Mount & Blade II: Bannerlord

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JTgamerman

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JTgamerman

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About this mod

TAC's goal is to create a more historical representation of troops and army compositions without compromising Bannerlord's fundamental gameplay through ATC. Completely reworked troop trees, historical troop names, distinct Levy, Proffesional, and Noble troops for each culture, and many more features planned.

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Overview and Purpose:
The general purpose  of TAC is to better represent fundamental aspects of armies and combat from the early medieval to high medieval ages. The current goals are to better represent: randomness and diversity of troop equipment and quality, influences of foreign cultures on armies and how they are managed, how the institutions of different cultures impacted their approach to warfare and army formation and composition, and better represent the historical cultures and kingdoms that our beloved Bannerlord factions are based on.
Bannerlord's equipment and troops seems to hint to setting analogous to the mid 11th to the late 12th centuries (based on the vlandian armors, presence of mamlukes, and Taleworld's statements intending the Khuzaits to be influenced by pre-mongolian turkic steppe tribes), stretching from Norman Sicily and Tunisia to the Crimean Steppe and Egypt.
This was a time where a leader's control over the quality and type of troop was limited, and most soldiers on campaign were responsible for their own equipment. These could broadly be (over)simplified into four classes of Troops depending on individual wealth and access to equipment Levies/Poorer Freemen, Burghers/Professional Troops and mercenaries/Wealthier Freemen/Lesser Landed Nobles, Professional landed nobles with a state stipend and their retinues (either from the ruler's coffers or rights to the income of a land or industry), and foreign contingents, either as mercenaries or offered in context of diplomatic dealings.

Requirements:
Adonnay's Troop Changer

Current Features:

The Troops:
TAC's keeps the differences between equipment between across social and economic station in mind- each faction has at least one troop tree to represent each economic class (most have many, many more). However, bearing in mind the lack of control of equipment, the amount of horizontal movement between troop types is limited: rather than recruiting a general 'recruit', and training him into a pikeman or horse archer, you will instead recruit an archer, horseman, or spearman and they will upgrade into a better archer, horseman, and spearman, with some exceptions.
Different cultures have different ratios of Levies/Professionals/Nobles, and different ratios of those that will spawn as Archers/Infantry/Cavalry depending on each culture's conception of how warfare is waged.

Minor Factions: Minor Factions now have two linear troop trees: A standard "Professional" tree and a "Noble" tree, like the rest of each faction. Their equipment and skills have also been upgraded to be the same level as main faction troops. In the future, they will be recruitable from taverns.
Next Steps:

Bandits: Better Bandits and bandit party compositions

Next Planned Update: Second round of Main Faction Troop Tree Overhauls

Future plans:

Additional Balancing/Tweaks
Further research to more accurately depict troops of the period
Not having a stroke when I look at the battanians
Adjusting troop costs to better represent army costs
Implementing new troop trees for mercenaries- both culture specific and general
Implementation of Auxiliary troops, which some factions might recruit from conquered settlements of different cultures
Implementing new troop trees for Bandits, Militia, and other NPC parties

Future plan (these will all be separate files)
Open Source Armory Patch
Second Overhaul: rebuilding equipment loadouts with new philosophy of every troop of a certain tier using sets of equipment aimed towards a common average within their tier. Differences between troop quality should then rely primarily on differences between tiers, and armies and factions depending on the quality of their composition.
Equipment Randomizer: push variety of equipment loadouts to their upper limit until something breaks
Clan-Specific Troops