Total War: WARHAMMER

Total War: WARHAMMER

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Mogar's Militias
   
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Tags: mod, Overhaul
File Size
Posted
Updated
287.113 KB
22 Nov, 2016 @ 11:47am
12 Mar, 2017 @ 1:25pm
5 Change Notes ( view )

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Mogar's Militias

Description
The features of this mod are already a part of my well rated, expansive campaign overhaul:
Hello and Welcome to Mogar's Militias, a thorough expansion and overhaul of garrisons in Total War: Warhammer!


I found the garrisons in Warhammer to be a bit underwhelming from a variety and immersion standpoint. Shouldn't I get a Warrior Priest if I have a Temple of Sigmar? Shouldn’t there be a lord commanding the defense of his lands? Shouldn’t mines have miners ready to be levied if a siege occurred? Based on all of this I made a complete overhaul of all the garrisons in the game to be more balanced, immersive, and sensible. As a result I’ve made
4 major changes:

Lords commanding Garrisons

+ All cities and towns will now have a lord defending them as to provide some stable leadership for the defenders, the type of lord will be dependent on the faction.

Heroes in Garrisons

+ Building structures such as the Engineer's Workshop and the Vampire Keep will give appropriate heroes to the garrisons, as well as garrison and wall structures giving a champion type hero to garrisons.

Troops from Buildings

+ Buildings now give immersive, reasonable garrison units which are both balanced and sensible. For example, Barracks/Stables now give tier appropriate units, Dwarf mines will give Miners, Ranger Barracks give Rangers, the Goblin Tinkerer Bench give Goblins, the Dark Lair gives a Varghulf, Empire pastures give Empire Knights, and so on and so forth!

Total Garrison Overhaul

+ I also didn’t want every town to be a 20 unit garrison, and as such I’ve completely redone garrisons in towns, cities, special settlements, and for garrison and wall structures. Not only did I adjust the amount of units in garrison, I’ve also adjusted their composition as to better reflect unit progression and complement the other buildings new garrisons. I've also added a few little treats in there too :-) (Peak Gate Guard can be seen defending their rightful home! And other special garrison units for specific settlements and buildings!)


Compatibility: This mod only changes garrisons, nothing else, and will be compatible with most mods, so long as they do not change garrison files. This mod is also 100% Save Game Compatible, just give it a turn to adjust the garrisons!

Known Issue: Though I have made great efforts to avoid this, there may be rare circumstances where (upon stacking pretty much every garrison giving building) a garrison in a settlement exceeds 20 units, in which case you may lose the lord from the garrison. This should be very rare (only encountered once during play testing and I patched it) and I can probably fix it. Let me know if it does come up and I’ll fire back a response for you.

Please feel free to ask any questions in the comments, your feedback, be it positive, negative, or constructive is fully appreciated, and I will use this information to update and improve the mod! Please don't forget to rate the mod if you enjoyed it, it helps me out a lot!

Thanks for your time,

-KFMogar
81 Comments
RC-1138 Brother Boss 30 Oct, 2017 @ 9:42am 
Please update for Mortal Empires/Warrh Hammer 2
Shatilov 28 Sep, 2017 @ 2:59pm 
@ {R.o.T} Karelian I dont think the goblin archer unit is because of this mod, I've been checking my mod list, and I dont think it is because of this one.
{R.o.T} Karelian 10 Aug, 2017 @ 6:03am 
We still get goblin archer portrait for lords in campaing map for Wood elf settlements? still great mod wish it was fixed somehow
TheKnock 13 Jul, 2017 @ 4:24am 
Does this affect the Norscan tribes?
Scheder 5 Jun, 2017 @ 7:14pm 
Yeah I took out every mod but GC and it still wont work! Something I uploaded in the latest batch must have broke something int he actual files!
KFMogar  [author] 5 Jun, 2017 @ 6:54pm 
good luck in your search, mod compatibility can be nightmare haha
Scheder 5 Jun, 2017 @ 6:51pm 
Wierd, I must have renable something else then!
KFMogar  [author] 4 Jun, 2017 @ 7:53pm 
this mod does not re-enable walls, no where in the files do i edit any such tables, those are restricted to buidling effect tables, this mod only edits garrison tables
Scheder 4 Jun, 2017 @ 7:46pm 
Is there anyway to get one of these that is compatible with the grand campaign map mod? Currently it reneables walls for dwarfs and greenskins, which breaks most of their custom sieges sicne the AI will spam siege towers.
TriNova 19 May, 2017 @ 7:45pm 
Just an FYI, but Altdorf loses the lord at level 5 if you build anything that adds 2 or more units to the garrison, meaning you lose it if you build the Temple of Sigmar or if you have more than one military recruitment building in it (so I can't build both a stables or a gunsmith, two recruitment buildings whose top tiers can only be built in cities, if I want to keep the garrison lord). I'd recommend a tweak to the garrison of the level 5 city to remove one unit from it to make the garrison 18 units so that it doesn't roll over just by building recruitment buildings or a single temple.