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Have you ever faced a massive blob that just never seemed to die because it had an endless amount of easily replenishing levies to fall back upon? Annoyed that everything past the early game is just throwing gigantic stacks of levies at the enemy until you've won? Well, no longer: with No More Levies (AKA Professional Armies), levies have been removed from the game (except for mercenary bands)! Spend more time watching over the compositions of your armies and pay attention to that of your enemies, lest your forces be crippled and your land torn asunder in the face of your defeats! I'm not sure how balanced this is, and I haven't playtested it too much, as it greatly worsens your ability to fight civil wars. I'd recommend Loyal to A Fault or something of the like. Total Changes -removed levies from all standard buildings -reduced garrison levels to make the numbers even -balanced Almohad and Mongol event spawn troops without levies -changed levies feudal contract to affect men-at-arm cost and caps -changed traits that affect levies to men-at-arms -altered holy sites affecting levies to affect men-at-arms -balanced starting troops of the following kingdoms - these are non-replenishable armies meant to be used in the initial wars, with only the Byzantines and Wessex being able to inherit the armies, and the Normans only a portion of their troops. The AI will build men-at-arms within the first couple of years and will use mercenaries as normal. 867: Sudreyjar, Northumbria, Jorvik, Mercia, Wessex, Leon, Montaigu, Byzantium, Holmgardr, and Konugardr 1066: England, Normandy, Norway, Pecheneg, Byzantium, Bilma, Seljuk, Suleyman, and Vijayabahu Note - this means that there can be slight variation in army compositions each game due to the randomly generated men-at-arms for each ruler. I am not going to historically balance army compositions that the AI will mismanage, and so it will be up to them to manage their armies after the start date. To do: -see if Mongol, Almohad, and Varangian event spawn troops are balanced Not achievement compatabile, nor mod compatible with any mods that affect the building list, the building_values script, the military innovations, levy feudal & special contracts, lifestyle perks, the scripted_effects for the almohads mongols and varangians, or the history files of the anglo-saxons, greeks, kanuri, normans, norse, norwegians, pechenegs, sinhala, or turkish. thanks for claiming you deleted it so i had to make this, /vst/ anon #1049683, as well as discussion in thread 1055327
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Crusader Kings III
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