

I will split this into two parts: a brief description for the adventurous
who like the pictures, and detailed descriptions in the second part for
those who want to understand the reasoning for my decisions.

I will say the recommendation Recruit your own culture is to prevent
mish-mashed armies with no “identity” from the computer as there are way
more units; you can disable it applying to yourself in the settings if
you want to mish-mash a special army for yourself. If you want only one
of my armies, message me and I will make it. This mod also changes the
armor to the Vlandian, Darshi, and Geroian lords and will likely not be compatible with anything that
changes those sets.

Aserai are skirmish phase masters with archers that can stand in as light infantry
in a pinch. The armor of their units overall is slightly lower than
others, so you must make use of their skirmish power.

Battanians are more barbarian than ever; featuring 5 different infantries with
significant differences in their fighting prowess. Let none forget their
2 cavalry units in addition to their fear-inducing Fian! They also
boast slightly higher athletics, at a small cost to weapon skills. Shoot
from the trees, charge from the hills, take the skulls later.

Empire has the widest breadth of units available, at a modest cost to overall
quality. Biggest weakness is their lack of shock infantry, so use your
tanks, I mean, Cataphracts to break those lines!

Khuzaits are Tartar-ized in their upper echelons, but they are pretty much
unchanged; kings of the open field, just don’t siege me, bro! They do
have a new unit to play with; a two-handed hammer and javelin cavalry.
Ride on!

Sturgians saw a massive change. Druzhinik became standard units and their Line-Breakers became
their elite units. Enjoy the pillaging offered by the best infantry
units in the game!

Vlandians are all shock and no play. Lower athletics but higher weaponry skills make
these b******s the toughest lines around. Vlandians now have access to
two cavalry units that is not one being a better version of the other;
now there is at least some depth to their differences. Your crossbowman
lost their shields though. Redesigned to be more like the original
concept art (tag image) which I loved!

            NEW PLAYERS ENTER THE ARENA!

Darshi units boast the best spearman in Calradia and a versatile army to boot.
Be sure not to miss the two different light cavalry, camel archers,
longbows, axeman, and hammers! But no heavy cavalry…


Geroia units have a simplistic military structure. Longspears to guard, War Razors to back them up. Longbowman offer solid damage and speed, and a heavy duty skirmish cavalry to harass and charge. Oh, and they have super skirmisher infantry as their elite unit.

For the more in-depth explanation:

General Changes: I dropped the quality of a lot of horse armors. I feel it better
balances cavalry units and makes it more important to properly time your
charges and avoid missile fire. Plus, RBM helps their survivability
already with its cavalry AI changes. I also made units unique names be
the top of their lists and avoided qualifiers if I could for
non-imperial cultures. I did that just because I feel it makes them more
epic instead of (qualifier + something). Why not Imperial cultures? I
dunno, just felt fitting.


The result of my mod, that I have observed, is that smaller skirmish
battles tend to be one sided with proper tactics, but large-scale
battles are
neck and neck all the way through, which was not the original intention, but a result I am glad to have.

Aserai: I wanted to expand upon their skirmishing ability, and mitigate their
OP balanced military. In the base game they have solid archers, and
their elite Faris cavalry serve as both reliable lancers and strong
skirmish cavalry. Their infantry units already had throwing weapons plus
they had heavy armored horse archers. By dialing back the horse archer
and infantry armors it makes a more competitive game. I did add a shield
and decent melee skills to their archers so that you can have them put
away their bows and jump into the fray as light infantry as a solid
defense/finishing tactic. Just make sure you position them on a flank.

Battania: at first glance you may think “that is too many infantry units” but there
is actually a trick to their design; there are only three different
types: Spear (Oathsworn), Skirmish (Heavy Falxman and Wildling), and
Shock (Gaiscedach and Warmonger). I did this while making use My Little
Warband’s 4 outfits each system to make them feel as barbarian horde as
possible where the other cultures are more uniform. Plus, assuming you
have the recommended Breakable polearms mod, all the units do have some
more flavor to them. Falxman now have a shield to help their
survivability, but if their shield breaks, they just get stronger and
faster attacks. Gaiscedach reap enemy units until their rhomphaia breaks
(they have a backup axe), where the Warmonger’s two handed axe never does, and
Wildlings are solid all-rounders. I did give all Battanians higher
athletics at the cost of weaponry skills. I did this for two reasons; 1)
the Battanians are all about that archery, you can now get to a better
position and retreat from your enemies slightly faster. And 2) because
it feels fitting for a barbarian army with no real organization. Sure,
you may get heroes of unique talents that way, but an army would suffer
as a whole without that discipline, and I feel this change reflects
that.

Empire: the imperial army took me awhile to find a good balance. They now have one of each type of
auxiliary unit (heavy cavalry, skirmish cavalry, horse archer, archer,
and crossbowman) with two infantry units as well. The imperial army is
heavily armored (Cataphracts boast the highest defense of any unit) but
not as well armed. Their ligenarii are really just heavy armored
skirmishers, and the menavliaton are not quite pikeman but do have some
throwing spears. My point being that if you want to win with an imperial
army, you have to make good use of their other units and think of your
infantry as finishers. On the bright side, their crossbowmen now have
shields and can serve as backup infantry too, to a lesser degree than
the Aserai Skirmish Masters, and will stand in front of the archers.

Khuzait: These are the ones I would appreciate the most feedback on. They dominate the
open field, but suffer in sieges. I changed little about them,
honestly, except their Khan’s Guard. I did add in the Daichin that wield
a massive two-handed hammer and three sets of throwing spears and they
are actually worth investing in. I made them to give the Khuzait a more
horde feel and was shocked to see they actually perform quite well even
compared to their Keshigs.

Sturgia: I wanted to lean more into the Slavic with Nordic touches, and was
quite happy with the result. I changed their Otrok, Varyag, and
Druzhinik into standard units, making the Varyag an offshoot horse
archer upgraded from the now mounted Otrok. I did it because infantry is
obviously Sturgia’s thing, and I was personally perplexed that no
vanilla faction had an elite infantry unit and this one was the obvious choice. I
chose the Line Breaker because I felt that giving the elite a shield
would make any other shield infantry redundant, and gives them a
vulnerability that I feel the kings of infantry need to have to prevent
them from being OP. The Sturgians possess increased skirmish power as
well.

Vlandia: If you hate the skirmish phase and you just want to charge ‘em through, this is the army
for you. No throwing weapons, no skirmish units, and slow but powerful
crossbows. This Vlandian army may move slower from an athletics
decrease, but their weaponry skills were increased. This is a warrior
culture known across the continent for being the best mercenaries, their
skills should reflect that. Also from a balancing standpoint, if you
are the type of play that just want to yell charge, this is your army.
That being said, if you are facing the Vlandians, think hard about your
positioning and how you use your skirmish power against them or you will
likely lose if you have “equal” armies. Their redesign is based on the
original concept art for the Vlandians pictured as the header image. I
was quite disappointed with the way they are in vanilla and this is
actually the reason I set out to learn coding just to make this mod.

Darshi: I saw a bunch of assets specifically labeled Darshi in the Open Source mods. I looked it up to see there was
only 1 Darshi army mod on the Nexus and I had some disagreements with
its design, so I made this army instead. Then the Realm Divided mod came out, so I redid mine to work with it. The bread and butter of this
army are the super heavy armored and deadly Venaal spear-masters. Armed
with throwing spears and back-up maces too, they are excellent and
versatile units. The Zuura axe-men serve as a lighter alternative that
fare better in close quarters and prevent the Venaal from getting
swarmed. Meanwhile the Kyngaal wield a mighty two-handed hammer to serve
as the shock troopers. The Yulahm are expert long-bowmen that do not
fair too well in melee combat. The Ullug are the closest thing to heavy
cavalry that the Darshi have to offer, but even they lack shields and
heavier horse armor in favor of a two-handed hammer and lance. The
Darhsi also have the Haras, a skirmish cavalry specialist that is good
for ambushing and flanking. Last but not least in the lineup, is the
Ghila; heavy armored camel archers. The Darshi are well balanced in
their capacities except their lack of cavalry designed for charging
directly into the line, and their camel archers can easily be out-paced
by enemy cavalry should they be charged directly.

Geroia: I kinda liked the concept ObiVV applied to the culture. A former Imperial colony that was seized by angry merchants with a mercenary army. I made the army look like it was made of various Imperial mercenaries that were later and recently reformed into a standardized army. Other than the Doge funded corsairs (called Tuscadaera) they lack much of the over-designed armors of the other cultures. This army is is centered around the concept of having your nimble but strong foot and mounted Skirmishers do the real fighting, and the other two infantry to serve defensively for the archers until its time to play clean up.

And there you have it folks, Zazaoazao’s take on army compositions. Also, I am still learning
coding and may one day post an update that helps the AI use the armies
more intelligently, but do not get your hopes up on that one. I am also
open to feedback on balancing but please be descriptive of the circumstances/result in any report
you make or I will disregard it. Once again, if anyone wants one
individual faction instead of the whole bunch, message me and I will
make it for you.

Here are the recommended mods:

Breakable Polearms by OrderWOPower

https://www.nexusmods.com/mountandblade2bannerlord/mods/5285

Parry Breaker by
dniwe_koreec

https://www.nexusmods.com/mountandblade2bannerlord/mods/6437

Recruit your own culture by
krisan012 and updated by DasNeoxx

https://www.nexusmods.com/mountandblade2bannerlord/mods/6000


And of course, my thanks to all the modders that make this sad life of the Calradia a bit better!

To the Open Source Team!
  https://www.nexusmods.com/mountandblade2bannerlord/mods/2829
Areldir - Calradian Reforms - Project Lead, AssetContribution
HalfMetalJacket - More Troops Mod - Asset Contribution,Testing
Apolon21 - Armor pack - AssetContribution
Diakonus - Solar Helmets - AssetContribution
Genrev - New Equipment, YouTube: Bannerlab - Asset Contribution
Terco_Viejo - AssetContribution
AlphaOmegaMan - Bannerlord Immersion Project - Asset Contribution
Maverick_Knight - Code Contribution, Testing
Philozoraptor - Realistic Battle Mod - Code Contribution
Basileus - Populations Of Calradia - Code Contribution
Balbor - RBM-OSA Weapon Descriptions Patch - Code Contribution
Badger - Asset Contribution
Dzor7266 - Asset Contribution
Lemanier - Asset Contribution
Alexander Drakos - Asset Contribution
Plebeian Kilo - Asset and Code Contribution
   
        
The Realistic Battle Mod Team!
          
  https://www.nexusmods.com/mountandblade2bannerlord/mods/791

Philozoraptor (You’re in there twice, my guy!)
 
Marnah93
         

The Realm Divided Designer! 
  https://www.nexusmods.com/mountandblade2bannerlord/mods/7786
ObiVV

And a special thanksto OrderWOPower, who has created some of the most unique and awesome mods that compliment what I love about this game, LL Muse for making My Little Warband, a mod that made my life soooooo much easier to make, and Cheyron for making the Player Switcher mod that made my play testing soooooooo much easier to do.
        
   
https://next.nexusmods.com/profile/OrderWOPower/mods?gameId=3174