Crusader Kings II

Crusader Kings II

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Flexible Retinue Overhaul
   
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Tags: mod, Mods, Retinues
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Posted
Updated
441.906 KB
26 Dec, 2017 @ 6:39am
19 Aug, 2019 @ 12:11am
17 Change Notes ( view )
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Flexible Retinue Overhaul

In 1 collection by XDbored
XDboreds mod collection
18 items
Description
normalizes all retinues to 100 units of the same type elephants are 10 this is to allow players better control of their army composition and is what makes this mod "Flexible"

normal retinue bonuses are now 20% attack 20% defense 10% morale
except for light infantry archers and horse archers they don’t get bonus morale
because they shouldn’t be tanking in the melee phase they should run instead

cultural retinues get a +10% to all stats so Scottish Pikemen get
30% attack 30% defense 20% morale
and so do the Italians and all the other cultures with Pikemen retinue

retinue cap has been rebalanced the goal was to make it so the HRE can’t win every war with only its retinue but and little counts and dukes don’t all have retinues but medium sized kingdoms like England, France, Scotland, can still create retinues to complement their main force or just fight little wars

retinue cost and reinforce rate has been reduced/buffed a very large amount to bring it back to how retinues used to be where your retinue cap is valuable and not just a huge waste of money this mod is made with Crusader Kings 2 version "3.2.1 (AZCE)" there is no guarantee that this mod will work with other versions of Crusader Kings 2 if this mod does not work with with a newer version of Crusader Kings 2 please let me know so i can update this mod

known issues tribal and horde retinues have not been modded like the cultural retinues because I do not know what I want to do with them

shilling my other mods
Trait Softcap Exterminated https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1471749761
No Gavelkind Default to Primogeniture https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1479853530
No Ahead of Time Penalty https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1575812641Mg 
missing WoL Education events https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1575812641
Popular Discussions View All (1)
0
25 Nov, 2018 @ 9:35pm
known issues
XDbored
47 Comments
XDbored  [author] 19 Jul, 2020 @ 1:14am 
it is WAD that they are very cheap now in vanilla they are so absurdly overpriced that they offer worse value then mercenaries and empires often cannot afford to fill out there cap and additional cap from training grounds and tech becomes worthless

this addresses that by making the retinues cheaper and the caps smaller so your always happy to get more cap even late into the game
XDbored  [author] 19 Jul, 2020 @ 1:05am 
its done by overwriting defines values it took a while to get the balance right so HRE is not too op and i had a reinforce rate at 0.2 to build retinues fast but it was too op in actual combat where you would loose half your army and it would be back 3 months later so it was nerfed to 0.1 which is still much faster then vanilla

NDefines.NMilitary.RETINUE_FROM_REALMSIZE = 3.0
NDefines.NMilitary.RETINUE_TITLE_MODIFIER = 1.0
NDefines.NMilitary.RETINUE_INCREASE_PER_TECH = 0.5
NDefines.NMilitary.RETINUE_HIRE_COST_MULTIPLIER = 0.01
NDefines.NMilitary.RETINUE_REINFORCE_RATE = 0.1
NDefines.NMilitary.RETINUE_REINFORCE_COST = 0.30
NDefines.NMilitary.RETINUE_CONSTANT_COST = 0.125
NDefines.NMilitary.MIN_RETINUE = 0
SN9000 18 Jul, 2020 @ 2:34pm 
"retinue cost and reinforce rate has been reduced/buffed" - how exactly is this done? Since it seems there is no cost for reinforcing the retinues, not one that makes a difference at lest.
XDbored  [author] 31 Oct, 2019 @ 5:07pm 
idk that is interesting maybe there is something in defines that controls how many or how often they create retinues
76561198281732769 31 Oct, 2019 @ 2:35pm 
I noticed the AI dont max out their available retinue. Is it a problem in the base game ?
Because I notice in my gameplay that the HRE has few retinue but when I check they have like 4K/16K retinue cap usage.
Elden Ring 2 when? 1 Oct, 2019 @ 12:24am 
the mercenary retinues are still too big lol
Jessy2299 5 Sep, 2019 @ 7:35pm 
@Caio Soares No... like all mod... with the exception of "cosmetic" mod
Caio Soares 5 Sep, 2019 @ 7:32pm 
Good night is ironman compatible?
Embur! 26 Aug, 2019 @ 10:41am 
The changes are fine if you're playing a proper serious game. To be honest, I think having an event spawn at the start giving you an option would be nice if you're just playing casually.
XDbored  [author] 26 Aug, 2019 @ 9:12am 
i like those changes but i could buff the retinue cap more if you think the tech nerf reduced it too much