Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Make Calradia Great Again
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24.602 MB
31 Dec, 2022 @ 6:22pm
19 Apr @ 11:59am
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Make Calradia Great Again

In 1 collection by MethKing
MCGA Mod-Collection v1.1.0
8 items
Description
With Make Calradia Great Again [MCGA] all factions and cultures finally get a new coat of paint offering a complete overhaul of toop trees and balancing. We have set ourselves the task of providing Calradia with more cultural immersion and diversity. All unit types were completely redesigned and present new opportunities for unique battlefield compositions.







No additional mods are required!
Compatible with v1.2.7/1.2.8/1.2.9





MCGA does not change the underlying lore of Bannerlord, however, the faction colors have been adjusted to give a coherent picture of the world map.



Empire factions all get red as the primary color and each have a slight variation in the secondary color to distinguish the three empires.

Battania are given the colors of the forest - a soft green as the primary color and a soft white as the secondary color.

Vlandia get the colour black to match their mighty war horses.

Sturgia is the only faction that keep their color.

Khuzait are given a color to match the steppe.

Aserai get sand colors to match their region.





The most important change is the elimination of the standard version's copy-paste units. Most standard units have 1 to a maximum of 3 equipment sets - far too little if we have our way. MCGA units have a large number of loadouts and body properties, this guarantees a very wide variety on the battlefield. Low level units are slightly thinner and look younger - experienced units, on the other hand, are better built, have scars or war paint, and tend to be of advanced age.

Aserai
The Aserai resemble a prosperous and advanced culture. We also wanted to reflect this in their units. They wield deadly sabres, good shields and ride heavy camels and fast horses. Aserai troops are competent all-rounders.



Battania
As in Standard, the forest dwellers excel at archery. Their noble fighters are bowmen capable of inflicting heavy casualties on the enemy - not to be underestimated even in close combat. They also field decent cavalry and javelin units. Battania Tactics: Decimate the enemy from afar and let them come if they are still alive.



Vlandia
The Knights of Calradia - field above average and well armoured cavalry units. Their longbow and crossbowmen also ensure low enemy morale reaching far on the battlefield.



Sturgia
Fast soldiers who excel in martial arts, endurance and speed. Byalic Sea Warriors and Shieldmaids that make the enemy feel the ax from afar. Well-armored varyargs on foot or on horseback, ready to take on anyone.



Empire
Imperial armies have highly disciplined soldiers and foreign mercenaries. Fast archers, good cavalry and well armored foot soldiers.



Khuzait
Similar to Standard, the Khuzaits field a variety of mounted units capable of dealing significant damage at range or in close combat.



Minor Factions
Small factions, kingdom mercenaries or clans have also been revised, renamed, recolored and equipped with new default troops.





Rebels, bandits, deserters. These factions have also been reworked.

Rebels
Standard Looters are now called Rebels and have more equipment (not just ax and rocks) - Can be upgraded to Imperial Troops at the moment. A new Bandit Trooptree will be created in the future. (WIP)



Deserters
There are new subdivisions for Deserters (Bandits)
These are not ordinary bandits, but deserters who try to steal your hard-earned butter and gold. Teach them manners and put them back into service if you want.

5 new cultures with their new Deserter / Bandit factions.
  • Northlanders and their new Northland Deserters can be upgraded to Sturgians
  • Eastlanders and their new Eastland Deserters can be upgraded to Khuzaits
  • Midlanders and their new Midland Deserters can be upgraded to Vlandians
  • Highlanders and their new Highland Deserters can be upgraded to Battanians
  • Southlanders and their new Southland Deserters can be upgraded to Aserais





Arrows and Bolts
Flying arrows and bolts now look realistic - instead of flying straws.



Mounts
All horses and camels have been enlarged to make them look a bit more powerful.
Also we done some adjustment to mount movement.



Additional Weapons
We also added a bunch of new weapons. For example spears, which some units can also throw.

Shields
Adjusted some shields to hang directly on characters' backs - no more floating shields. The physics of the shield carried on the back have also been adjusted. Stuck projectiles on shields are now displayed on the correct position.

Crossbows
In the standard version, all crossbows are displayed on the back near the neck when holstered. In MCGA, Crossbows are now worn on the left hip near the strap.

Combat
We made also some changes to combat. For example, depending on the level, archers now also shoot indirectly at the enemy from a greater distance and not only at 50 meters.



... and much more





Furthermore, balancing was an important point when creating the mod. Each faction has its strengths and weaknesses based on equipment, skills and levels. We have achieved a sufficiently good balancing for us with the help of calculations and of course through intensive testing in the game. Of course, this is an ongoing task because something can change at any time with future updates from Taleworlds and from us. We would be happy to receive constructive feedback.





Popular Discussions View All (11)
57
16 Jan @ 9:04pm
1.2.7 and MCGA
MethKing
32
28 Jan @ 8:59am
🐞 Bug Report
MethKing
4
21 May @ 9:46am
Bug Report
Warlike
442 Comments
Festive Fellow 8 Aug @ 12:16am 
I've never seen pics from the game go this hard before
NOD Warrior 6 Aug @ 4:48am 
Hi! Just wanted to know if it is compatible with mods like knights of vlandia, swandian armory and open source amory. Can I use following modds with this one?
Heidrun 5 Aug @ 12:34pm 
Dag, you came into a mod entitled "Make Calradia Great Again" expecting proper grammar? One of the creator's usernames is literally "MethKing." You walked into a toilet and expected gold.
Heidrun 5 Aug @ 12:30pm 
Strayberryz, Vlandian Bannerets are very strong, not sure what you're on about. They also have decent archers AND infantry. Not great, but fine. Vlandians are supposed to be more the Cavalry troop, anyhow. Battanian Fian Champions are really OP still, though.

Perfect army makeup as far as I've seen would be Battanian archers, Vlandian cavalry, Sturgian Infantry, Empire or more likely Khuzait Horse Archers. I'm not sure what the Aserai and Empire have that everyone else doesn't already have at a higher tier, but... they sure do exist.
Heidrun 5 Aug @ 12:24pm 
Ricky67 , just load the other mod after this one, and it should override.
Monizious 1 Aug @ 11:39pm 
Empire always lost on my campaign lmao. Good mod overall working with 1.2.10
ricky67 30 Jul @ 1:34pm 
How do you disable the changes made to holsters? I use other mods that change holster positions
Arvi 28 Jul @ 5:02pm 
I came here to give some feedback. I love the mod but the faction colors makes it difficult to tell factions apart. especially when playing with custom kingdoms or mods like new game+.
on my current map I got 12 kingdoms, but the colors make it look like I only have vanilla kingdoms. it makes it very hard to keep track
Arvi 28 Jul @ 4:51pm 
why Strawberryz? I play Vlandia and im rolfstomping everything. no issues here. maybe it's your tactics?
Strawberryz 21 Jul @ 10:01am 
Vlandia is really underpowered it's unplayable it you want to play as Vlandia