A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

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Stronger Garrisons Overhaul for Thrones of Britannia
   
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Tags: mod, campaign
File Size
Posted
Updated
1.719 MB
9 Dec, 2022 @ 5:02pm
23 Dec, 2022 @ 2:36pm
3 Change Notes ( view )

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Stronger Garrisons Overhaul for Thrones of Britannia

In 1 collection by Sheph
Thrones Collection Mods only by LS
13 items
Description
The goal is to make town and city battles real events the highlight the excellent settlement work of the creators.

About the new 2022-2023 Garrison Mod for TOB
This mod significantly strengthens garrisons for both minor cities by 30-40% depending on level.
The town garrisons are 50% stronger than the other Town mod.
This mod is compatible with all known TOB overhaul and garrison mods except Shieldwall (for now). It has been tested with Radious, Crucible, Zinn, Kings and Politics, etc.
It replaces the famous Minor Town Garrisons mod and overwrites the garrisons completely in overhaul mods listed above.

There is no startpos to make it compatible with overhaul mods. This means that garrison units will start the game at half-strength.

Better Sieges
TOB siege battles can be Epic without the boiling oil and the siege engines that go up in fire like paper. The size of the walled seige maps deserve larger garrisons. Several mods fix these. ]
This mod adds: 1) a 95% nerf to the boiling oil;
2) and 10% nerf to the arrow towers.
3) Siege machines have more hitpoints and are less likely to go up in flames .

Theory
A level 5 town should stand a chance against a half-stack rebel army or repel an enemy stack with only a half-strength stack of a general.
Building out your countryside is worthwhile early-game, especially with double-industry villages.
More interesting battles makes the game more playable.
For cities, the sizes are only slightly larger to fully accommodate units from the garrison building without hitting the cap.
The cities thus have some elite units.

Sizes
Garrisons for minor towns are all +2 the level. So minor 1 will have 3 units while minor 5 will have 7 units per building. Double-building towns get up to 14 units.

For Cities, the sizes are:
Major 1: 9 units (mostly levy)
Major 2: 11 units (mostly levy)
Major 3: 12 units
Major 3: 13 units
Major 5: 14 units with cavalry
Garrison 1: 1 unit Garr2: 2units Garr3: 3units w cavalry Garr4: 4 units w cavalry Garr 5: 5 units with cavalry

Unique features
Fixes the disappearing garrison unit bug found in Radious and Zinn.
Uses copy garrison units where the merge-unit bug would appear.
Almost all units are available without tech except as described below. This is a step up from several popular garrison mods that are missing key units at levels 1 and 2.

The units rely heavily on normal TOB units instead of copies. This incentives military research as your garrisons will strengthen as your troops upgrade.
Your non-copy units will also gain experience through the game by surviving battles.

TMilitary Research to unlock high-tier garrisons
Each villages will have a mid-tier unit for levels 4 and 5 as if the manor lord were going into battle. This means that some factions will need the appropriate military technology for that unit to appear.
For example, the English factions have eng_thegn_spearmen which requires the level one spear technology to unlock.
For now, Irish will need to research wolfhounds for minor 5 and Welsh will need to research Spear 1.
The Danelaw factions will need to research huscarls to make the most of tier 4, 5 cities.
Scottish need to research cavalry tier 1 for a full garrison in Garr5 and Major5

Technical Instructions
If the mod's name has precedent over 00 you will need to use a load order launcher and load this one first.
If you are playing an overhaul mod other than Radious, I recommend that the tables technology unit upgrades and unit_required_technology_upgrades be removed.
It is not critical, but having these in the mod fix a major bug in Radious.
Do not rename armed_citizenry_units to_units or building_level_armed_citizenry_junctions.

I found that you can even switch garrisons early game, but haven't tested late game. Removing garrisons will cause save game problems.


About the modder
I have built numerous garrison mods for Attila and its DLC's using some of the latest techniques.
There are several overhauls in the works for Attila and Troy.

Shieldwall Garrison Mod
Help those improving Attila and TOB

Little Shep Modder Collection
49 Comments
Sheph  [author] 3 May @ 3:59pm 
There is already one for Shieldwall. I planning to build one for Shieldwall reforged. Trying to figure out if Owen is done or not.
Nobody 3 May @ 3:53pm 
Very nice mod, hopefully it'll be compatible with Shieldwall Mod (If it ends up being updated and fleshed out)
Sheph  [author] 3 Dec, 2024 @ 12:23pm 
No changes to city walls. That's a feature they nerfed from Attila. The big change is each town has a garrison that is formidable enough to beat off some of TOB's tiny early rebel armies or even a rogue king running around
The Phantom Major 3 Dec, 2024 @ 9:07am 
Does this make all cities stone walled? Instead of wooden?
Sheph  [author] 21 Nov, 2024 @ 6:31pm 
Message me.
sam.pidgeon 21 Nov, 2024 @ 6:22am 
i am using this mod with a faction unlocker which is vanilla based and noticed a bug when upgrading certain abbey grand abbey market only gives 3 units in the garrison
Locked In Alien 24 Aug, 2024 @ 11:03am 
works great
Koac 2 May, 2024 @ 3:39pm 
For me, even with the mod being loaded by itself, with no other mods loaded, that yellow "Warning" triangle is still present. Perhaps you're running an older version of the game that was released before the mod was last "Updated" (Dec 23, 2022 @ 5:36pm)?
Koac 2 May, 2024 @ 3:38pm 
Well, it's yellow in mine, so maybe I've got a problem, if it's green in yours, unless if you're running a different version than mine. I suspected the yellow "Warning" triangle appearing on my screen was due to it being last "Updated" (Dec 23, 2022 @ 5:36pm) before the game itself was last updated.
daniel.nackaerts 28 Apr, 2024 @ 5:36am 
yeah @Koac, just gotta accept that some mods just don't work together. the author did a really fine job making the mod.