Total War: ATTILA

Total War: ATTILA

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Chysko's MK 1212 Extra Garrisons
   
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Tags: mod, Campaign
File Size
Posted
Updated
229.108 KB
29 Jul @ 3:47am
5 Aug @ 3:52am
3 Change Notes ( view )

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Chysko's MK 1212 Extra Garrisons

Description
Description:
This submod of the Medieval Kingdoms 1212 mod will add extra garrison units within certain military buildings for specific factions.
The idea behind is that settlements with a lot of military buildings should be better defended and also to add some flavour during campaign plays.
Examples:
  • Armories and barracks will, in most occasions, add an extra melee unit while siege buildings will add an extra missile unit. Mercenary barracks will provide a foreign garrison unit if available for that faction. The Almohad Caliphate for example will have Latin Knights in their mercenary barracks.
  • Noble estates will mostly add a dismounted noble unit if available while tournament buildings will provide a mounted noble unit. Flanders however will not get mounted nobles since they did not field a lot of noble cavalry.
  • Crusader states will get an extra garrison unit from ports since historically, they were highly dependable from reinforcements from the sea. Same applies for the maritime republics to emphasize their maritime dominance at the time.
  • And yes, Nicaea can have a greek fire unit within the garrison if you're able to build a level III siege building.
As with all other MK 1212 submods, make sure you place this submod ABOVE the MK1212 files.

Please review the change notes for more details.

Compatibility:
  • Should be highly compatible with other submods. This submod only affects garrisons for non main-settlement buildings.
  • Save compatible, new garrison units will however need to replenish.

Remarks:
  • Extra garrison units need to replenish at the start of a campaign. Fixing this requires startpos changes of which I lack knowledge and can cause compatibility issues. This is however not a big issue and will thus not be foreseen atm.
  • A total of 32 factions receive extra garrison units, the list of those factions are in the change notes. Extra factions might still be added in the long run without making any promises.
  • No further updates are foreseen in the near future except for bugfixing and updates from base MK 1212. Feedback is always welcome.
10 Comments
Crimson_Gemini_X 12 hours ago 
great idea here. hate steam rolling the garrisons. just no fun in my personal opinion. only my opinion here but maybe vamp up the melee units only that are given across the board. don't need that many cavalry and definitely don't need 10+ archer units like some other mods. just a humble thought for the melee units only. great work nevertheless.
Mingles 5 Aug @ 7:42am 
i love testing this mod, I would love to give some feedback later today if that is all good with you? constructive of course and lots of praise I really do appreciate this mod! cheers!
Thomas Magnum  [author] 5 Aug @ 6:26am 
@Mingles Choices had to be made based on available units per faction that must be represented in all three tiers of the campaign to avoid unbalances advancing through the tiers but also keeping my mod "light" and highly compatible.

I tried my best to make each faction feel a bit different while it still makes sense and balanced. This is my own work so it's of course still subjective and we also need to accept that the MK 1212 campaign is in alpha phase of which not all factions can be considered "finished".

Feedback can always be shared. I hope people can enjoy it and anyone can use this mod for further personal modding purposes.
Mingles 5 Aug @ 5:38am 
hey when you say you have made changes based on culture, flavor and personal taste, is that bias in the sense that any of the factions are unequal to another? i am just wondering incase I need to go make any changes for myself, thanks for keeping it updated!!
Thomas Magnum  [author] 4 Aug @ 1:15am 
@HEROSLAYER, a list of included factions is in the change notes. Next update, which will be soon, will add a new batch of factions, including the Abbisids.
HEROSLAYER 4 Aug @ 12:14am 
do sunni factions have this features like ayyubids and other minor sunni factions?
Mingles 31 Jul @ 5:13pm 
thank you for your response, I do appreciate you clearing up the confusion, again great mod!
Thomas Magnum  [author] 31 Jul @ 3:48am 
@Mingles, thank you for your feedback.
My submod only affects garrison units.
For some factions, base mk 1212 provides one or two garrison knights within level III military barracks. This is now overwritten with other garrison units for factions included in this mod so it fits more with my whole setup.

I will update my changelog to avond further confusion.
Mingles 30 Jul @ 8:41pm 
question, I saw this note in your patch notes, "Base MK 1212 provides mounted knights in level III barracks. This has now been overwritten by other units in this submod." do you mean that recruitment of mounted knights has been taken away or the garrison (which i do not remeber a level 3 tournament field giving garrison or recruitment) that these give has been changed?
Mingles 30 Jul @ 8:38pm 
great mod! cheers!