Crusader Kings II

Crusader Kings II

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Good Old Retinues
   
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Tags: mod, Mods, Retinues
File Size
Posted
Updated
129.293 KB
28 May, 2016 @ 4:02pm
7 Jul, 2020 @ 10:25am
4 Change Notes ( view )

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Good Old Retinues

In 2 collections by Pzyber
Pzyber's CKII Mods
5 items
Pzyber's Favorite CKII Mods
7 items
Description
This mod rebalances the retinue system.

It's kind of a combination between how the retinues were in the 2.1.6 patch and how the retinues are in the 3.3.5.1 patch but with some differences.

- Doubles the amount of retinues in each subunit. Makes it more like it was in the 2.1.6 patch but with the number/ratio rebalances from the later paches intact.
- Increased retinue cap per holding from 2 to 2.4. With emperor rank you will get a cap of 6 per holding (the same level as in the 2.1.6 patch) instead of 5. As count to king you will get less then in the 2.1.6 patch where the cap was 6 per holding for all ranks.
- Increased retinue tech multiplier from 1.5 to 2.0 (same value as in 2.1.6).
- Hire cost multiplier reduced to 0.08 (same as in 2.1.6) from 0.14.
- Reinforcement rates are kept at the 3.3.5.1 value (half of the 2.1.6 value)
- The constant cost multipler is reduced from 0.25 to 0.125. In 2.1.6 retinues were free when not reinforcing.
- Reduced reinforce cost multiplier from 3 to 0.35. In 2.1.6 it was 1.4 (1.4 / 2 (compensation for constant cost) / 2 (to compensate for the slower reinforce rate as of the later patches) = 0.35.

New Cap per Holding:
Emperor = 6
King = 4,8
Duke = 3,6
Count = 2,4

Original Cap per Holding (3.3.5.1):
Emperor = 5
King = 4
Duke = 3
Count = 2

Original Cap per Holding (2.1.6):
Count - Emperor = 6

Tested with patch 3.3.5.1 but may work with earlier or later versions.

Direct Download available at (requires that you are logged into Paradox forums)
https://forum.paradoxplaza.com/forum/index.php?threads/mod-pzybers-ck2-mods.962679/
66 Comments
Isidor_von_Edelsburg 24 Mar, 2023 @ 12:08pm 
Remove the abillity thats Barons hire retunies?
Pzyber  [author] 26 Dec, 2022 @ 3:23pm 
Nope, last patch didn't effect this mod.
Riekopo 26 Dec, 2022 @ 3:08am 
Does this need one last update? CK2 development is done.
Pzyber  [author] 25 Dec, 2022 @ 8:40am 
@Riekopo unfortunately not.
Riekopo 24 Dec, 2022 @ 8:27pm 
Compatible with CK2+ ?
Pzyber  [author] 19 Dec, 2021 @ 6:23am 
@Riekopo nope already supporing the latest version.
Riekopo 18 Dec, 2021 @ 8:48pm 
Does need update?
Pzyber  [author] 29 Oct, 2021 @ 11:26am 
@Legate Nullus, glad you figured it out, have fun!
Legate Nullus 29 Oct, 2021 @ 12:26am 
After going one by one through my subscribed mods, I figured out it's incompatible with a start date mod - "633 AD, Rise of Islam." It must make some changes to retinues of it's own, though I'm not sure what. Ah well, I'll just have to not use this mod when I want to play that start date.
Legate Nullus 28 Oct, 2021 @ 8:08pm 
I launched the game both with and without the mod activated and there was no difference. I don't think it's a mod conflict, since I don't think I use anything else that would modify retinues, but I can try launching the game with this mod only and see if it works then.