Age of Wonders III

Age of Wonders III

Garrison Command
47 Comments
Sovietkotek 28 Apr, 2023 @ 6:24pm 
Hmm yess a lot of these mods like economic management add quite a huge amount to be researched! But this one it's only about 2 afaik, it's not so bad!
elijafire 28 Apr, 2023 @ 7:02am 
I played with this a few times and feel that it should be automatic feature not a skill or combined into one skill, I already have too much to research.
elijafire 10 Jan, 2023 @ 6:16am 
Thanks Sovietkotek I'll check that out.
Sovietkotek 30 Dec, 2022 @ 9:11pm 
I use Fortress Additions + Addendum mods and place fortresses in small areas that have gold + mana resources. In that mod the fortresses produce a small amount of gold that can cover the cost of a T2 garrison which will be very powerful with military upgrades from the City Development mod :x!
elijafire 30 Dec, 2022 @ 8:39pm 
I never get volunteer in any of my games please don't nerf this because of volunteer. I'd love to garrison forts, I don't right now because it's too expensive but I would if the cost were reduced, it would synergize perfectly so I wouldn't have to go through and delete a bunch of troops periodically.
Sovietkotek 27 Dec, 2022 @ 3:18am 
I would like to garrison forts with it if possible please!
bearhiderug 25 Apr, 2022 @ 5:15pm 
bc some people like to garrison a fort
Dunadd 3 Oct, 2020 @ 2:08pm 
I don't understand why people are complaining about fort garrisons. Why would you bother garrisoning a fort at all?
Cpt Isaac 21 Apr, 2020 @ 7:00pm 
I like the concept. But it seems a bit over powered when used with volunteer units like the humans civic guard. Perhaps make the 2nd research only effect tier 2 units or perhaps even post a 2nd version that is like that. (Yes this is a request and my opinion.)
PGV 7 Mar, 2019 @ 7:50pm 
It does not seem to work for units garrisoning forts.
Richard 4 Dec, 2018 @ 7:31am 
Which RPK plese? I want to make compatibility patch with fortress adition addondeum.
Vvv 17 Nov, 2018 @ 6:32am 
I love your mod and it seems logic in my opinion. However it does not work with forts :steamsad:...If you could make it so it works for forts it would be perfect. My T2 units still show 10 gold upkeep when in forts but it is lowered when in the city.
RazakelXIII 7 Nov, 2018 @ 8:07pm 
Switching to the open beta branch made the Garrison Command techs reappear in my research options. Guess something's up with the public branch.
RazakelXIII 5 Nov, 2018 @ 3:57pm 
This is an absolutely necessary mod for me, but I'm no longer seeing Garrison Command in my tech research options despite casting Seek Inspiration several times. Having similar problems with other mods. Could this be due to the recent patches? Worked fine several months ago.
Lampros 1 Aug, 2017 @ 9:40am 
Does this still work with recent patches? Sounds awesome, if it does!
Smeagolheart 22 Jul, 2017 @ 11:23am 
I'm trying to mod this so that it goes to tier one and tier two for the two skills. epic failing so far, it keeps resetting to tiers 2 and 4.
Juggernaut 13 May, 2017 @ 6:43am 
does this work with forts too? x2
Jago 8 Dec, 2016 @ 4:17am 
does this work with forts too?
Sheph 18 Oct, 2016 @ 5:55am 
Would you please list what packs you are using in this mod? I want to make a compatibility mod and can't find much outside of cityproperties.
iknowjack123 5 Jul, 2016 @ 4:36pm 
Mod looks cool, could you upload it to Nexus for people who didn't buy this off Steam?
Hieronymus 3 Apr, 2016 @ 2:07am 
Could you bring some class diversity into this?
Like for example sorcerers would have to cast a spell on the city but the units are completely free, costing only mana.
The rogue would reduce the upkeep of all tier 1 units by a small amount regardless of position.
The technocrat would have them work, increasing the cities income by a very small amount depending on the cities size.
and so on?
diademic111 10 Mar, 2016 @ 7:03pm 
this is a great mod.. and tier 1 tier 2 units with lower upkeep, even if only on defense, maintain their value after the more powerful units become available
Wiid 3 Jan, 2016 @ 10:54pm 
any chance you can make a spell called Garrison that can be cast on an army that reduces its upkeep but prevents movement? May be gaves small morale buff. Would allow you to garrison all structures and other choke points. Then all youd need to do is build a fort then cast the garrison spell on units in it.
tesb  [author] 3 Jan, 2016 @ 10:50pm 
not possible afaik. i would love to extend this to forts
Wiid 3 Jan, 2016 @ 9:36am 
Question anyway this effect can also be added to Forts to make having border armies more of an option instead of always keeping my units near my settlements? Sometimes i want to stick an Army somewhere relatively inhospitable so id rather have a Fort there then a proper town.
o8livion 20 Nov, 2015 @ 7:59am 
thx i will test that.
tesb  [author] 14 Nov, 2015 @ 10:01pm 
summoned units work differently, you can not give them abilities that reduce mana upkeep, but you can give the player abilities which reduce summon upkeep e.g. in another mod of mine i have a research that reduces summon upkeep:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=527819245
o8livion 14 Nov, 2015 @ 9:00am 
do you intend to expand this mod on conjured units as well? as for now i really like tis mod, since it gives sense to t1 in lategame.
tesb  [author] 11 Nov, 2015 @ 8:37pm 
yes it should work just fine with other mods that new units.
Dynagrum 11 Nov, 2015 @ 7:18am 
How compatible is this mod? Does it work with other mods that add new units too?
Lampros 21 Oct, 2015 @ 10:35am 
Ah, ok.
tesb  [author] 21 Oct, 2015 @ 9:57am 
the ai should research this tech, but i can't tell the ai to fortify it's cities with more t1 units.
Lampros 21 Oct, 2015 @ 9:43am 
Is there a way for you to change the AI so that the AI exploits this mod better?
Kallyous 9 Oct, 2015 @ 3:09pm 
Using the Mod. Works great. Very nice. Combined with the Archdruid's Wildlife Refugee skill, you can have animals at cost of 1g defending your city. Pretty cool. =)
tesb  [author] 9 Oct, 2015 @ 1:11pm 
applies to all city hexes.

no plans to extend it to forts. i would love to, but id not think it is possible.
flupo42 9 Oct, 2015 @ 7:43am 
Does this mod affect units stationed only on the center hex, or all city hexes?

Any plans to later make it apply to forts, guard towers as well?
Kallyous 6 Oct, 2015 @ 5:37pm 
Soo true! Dude, I love you! :steamhappy:
tesb  [author] 28 Sep, 2015 @ 10:41pm 
should work fine, as this mod just checks for the tier of the unit and afaik you need to give new units a tier.
Tanaka 28 Sep, 2015 @ 8:51pm 
If subscribed to other unit mods will this work on those units as well?
rmac_dog 26 Sep, 2015 @ 1:24am 
Really good idea!
tesb  [author] 25 Sep, 2015 @ 10:46pm 
upadated the mod. see screenshots and description for details :)
Lampros 25 Sep, 2015 @ 7:21am 
An excellent point on hypothetical AI behavior. Perhaps you should leave it to T1/T2 to prevent AI screw-ups.

Also, I suppose it makes more sense from a realism perspective as well - elite units are not usually cheap nor considered "garrison" units in real-life.
tesb  [author] 25 Sep, 2015 @ 7:18am 
addendum: i have no clue how well the ai fares with this. it should research it (set to high priority), but i don't know if it will bankrup itself. i doubt it though, the ai does not build that many tier 1 or 2 units. in general it is tier 3 and 4 that has an heavy impact on your economy.
tesb  [author] 25 Sep, 2015 @ 7:15am 
Lampros i basically followed the code from the Garrison's Honor empire upgrade. i do plan to tier it in the future, see http://aow.triumph.net/forums/topic/mod-garrison-command/#post-231633

i will probably do so on the weekend. cheers :)
Lampros 25 Sep, 2015 @ 6:48am 
Hmmm, the only potential issue with this mod is that the AI might build too many units, not understanding that the upkeep will increase if these units are no longer garrisoned. Have you tested how the AI adjusts?
Lampros 25 Sep, 2015 @ 6:44am 
And how did you go about doing this? I might do a mod that does this for all tiers - not just tier 1 and 2.
Lampros 25 Sep, 2015 @ 6:43am 
OMG, if this works, then it'd be amazing!