A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

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More and diverse Garrisons for Shieldwall for exciting settlement battles
   
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Tags: mod, campaign
File Size
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1.526 MB
23 Dec, 2022 @ 11:07am
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More and diverse Garrisons for Shieldwall for exciting settlement battles

In 1 collection by Sheph
Thrones Collection Mods only by LS
10 items
Description
This mod strengthens Shieldwall city garrisons by about 25% and adds significant garrisons for minor towns

About the new 2022-2023 Shieldwall Garrison Mod for TOB
This mod is compatible with only Shieldwall and attempts to be faithful to its vision.

Because of the nature of Shieldwall, this mod will not work unless it is loaded before Shieldwall.


Theory
A level 2-3 town should stand a chance against a the small armies of Shieldwall and provide useful province support since the AI cannot resist attacking an army in a town.

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 a future garrison building.

The city battles will now be massive and display some of the best upgrades of TOB over Attila/Rome2.

Sizes
Garrisons for towns are all +2 the level. So minor 1 will have 3 units while minor 5 will have 7 units.
Note that most Shieldwall towns max out at level 2 though.
Some towns - pastures, foreigners, alehouses - provide 1 additional low-tier garrison unit.
Irish pastures have an additional unit as it is their faction perk.


For Cities, the garrison sizes are:
Major 1 (M1): 8 units (mostly levy)
Major 2: 10 units (mostly levy)
Major 3: 12 units
Major 3: 14 units
Major 5: 16 units with cavalry

Garrison 1: 3 mid-level units
Garrison 2: 2 strong units on top of the 3 in Garrison 1. One will be cavalry.

Unique features
Factions with special capital cities receive a hero unit if that city is besieged.
The unit mix is diverse, making siege battles more interesting.
Strong units that can only be unlocked at end-game will appear in M4 and M5 garrisons even if the tech has not been researched.

Technical Instructions
Do not alter the names of tables that match those of Vanilla. The mod will no longer work correctly.
This includes the table "garrisons" and "building_level_armed_citizenry_junctions".
Other table names can be altered.
The submod can be added mid-game, but the units will start at half-strength.

You can delete any of the tables marked in front with a z. They are meant to satisfy error checks and clarify dependencies but haven't been changed from Shieldwall.

About the modders
Check out the release collection of LittleShep to see what his latest interests have been in Attila, TOB and Troy.
Sam builds a variety of mods for Attila/TOB with a focus on garrisons.

Recommended mods
Garrisons for non-SW TOB mods
Essential Shieldwall Companion mod for Restless Players
Help those improving Attila and TOB

Little Shep Modder Collection
16 Comments
spartanhija 29 Apr @ 12:44pm 
@CrimsonLancer 100%
spartanhija 29 Apr @ 12:43pm 
This idea is nice but without increasing viking raiders it kind of goes against the spirit of the game. The entire game is built around viking era britain and to essentially make emergent factions struggle to do anything with the already small bands they send kind of ruins it. Although this is probably very nice for enemy rulers who send 1 unit to capture your land on the other side of the map.
dragonfable211 11 Jul, 2023 @ 3:57am 
agree with you CrimsonLancer,
xCrimsonLancer 11 Mar, 2023 @ 6:14am 
This mod like all the other "garrisons for minor town" mods are breaking the ai. Whenever the ai sacks a village they get stuck in fortify stance right beside the village forever. I love these mods but if it makes the enemy unable to do anything i dont see the point of using it. In late game you will see multiple full stack armies from all the factions in fortify stance around the villages they sack. It kinda becomes a ghost map where you can run around and do anything you want without anyone getting in ur way. If this gets fixed i will def use this mod on all playthroghs. But in its currant state it breaks the ai and you will face no challages in a playthrough whenever the the ai get the "stuck after sacking" bug.

But like i said i think this game needs garrisons for villages and really think it makes the game better, but not at the cost for this...
GoDaFoe 22 Feb, 2023 @ 10:19am 
i love the changes, ill play around and see what happens. its not game breaking, they make an army the next turn and proper fill it usually. but its funny to see the king suicide and then the enemy wants peace haha. thank you for responding
Sheph  [author] 21 Feb, 2023 @ 9:16pm 
AI is both reckless and inept about taking settlements in TOB vs Attila; that can probably be adjusted with an AI mod somehow. I know that they see the new garrisons by the fact that the enemy hovers by them until they have about 40% more strenght before attacking. Why lone generals attack them is beyond comprehension. But generals and kings are infinite in this game. I use the garrisons as a pathway to make politics more realistic: increase civil wars, decrease loyalty, increase rebellions. It now takes ~2 turns for a rebellion to take a town vs no warning prior to this mod.
GoDaFoe 21 Feb, 2023 @ 8:50pm 
Really really love this mod, one odd thing i just noticed though was after destroying an enemy army, they would start to make another one, by hiring a single general unit as usual, however if they lack money they go "raiding" by trying to take a minor settlement. However with them having a single unit and a settlement now having at least 5-6 units garrisoned, they just end up sacrificing their king, its happened a few times, while the gameplay is fun and balanced before this happens, it is annoying after
Sheph  [author] 22 Jan, 2023 @ 9:39pm 
I'm waiting for feedback. I buffed the food about 25-40% in the other mod depending on where you are on the map as the game favors the south. The garrisons are still a bit large for the mod, but SW is designed around a longish game and garrisons encourage persistence of the big factions. A city without the towns in a province is bound to fall to a siege.
spartanhija 22 Jan, 2023 @ 9:13pm 
littleShepherd [author] Dec 28, 2022 @ 3:52pm
See the other food mod as well. Shieldwall armies are generally small due to food caps and will have trouble with these city garrisons.

Where is the food mod? I cant find it
spartanhija 22 Jan, 2023 @ 9:10pm 
I like the idea though, just too op without food buff across the board