Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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DeReMilitari
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Type: Troops
Setting: Native
Game Mode: Singleplayer
Compatible Version: v1.2.8
File Size
Posted
Updated
1.376 MB
14 Oct, 2022 @ 11:18am
29 Jan, 2024 @ 9:03am
17 Change Notes ( view )

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DeReMilitari

Description
De Re Militari is a troop overhaul mod that aims to better reflect how medieval armies were often a mixture of levies, professional men-at-arms, and the noble elite, while aiming to ensure none of the three become obsolete over the course of a game.

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Introduction
As a TL;DR, De Re Militari is a troop overhaul mod that aims to strip out the elite armies typical of Mount & Blade and create a greater sense of the mixed quality that medieval armies had in their composition, highlighted with these four points:

1) To better reflect the historical levies and part-time irregulars that made up the bulk of medieval armies, while also allowing the professional regulars and noble elite to stand out without obsoleting any of them.
2) To give each faction a more distinct identity within this framework, creating a thematic asymmetry of unit quality between factions.
3) To avoid overloading the player with excessive options or stages that add nothing but additional clutter to building and assessing army strength.
4) To still give players some choice in their troop upgrades even with the limitations of the smaller trees, while maintaining the above.


Module Requirements
De Re Militari relies on Adonnay's Troop Changer[www.nexusmods.com] (ATC) to implement its recruitment scheme, and ATC is a REQUIRED download.
Be aware that you need to run a 'dummy' campaign to load ATC's files. Start one campaign, exit it, then start the campaign you want to play. ATC settings are set by a DRM configuration file now, so you do not need to go digging for ProgramData.

Realistic Battle Module[www.nexusmods.com] (RBM), specifically the Combat Module, is also a requirement due to some units making use of shoulder pavises or RBM ammunition. You can technically play with the Combat Module disabled once RBM is installed, but units will be missing munitions or pavise shields without the Combat Module.
You may use whatever RBM settings you wish, though I would recommend turning shoulder shields on for the few units that make use of them.

Better Pikes[www.nexusmods.com] is a Soft Requirement for DRM, but if you want to play without it I would suggest editing the troop XMLs for pike units to remove their sidearms.


Compatibility
This mod modifies the spculture and partyTemplate XML files to ensure that none of the vanilla units* show up in-game during normal gameplay. Note that certain quests may spawn particular units from vanilla, but these have been left in-game to maximize compatibility as Bannerlord is still in early access.
*Except conspiracy quest units, see the FAQ for why.

Because this is a full-scale troop overhaul, other troop mods are not intended to be used in conjunction with DRM. That said as long as they do not touch the culture or party templates of the main factions, it should be compatible. Mods that change bandits or the main faction party templates will likely not be compatible and I did not design DRM with that in mind, but you are free to give it a try.

Overview

A persistent problem in Mount & Blade is that after a certain point the first few tiers become irrelevant other than as a stepping stone to more elite troops. In turn, this furthered a snowball effect as the losers were stuck with hopelessly outclassed recruits and levies against coat-of-plates or lamellar armor wearing murderblenders. The introduction of Common and Noble recruits did little to change this as common troops still became high-quality Tier V units while the noble troops only got one tier over them. Especially for the player, a mob of peasants with pitchforks would become a very well armed and armored fighting force capable of mauling through the enemy quite quickly.

De Re Militari - abbreviated as DRM below - is an attempt to rectify that, taking full advantage of Adonnay’s Troop Changer to enable multiple smaller troop trees that reflect different kinds of troops. In turn, these trees have hard limits based on how reasonable it would be for the irregulars to get their hands on such equipment. These smaller troop trees ensure that players can still upgrade their troops and get some choice in composition, without having to path every unit from the humble peasant as in Warband.

Broadly speaking, the common troop tree is broken up between an Irregular and a Regular tree. The Irregular tree contains various levies, conscripts, and other moderately equipped part-time soldiers, who usually end at Tier III, and make up the bulk of common recruits. Regulars are the actual career fighters of an army, beginning at Tier II or III and ending at Tier V. Finally, Nobles begin at Tier III and end at Tier VI, following the same rules as elite recruits normally do. Some factions play with this, or have further dynamics to their spread of troops.

These different troop trees also serve to allow different cultures to stand out in their strengths, while adding further depth to army composition. While every culture has at the very least a bulk infantry option in their irregulars and one foot archer somewhere in their common trees, everything else is fair game. This should encourage more differences in play style depending on your army, and also further emphasize the thematic strengths of the factions and limit how much they play the same.

Overall, this mod should provide a considerably different experience from the vanilla game simply in how armies are composed and how you handle recruitment as now you must think harder on whether you want to just fill the slot now or wait for a better recruit to be available.

Frequently Asked Questions & Known Issues
Before reporting a bug or asking a question, please check the two pinned discussions for these. It may be a question that has been frequently asked and has a posted answer or it may be an issue that DRM is unable to get around.

Additional information may be found at the the DRM Nexus Mods page[www.nexusmods.com], including manuals under the Articles section which should provide you with an insight into how the factions have been modeled and some of the lore intentions behind the factions and units.
Popular Discussions View All (11)
4
15 Oct, 2022 @ 4:09pm
Waiting for RBM before I can play this.
Strilan
3
13 Nov, 2022 @ 6:56am
Lots of crossbow/bow ammo Items missing from Troops equipment's. Please update!
xTx Tucker xTx
2
12 Jan, 2023 @ 11:34pm
By what logic the equipment is being assigned to troops?
Wild colonial boy
337 Comments
Dopper 26 Jul @ 5:26pm 
Playing Imperial, only armed citizens and noble calvary are spawning for recruitment. Nothing else.
Moresco 24 Jul @ 2:58pm 
fix the Aserai troop tree
水美味しい 5 Jul @ 4:01am 
Aserai has no horse archers, but Sturgians do… I don’t know what to say...
Rhein 29 Jun @ 3:28pm 
Cool... now where are my vlandian pikemen? Why can't we straight recruit them instead of having to go through some dumb shenanigans?
Pandi 27 Jun @ 7:36am 
Needs no-rbm version
Tunnel Camper 15 May @ 5:18pm 
This is probably one of my favourite mods.
Great work and thank you for making Warband seem that much more realistic in a sense
Luke Danger  [author] 11 May @ 3:13pm 
@PhillyBorn: DRM does not have Dryatia units. That's likely from another mod you have.

Additionally: I do plan on updating DRM for War Sails once it releases. However, it will likely take a while for me to get a feel on what needs to change to account for it.
PhillyBorn 11 May @ 2:14pm 
Hey, so I'm curious. I've seen the Dryatia Troop Tree but I've never found a single place to recruit any of them. How does one go about that?
Pazuzu Blake 17 Apr @ 11:43am 
can you... add some more rhodok dudes.... my good man..?
Pamparampampamparam 8 Apr @ 11:17am 
Are the Imperial Highland Guard this worlds Varangians? How do they compare with Imperial Northern Skoutatoi?

Also, are there any plans for Khuzait auxiliaries?